Droseph Bulbö
gnome-armoursmall.jpg

Name: Droseph Bulbö
Player: Trar

Sex: Male
Age: 150
Race: Gnome (Forest)

Class: Fighter (Battle Master)
Alignment: Chaotic Good
Level: 4
Proficiency: +2
Hit Points: Heal die: (3/4) d10+2[CON] | (+7 health per level) | 33 (!2 damage)

Height: 3'
Weight: 45 lbs.

Identifying Features: Large bushy beard. Pointy ears. Is a gnome. Looks like an older cross between David the Gnome and Noddy. Beard is currently damaged from fighting.

Abilities:

Strength 13 (17 - 4) +1
Dexterity 13* +1
Constitution 14 +2
Intelligence 11** +0
Wisdom 11 +0
Charisma 10 +0

Background (Soldier):

Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Playing card set, vehicles (land)

Languages: Common, Gnomish

Personality Trait: (5) I can stare down a hell hound without flinching.
Ideal: (1) Greater Good. Our lot is to lay down our lives in defense of others.
Bond: (6) I fight for those who cannot fight for themselves.
Flaw: (6) I'd rather eat my armor than admit when I'm wrong.

Skills:

Feats:

Heavy Armor Master

Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Offensive:

Attack:
WEP ATT. DMG. MISC.
Battleaxe d20+5 = +3[STR]+2[PRO] 1d8+3[STR] slashing Versatile (1d10)
Handaxe d20+5 = +3[STR]+2[PRO] 1d6+3[STR] slashing Light, thrown (range 20/60)

Action:

Initiative: +1[DEX]

Land Speed: 25ft
Armored Speed: 25ft
Climb Speed: None
Swim Speed: None
Flight Speed: None

Defensive:

AC: 16+2[DEX]+1 (Ring of Protection) & +3 shield = 22

Strength Save: +3[STR]+2[PRO] = +5
Dexterity Save: +1[DEX] = +1
Constitution Save: +2[CON]+2[PRO] = +4
Intelligence Save: +0[INT] = +0
Wisdom Save: +0[WIS] = +0
Charisma Save: +0[CHA] = +0

Racial Traits:

Size: Small
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Class Features:

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Skills: Acrobatics, Perception
Tools: Smithing tools

Level Features

Fighting Style

Martial Archetype

Superiority Dice: d8 (4/4)
Maneuver DC: 13 = 8+2[PRO]+3[STR]


Equipment:

  • Royal guard badge
  • Battleaxe
  • Chainmail armor (AC 16, disadvantage on Stealth rolls)
  • Explorer’s pack (includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)
  • 2 handaxes
  • Common clothes
  • 1,000 gp
  • +1 Shield. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC (+2). Attuned
  • Ring of Protection. You gain a +1 bonus to AC and saving throws while wearing this ring. Attuned

Backstory:

Droseph Bulbö's been around for a while. Born in Viladia, he was raised as a farmer's son until finding himself in want of something a little more…adventurous. First serving in the local gnome lord's army, he eventually served for decades in the Royal Guard, defending the kingdom from threats without and within.

A mistake was made, however. Droseph, by then the unflappable Chief of the Guard, had to leave. He hasn't talked about it much with anyone. Truthfully, while he's mostly made peace with the incident, he became aware of a nagging yet familiar feeling of restlessness. When he heard of the expedition to the 'new continent', he figured he might as well see what was up. Part of him felt like he didn't have much choice. It was either aimless drifting on the fringes of society, or exploring a brand new land and protecting whoever would need protecting from its dangers.

Droseph's normally taciturn and a bit moody on certain days, but being on a colonial expedition might get him to open up. Time will tell whether that prodding restlessness will get him seriously injured or killed, and whether he'll start to really worry about feeling compelled to propel himself ever onward.

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