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Belbajak Sweetwater, Gnome Abjurer


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spacer.pngName Belbajak Sweetwater

Age 52

Profession Wizard

Race Gnome (Forest)
Class Wizard 2 (Abjurer)
Background Noble (Retainers)

 

Description

This middle-aged gnome smiles within a trimmed white beard and sparkling octarine-colored eyes, which appear insatiably curious.  His gnomish clothes of wool are clean and oddly stylish.  He carries a decorated staff and full rucksack. 

He actively and patiently listens to others with a smile, so he doesn’t react when they start to babble incoherently.  He just nods and smiles doing his best to reply without making them feel as stupid or as ignorant as they probably are.  If just ignorant, he attempts to educate what they want to learn.

 

Personality

Belbajak is a domesticated, intellectual gnome who was pushed from his comfortable home by his strong wife and family to repay a perceived debt to the Silver Hawk Company.  He did not foresee his life going this way.  He wants to show his wife and his children that he is strong and confident, which is far from how he feels.  However, he would be much happier practising magic and playing dragonchess from his stuffed leather chair by the fireplace.

spacer.pngHis wife Esmerelda is a strong, beautiful gnome who has no intention of living a bad life.  After 26 years of surviving the Sweetwater matrons of the family warren, she has grasped this opportunity with both hands and is determined to overcome any obstacle preventing them from having a happy life.  She knows the reluctance of her husband but also believes that he is much stronger than he himself believes of himself.  

Their daughter Belora is a shadow of her father, curious, intelligent and deeply insecure.  Her mother tells her that this trip will reveal the strength in their family.  Obviously, she has tremendous doubt.

Their son Namfoodle goes with the flow and complains about everything.  While he helps his parents, he antagonises them while doing it.  He has no idea what he’s doing but at least they are out of the warren exploring the world.

 

Backstory

  • Belbajak was born and raised in a gnome warren occupied by the Sweetwater clan in a hilly forest neighbouring the Borderlands
  • He apprenticed wizardry under his uncle Namfoodle and is an accomplished abjurer
  • 26 years ago, he married Esmerelda, a beauty from the nearby Timbers clan, who was charmed by his wit
  • They have two children: Belorla 24 year old daughter and Namfoodle 22 year old son
  • Six months ago, goblins raided and laid siege to their warren.  The Silver Hawk Company rescued them and drove the goblins away.
  • In order to repay the Company in some manner, Belbajak was convinced (more like cajoled) into joining the Company.  Bebajak is bringing his wife and children with him (Retainers from the Background feature)
  • Esmerelda convinced Belbajak to go, because the Sweetwater ladies were driving her crazy.  She has a strong character who knows what she wants
  • Belorla has the knack for magic but not the self confidence
  • Namfoodle is a generous soul but lazy complaining about everything
  • Belbajak just wants a good life for his family and would like to write a book about one day
  • Arumdina, the name of the mastiff
  • Whisperleaf, the name of the familiar
  • Donkey doesn't have a name

 

Str 8

Dex 14 = 13 +1 racial

Con 15 

Int  16 = 14 +2 racial

Wis 12

Cha 10

 

Skills Arcana, Investigation, History, Persuasion

Tools Dragonchess set

Languages Common, Gnomish, Sylvan

 

Cantrips Minor Illusion, racial

  1. Firebolt
  2. Shocking Grasp
  3. Light


Spellbook

  1. Alarm
  2. Comprehend Languages
  3. Detect Magic
  4. Find Familiar
  5. Magic Missile
  6. Shield
  7. Sleep
  8. Tasha’s Hideous Laughter

 

Equipment

Worn & Carried

  • Traveler's outfit - 2 gp - 4 lbs
  • Winged boots - magic
  • Signet ring of Clan Sweetwater - Noble
  • Purse - Noble - 1 lb
  • Component pouch - 2 lbs - Wizard
  • Arcane focus (staff) - 4 lbs - 5 gp
  • Dagger - 1 lb - Wizard
  • Scholar's pack - 10 lbs - Wizard
    • Spellbook - 3 lbs - Wizard
    • Scroll case - 1 lb - 1 gp
      • Scroll of wizard pedigree - Noble

 

 

 

 

 

 

 

Owned

  • Familiar (owl) - 10 gp
  • Mastiff - 25 gp
    • Bit & Bridle - 2 gp
    • Riding saddle - 10 gp
  • Donkey - 8 gp
    • Bit & Bridle - 2 gp
    • Pack saddle - 5 gp
  • Wagon - 35 gp
    • Explorer's pack - 10 gp
    • Healer's kit - 5 gp
    • Pot, iron - 2 gp
    • Cook's utensils - 1 gp
    • Lamp, hooded - 5 gp
    • Oil (flask) (x10) - 1 gp
    • Fishing tackle - 1 gp
    • Shovel - 2 gp
    • Tent, two Medium person - 2 gp
    • Dragonchess set - 1 gp

 

Starting cash = 100 +25 gp = 125 gp

 

Sold: Fine clothes - Noble - 15 gp

 

Bought: 8 +127 = 135 gp

 

Current cash = 5 gp

 

 


What do you expect from this game? Fun. Story-telling escapism. An interesting, slow moving, interactive, character-developing, conflict-facing story.

 

What do you expect from me (The GM?) Clearly descriptive and rich setting with a variety of encounters from impossible to pleasurably easy, and everything in between. Regular frequency of posts which are the virtual heartbeat of the game which doesn't delay due to a minority of players

 

What do you expect from other players? Clearly descriptive actions and thoughts of their evolving character. Collaborative teamwork which demonstrates that they believe that everyone should have fun, too. Not have their characters react to things that their character does not know, for example the thoughts of other characters. Communicate and manage any posting delays due to RL

 

 

Edited by JubalBreakbottle (see edit history)
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Everything looks great, I do have some questions about the followers from the noble background, the family members. From the book,

"Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused."

I think we could reasonably play this a couple of ways,

1. The family follows you on the road, but they don't get involved in the combat (and may actually be a liability requiring protecting)
2. The family sets up a "Headquarters" that you can come back to in town, perhaps gaining you guys some advantages in terms of selling gear, researching, doing outreach, or trying to get political influence?

I think for encounter balance reasons it does make sense to exclude the family from combat, but I do want your input on what that looks like! I'm not hard-set on either of the options above, I'm very open to a "third way".

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I imagine we would play both options: the first in transit, and the second when we've camped. They are not intended to get involved in combat. They would effectively be the baggage train of our little army.

Now, that you're good with the concept, I've a question about equipment:

  • Do I need to buy four sets of mess kits, bedrolls, blankets? Or can I purchase one set and have the balance of the personal mundane equipment?
  • What about extra food and building stuffs? I don't really want to get into speculation or really play out the logistics of this. However, I can invest an amount of gold into the endeavor. I really want to leave this stuff to the wife and kids off screen that update between character encounters.

Are you ready for me to start posting in the prologue?

cheers

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Perhaps the easiest way to do it is for the followers to get a “split” of what you earn. That way, it allows us to hand-wave that they can buy most things they need, while not requiring us to play AccountingSimulator™️ for three extra people.

Maybe a 50/50 split between you and the followers? That’s a lot of hungry mouths, but armor and gear and bribes are also expensive…

Edited by Aspekt (see edit history)
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45 minutes ago, Aspekt said:

Perhaps the easiest way to do it is for the followers to get a “split” of what you earn. That way, it allows us to hand-wave that they can buy most things they need, while not requiring us to play AccountingSimulator™️ for three extra people.

Maybe a 50/50 split between you and the followers? That’s a lot of hungry mouths, but armor and gear and bribes are also expensive…

Actually all the money will go to the wife. And we’ll plan for expenses. Wizards just need materials to copy spells. And if the party wants them cast, maybe they can kick in too. Like indentify

 

cheers

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Belbajak Sweetwater

spacer.pngForest Gnome Abjurer 


AC 12 | HP 14/14 | Ward 5/5 | HD 2/2 | Initiative +2 | Speed 25 ft. Fly 25 ft.
Darkvision 60 ft. | Passive Perception 11, Insight 11, Investigation 15.
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 16 (+3) | Wis: 16 (+3) | Cha: 16 (+3)
Languages: Common, Gnomish, Sylvan
Spell-casting: +5 DC 13 | Recovery 1/1 | CantripsFirebolt VS, 120 ft attack, 1d10 fire
Light VM, touch, 1 hour
Minor Illusion SM, 30 ft, 1 minute
Shocking Grasp VS, touch attack (adv with metal), 1d8 lightning +reactions
| 1stAlarm VSM 30 ft, 8 hour, ritual, +2 Ward
Comprehend Languages VSM, ritual, 1 hour
Detect Magic VS, ritual, Concentration
Find Familiar, ritual
Magic Missile VS, 3d4+3 force
Shield VS, reaction, +5 AC, +2 Ward
Sleep VSM, 90 ft, 20 ft radius, 5d8 hp
Tasha’s Hideous Laughter VSM, 30 ft, Wis, Concentration
3/3 | 2nd 0/0


talk

 

spacer.png

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions

Shocking Grasp . Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 lightning damage, and target can't take reactions until the start of its next turn. Advantage on the attack roll if the target is wearing armor made of metal.

Firebolt . Ranged Spell Attack: +5 to hit, ranged 120 ft., one target. Hit: 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Magic Missile .

Sleep .

Tasha's Hideous Laughter .

 

Bonus Actions:

-

 

Reactions:

Shield

 

Race & Class Features:

Gnome Cunning . You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

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.

Familiar (fey owl). Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Edited by JubalBreakbottle (see edit history)
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