Bosco Bitterman

Bosco Bitterman

Physical Description

General Physical Condition

Slightly shorter than the average adult Tortle and more portly. A demanding robust build, something akin to a strongman if a tortle may be described as such.

Body Features

Reddish-brown skin tone. Brown and muddled orange carapace. A pale teal plastron.
Alignment
Lawful Neutral
Date of Birth
1164
Children
Gender
Male
Eyes
Yellow
Hair
None
Skin Tone/Pigmentation
Reddish-Brown
Height
5'8"
Weight
500 lbs

Bosco Bitterman

Tortle Race
Bloodwave Bay (Spelunker) Origin
Fighter (Unbreakable) 2 Class & Level
Lawful Neutral Alignment
Wondox Deity
Freemen Faction
Member / Bilgerat Rank/Position
2 Loyalty
Company

Strength 17
+3
Dexterity 12
+1
constitution 15
+2
intelligence 10
+0
wisdom 15
+2
charisma 11
+0
Total Hit Dice 1
Hit Die
1d10+2
+2 proficiency bonus
+5 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+0 History
+4 Insight
+0 Intimidation
+0 Investigation
+4 Martial
+2 Medicine
+0 Nature
+4 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+4 Survival
skills

 
1
MV
0
Prestige
1
Attunement Slots
19
Armor Class
20
Hit Points
+1
Initiative
30
Speed
Claws 1d20+5 1d4+7
Warhammer (1H) 1d20+5 1d8+9
Warhammer (2H) 1d20+5 1d10+7
Light Crossbow 1d20+3 1d8+5
Attacks
All Proficiencies
Lip Service: Skill proficiency - Athletics
Tool Proficiencies: Cartographers, Navigators
Weapon Proficiencies: Simple, martial
Armor Proficiencies: Light, medium, heavy, shields
Saving Throws: Strength, Constitution
Skills: Insight, Martial
Misc: Waterborne Vehicle
Languages: Aquan, Common
Origin
Bloodwave Bay: Skill Prof - Athletics, Dexterity +1
Spelunker: Passive perception +5, Skill proficiency in perception
Racial
Survival Instinct: Gain proficiency in the Survival skill

Proficiences
Items 172lbs
Items
Lbs.#
Starting Equipment:--
Chain Mail551
Warhammer21
Shield61
Light Crossbow51
Crossbow Bolts1.520
Dungeoneer's Pack:--
Backpack51
Crowbar51
Hammer31
Pitons2.510
Torches1010
Tinderbox11
Rations2010
Waterskin51
Hempen Rope101
Freemen:--
Freemen Cloak51
Aquamarine Amulet11
Cartographer's Tools61
Navigator's Tools21
Silk Rope51
Common Clothes31
Belt Pouch (10gp)11
Potion of Healing63
Pole of Collapsing71
Bullseye Lantern21
Gold1559

Equipment
Freemen
Faction
The Mad Man (15/11/15/10/14/11)
Stat Array
Class
Fighting Style (Dueling): When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Racial
Ability Score Increase: Str +2; Wis +1
Claws: Claws can be used as natural weapons. Unarmed strike, slashing equal to 1d4 + Strength modifier.
Hold Breath: Can hold breath for up to 1 hour at a time.
Natural Armor: Shell for armor, base AC of 17 (Dexterity modifier doesn't apply). Can add shield bonus.
Shell Defense: Can withdraw into shell as an action, gaining +4 bonus to AC, advantage on Strength and Constitution saving throws. While in shell, considered prone with 0 speed, disadvantage on Dexterity saving throws, can't take reactions, and the only action available is a bonus action of emerging from the shell.
Freemen
Kaheeliā€™s Kiss: A Freemen that takes this mark, receives only half the normal healing they would receive, but they deal an additional 4 damage on any weapon damage roll they would make.
Attribute Cap Increase: +2 Dexterity; This boosts the maximum of an ability score but not the score itself.
Freemen Cloak: Gain advantage on any saving throw that would impede your movement.

Class/Racial Features & Traits