Aredil Sultur

Dunstan Gossington-Gorth's page

166 posts. Alias of Helaman.


Full Name

Dunstan Gossington-Gorth

Race

Male Human Noble Soldier

Classes/Levels

Fighter/4 Champion

Gender

AC16 HP 39/[39] passive perception 12 passive insight 12 Saves: S+6 D+3 Cn+4 I-1 W+2 Ch+1

Age

24

Occupation

Noble

Strength 20
Dexterity 16
Constitution 14
Intelligence 8
Wisdom 14
Charisma 13

About Dunstan Gossington-Gorth

Attack
Great Sword (+1) +8 2d6 + 6 S
L.Sword +7 1d8 + 5 S
Pistol +7 1d10 + 3 P
Fists +7 1 + 5 B

Fighting Style: Archery (Guns): +2 with attack rolls with ranged weapons
Improved Critical: Crits on 19-20
Second Wind (1d10+3 HPs)
Action Surge (extra action once per short rest)

Defense
Chainmail AC16
Saves: S+6 D+3 Cn+4 I-1 W+2 Ch+1

Skills
Athletics +6
History +1
Handle Animal +4
Persuasion +3
Gaming Set: Cards + 2
Background Language: High Mordentish

Equipment:

Pistol
Greatsword +1
Longsword (Straight Heavy Calvary Sabre)
Chainmail
Scroll of Pedigree
Set of Fine Clothes (Military Uniform)
Signet Ring
Explorer Pack
- Backpack
- Bedroll
- Messkit
- Tinderbox
- 10 torches
- 10 days rations
- Waterskin
- 50ft Rope

PP: GP:25: EP: SP: CP:

Features, Traits, Bonds and Flaws:

Trait - No one could doubt by my looking at my regal bearing that I am a cut above the unwashed masses.
Ideal - Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
Bond - My Loyalty to my sovereign is unwavering.
Flaw - I made a terrible mistake in battle that cost many lives. I would do anything to keep that mistake secret.

Feature: Position of Privilege - Thanks to my noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume that you have the right to be where ever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Feat: Heavy Armour Master
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.

Background:

Rolls:

4d6 ⇒ (3, 4, 2, 6) = 15 13 (14)
4d6 ⇒ (6, 6, 6, 1) = 19 18 (19)
4d6 ⇒ (2, 2, 3, 2) = 9 7 (8)
4d6 ⇒ (2, 5, 5, 5) = 17 15 (16)
4d6 ⇒ (5, 3, 3, 4) = 15 12 (13)
4d6 ⇒ (5, 5, 3, 1) = 14 13 (14)

Human + 1 to all stats