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Barnaby 'Barnacles' Thrum - AI-generated fantasy Character

Barnaby 'Barnacles' Thrum

Simic Hybrid · Artificer (Armorer) · Level 6 · Sailor (Pirate)

Barnaby 'Barnacles' Thrum

Quiet, methodical, and surprisingly gentle for a pirate.
AC22
HP51/51
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 22 · HP 51 · 30 ft.
AlignmentNeutralGenderMaleAge34 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • AthleticsSTR
  • InvestigationINT
  • PerceptionWIS

Armor

Light Armor,
Medium Armor,
Heavy Armor,
Shields

Weapons

Simple Weapons

Tools

Thieves' tools,
Tinker's tools,
Smith's tools,
Navigator's tools,
Vehicles (water)

Languages

Common,
Aquan

Features

12 features

Action

  • Thunder Gauntlets

    When Attack Action

    Melee attack using INT. Deals 1d8 thunder damage. Hit creatures have disadvantage to attack anyone but you.

  • Extra AttackLevel 5

    Attack twice whenever you take the Attack action.

Bonus action

  • Defensive Field

    When Your turn

    Gain 6 temporary hit points. Useable 3 times per day.

Reaction

  • Repulsion Shield

    When When hit by a melee attack

    The attacker must succeed on a Strength save or be pushed 15 feet away.

Always on

  • Magical TinkeringLevel 1

    Invest tiny objects with light, sound, odors, or static visuals.

  • Infuse ItemLevel 2

    Known: Enhanced Defense, Enhanced Weapon, Repulsion Shield, Goggles of Night, Homunculus Servant, Boots of the Winding Path. Can have 3 active.

  • Armor ModelLevel 3

    Guardian Mode: Thunder Gauntlets and Defensive Field.

  • Tool ExpertiseLevel 6

    Proficiency bonus is doubled for tool checks.

  • TraitSimic HybridDarkvision
  • TraitSimic HybridManta Glide
  • TraitSimic HybridGrappling Appendages
  • Bad ReputationSailor (Pirate)

    People are afraid of you due to your pirate history, allowing you to get away with minor crimes.

Spells

6 spells

Spellcasting. Barnaby 'Barnacles' Thrum casts with Intelligence (spell save DC 15, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): ,

2nd level (2 slots): ,

Gear

4 items

Armor

  • Arcane Plate Armor
    Specially modified heavy diving suit fused with arcane magic.
  • Shield
    A reinforced iron hatch turned into a shield with repulsion runes.

Tools

  • Tinker's Tools
    Essential for mechanical maintenance.
  • Navigator's Tools
    Used to chart courses through treacherous reefs.

Appearance

Barnaby is a hulking Simic Hybrid with deep blue skin and vestigial manta-ray fins tucked beneath his arms. Two large, crab-like chitinous claws emerge from his shoulders, though they usually rest behind his heavy armor. He is almost always seen inside his customized suit of bronze and iron diving plate, which is constantly leaking small amounts of steam and is perpetually wet. A thick glass visor covers his face, glowing with faint blue light from within.

Mannerisms

He talks with a slow, rhythmic hum that mimics the sound of a ship's engine. He frequently mists himself with a spray bottle of salt water.

Personality

Quiet, methodical, and surprisingly gentle for a pirate. Barnaby speaks about technology and seafaring with intense passion but becomes awkward in normal social situations. He treats his mechanical creations like children and often apologizes to his suit when it takes a heavy hit.

Ideals

Innovation. The old ways of ship-building are obsolete. We must adapt or drown in the rising tides.

Bonds

My life belongs to the crew of the Drowned Anchor for pulling me from the abyss. Also, my armor is my skin, and I will never let it rust.

Flaws

I am deeply uncomfortable in dry environments and become jittery if I am away from water for more than a few hours.

Quirks

Checks the pressure valves on his suit every few minutes.
Refers to his crab claws as Left and Righty.
Always has salt crusting in his eyebrows.

Background

Barnaby was once a naval engineer whose ship was dragged to the bottom of the Trench of Whispers by a kraken. He would have died if not for the intervention of the Drowned Anchor, a crew of outcasts who inhabit the depths. Their radical biomancers and mages 'repaired' his broken body with aquatic DNA, while he spent his recovery building a pressurized suit of armor from the ship's wreckage to compensate for his failing human organs. Now he serves as the Drowned Anchor's chief salvage expert. He uses his massive mechanical gauntlets to pry open sunken treasure chests and fend off giant squid. He views his mutations not as a curse, but as an upgrade that allows him to see the wonders of the deep that no other surface-dweller can witness.

“He would have died if not for the intervention of the Drowned Anchor, a crew of outcasts who inhabit the depths.”
From their backstory
Background
Sailor (Pirate)

Connections

Species

Simic Hybrid

Media

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