Alfred Gugenbuttle
Alfred Gugenbuttle
Sheet
AC 18 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingCHA
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresBonus action
- Second WindLevel 1
When On Alfred's turn when he needs to recover.
Alfred can use a bonus action to regain 1d10 + 5 hit points. He must finish a short or long rest before using it again.
Reaction
- Riposte
When A creature misses Alfred with a melee attack.
When a creature misses Alfred with a melee attack, he can spend a superiority die to make one melee weapon attack against it as a reaction, adding the die to the damage roll.
Always on
- Precision Attack
When After rolling a weapon attack, before the outcome is determined.
When Alfred misses with a weapon attack, he can spend a superiority die to add the result to the attack roll.
- Menacing Attack
When Alfred hits a creature with a weapon attack.
When Alfred hits with a weapon attack, he can spend a superiority die to deal extra damage and force the target to make a DC 14 Wisdom saving throw. On a failure, it is frightened until the end of Alfred's next turn.
- Action SurgeLevel 2
When On Alfred's turn when a decisive burst of effort is needed.
Alfred can take one additional action on his turn. He must finish a short or long rest before using it again.
- Fighting Style: DuelingLevel 1
Alfred chooses the Dueling fighting style. While wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
- Combat SuperiorityLevel 3
Alfred gains four d8 superiority dice, which are expended to fuel maneuvers and regained after a short or long rest. His maneuver save DC is 14. He knows Precision Attack, Riposte, and Menacing Attack.
- Student of WarLevel 3
Alfred gains proficiency with smith's tools. If he already has this proficiency, he gains proficiency with one other type of artisan's tools.
- Maneuver: Menacing AttackLevel 3
When Alfred hits a creature with a weapon attack, he can expend one superiority die to add the die to the attack's damage roll and force the target to make a Wisdom saving throw. On a failure, the target is frightened of Alfred until the end of his next turn.
- Maneuver: Precision AttackLevel 3
When Alfred makes a weapon attack roll against a creature, he can expend one superiority die to add it to the roll. He can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Maneuver: RiposteLevel 3
When a creature misses Alfred with a melee attack, he can use his reaction and expend one superiority die to make one melee weapon attack against that creature.
- Extra AttackLevel 5
Alfred can attack twice, instead of once, whenever he takes the Attack action on his turn.
- DarkvisionHalf-OrcAlfred can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees darkness as shades of gray.
- MenacingHalf-OrcAlfred is proficient in Intimidation.
- Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, Alfred can drop to 1 hit point instead. He must finish a long rest before using this trait again.
- Savage AttacksHalf-OrcWhen Alfred scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Orcish BloodHalf-OrcAlfred speaks, reads, and writes Orc in addition to Common.
- Military RankSoldier
Alfred retains his military rank and can invoke the authority and influence of soldiers, veterans, and sympathetic civilians. He can secure basic shelter, equipment, and limited assistance from military organizations or fellow warriors, provided his requests do not endanger them.
Gear
11 itemsWeapons
- LongswordA military longsword with a broad guard, balanced for controlled one-handed strikes.
- Light CrossbowA compact crossbow with twenty iron bolts, carried for situations where closing distance would be foolish.
Armor
- Chain MailA well-maintained suit of linked steel armor, patched in several places but carefully polished.
- ShieldA reinforced wooden shield bearing a faded quartermaster's mark.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Explorer's PackA bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and hempen rope.
- Insignia of RankA bronze insignia of rank from Alfred's former military company.
- Trophy from a Fallen EnemyA broken helmet crest taken from a defeated enemy officer.
- Bone DiceA small set of bone dice, used mostly for judging whether someone is lying about their courage.
- Common ClothesPlain but well-brushed military clothing.
Purse
- 10×Gold PiecesMoney left from his final military pay and several quiet wagers.
Appearance
Alfred is a broad-shouldered half-orc with olive-gray skin, a blunt lower tusk, and thick black hair combed into an unusually precise side part. He keeps his beard trimmed into two squared tufts beneath his jaw, maintaining it with almost ceremonial care. His military coat is neatly brushed but visibly repaired, and he wears a battered steel breastplate over chain mail, polished wherever his hands can reach. Alfred stands too close when speaking, often looming over people without realizing it, then abruptly steps back and apologizes as if retreating from a battlefield.
Mannerisms
Alfred squares his shoulders before answering difficult questions, taps the pommel of his longsword three times before a fight, and silently counts exits whenever he enters a room. When annoyed, he begins polishing an already clean piece of equipment. He addresses strangers as if briefing a squad, with clipped sentences and unnecessary hand gestures showing formations.
Personality
Alfred is methodical, watchful, and unexpectedly gentle with frightened people. He prefers practical kindness over comforting speeches, repairing a strap, counting someone's arrows, or standing between them and danger. He speaks with formal military precision until food, bad tailoring, or unfair legal proceedings irritate him, at which point his vocabulary becomes startlingly inventive.
Ideals
Justice. A lawful contest is better than an easy victory, and the rules must protect the powerless as much as they restrain the strong.
Bonds
He is bound by an oath to defend the captured rebel champion in the upcoming trial by combat, even if the champion is unpopular or morally difficult to protect. He also carries his father's brass measuring calipers and believes returning them to the old garrison would prove that he did not abandon his family when he left.
Flaws
Alfred cannot tolerate being publicly corrected, especially by someone he considers undisciplined. He becomes rigid and argumentative when frightened, disguising uncertainty as procedure. He also has a habit of accepting challenges he does not need to accept, because part of him believes retreat is only respectable when ordered by someone of higher rank.
Quirks
Background
Alfred Gugenbuttle was born in a border garrison where his human mother served as a quartermaster and his half-orc father repaired siege engines. He grew up among supply ledgers, dented helmets, and soldiers who measured trust by whether a person held their ground when frightened. Alfred was never the strongest recruit in his company, but he became the one commanders called when a formation needed to move through chaos without collapsing. He learned to watch feet, shoulders, and breathing rather than faces, and he developed a patient, technical style of fighting that made every strike look like the conclusion of an argument already settled. He left the army after refusing an order to execute a captured rebel champion without a hearing. The refusal cost him his commission, but the champion later sent word that the disputed trial by combat would be conducted under lawful terms, with Alfred named as one of the possible defenders. Alfred now travels with the party through Kemberbad, seeking coin, allies, and a reputation strong enough to make the coming trial impossible to dismiss as a spectacle. He tells everyone that he is preparing for justice, not glory. In private, he practices the same three maneuvers until his hands ache, because he is terrified that the trial will reveal he has mistaken discipline for courage.
“He grew up among supply ledgers, dented helmets, and soldiers who measured trust by whether a person held their ground when frightened.”
- Background
- Soldier
Connections
Species
Half-Orc
Media
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