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Arbo - AI-generated fantasy Character

Arbo

Kobold · Barbarian · Level 1 · Outlander

Arbo

Arbo is quiet, disciplined, and surprisingly content with his own company.
AC11
HP15/15
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 15 · 30 ft.
AlignmentNeutral GoodGenderMaleAge8 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Greataxes,
Handaxes,
Javelins,
Quarterstaffs,
Light hammers,
Battleaxes,
Flails,
Glaives,
Greatswords,
Halberds,
Lances,
Longswords,
Mauls,
Morningstars,
Pikes,
Rapiers,
Scimitars,
Shortswords,
Tridents,
War picks,
Warhammers,
Whips

Tools

One musical instrument of Arbo's choice, hand drum

Languages

Common,
Draconic,
One additional language from Outlander, chosen as Giant

Features

9 features

Action

  • Grovel, Cower, and BegKoboldAs an action, Arbo can distract nearby enemies. Until the end of his next turn, his allies gain advantage on attack rolls against enemies within 10 feet of him that can see him. Once used, he cannot use this trait again until he finishes a short or long rest.

Always on

  • RageLevel 1

    When Bonus action

    Arbo enters a battle-frenzied state, gaining his barbarian rage benefits for up to 1 minute. He can use this feature twice per long rest.

  • Unarmored DefenseLevel 1

    While not wearing armor, Arbo's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can still use a shield and retain this benefit.

  • Ability Score IncreaseKoboldDexterity increases by 2 and Strength decreases by 2.
  • DarkvisionKoboldArbo can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
  • Pack TacticsKoboldArbo has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally is not incapacitated.
  • Sunlight SensitivityKoboldArbo has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when he, his target, or what he is trying to perceive is in direct sunlight.
  • SpeedKobold30 feet.
  • WandererOutlander

    Arbo has an excellent memory for maps and geography. He can always recall the general layout of terrain, settlements, and natural landmarks he has seen, and he can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Gear

10 items

Weapons

  • Greataxe
    A large martial melee weapon with a blade suitable for devastating Strength-based attacks.
  • 2×
    Handaxe
    Light thrown martial weapons, useful as backup weapons or for striking at range.
  • 4×
    Javelin
    Thrown spears that can also be used in melee.
  • Staff
    A plain wooden staff used for walking, testing terrain, and occasionally delivering a measured bonk.

Gear

  • Explorer's pack
    A sturdy pack containing basic adventuring supplies such as bedrolls, rations, rope, tinder, and other necessities.
  • Hunting trap
    A practical device for catching small or medium beasts in the wilderness.
  • Trophy from a slain animal
    A memento from the wilderness, currently a polished claw from a giant badger.
  • Traveler's clothes
    Rugged travel clothing altered to conceal three kobolds standing in a precarious vertical arrangement.
  • Pouch
    A small leather pouch containing starting currency.

Purse

  • 10×
    Gold pieces
    Starting currency from his outlander background.

Appearance

Arbo is a short, wiry kobold with rust-red scales, a cream-colored muzzle, and bright amber eyes that rarely stop scanning his surroundings. He wears a patched leather harness beneath a weather-stained traveler’s cloak, and carries an oversized greataxe that he maintains with almost religious focus. His clothing is deliberately loose and layered, concealing the two other kobolds who make up his trench-coat disguise. Up close, the disguise is obvious, but Arbo has complete confidence in it.

Mannerisms

Arbo speaks in a low, careful voice and pauses before answering, as if consulting an invisible committee. When nervous, he adjusts the coat collar to make sure the other two kobolds remain hidden. When angry, he becomes extremely polite, which is usually more alarming than shouting.

Personality

Arbo is quiet, disciplined, and surprisingly content with his own company. He prefers exercise to conversation and wilderness trails to crowded streets. Beneath his suspicion and awkwardness, he is deeply compassionate. He wants to prove that a kobold, or three kobolds in a coat, can be dependable, brave, and good.

Ideals

Kindness should be practical. If someone is hungry, give them food. If someone is threatened, stand between them and the danger. Approval is nice, but doing the right thing matters more.

Bonds

The two kobolds who share his trench coat are his littermates and his responsibility. He will risk himself without hesitation to keep them safe, and he dreams of finding a permanent home where all three of them can live openly.

Flaws

Arbo assumes that anyone who asks too many questions is preparing to betray him. He is stubborn about the trench-coat disguise even when it is clearly making matters worse, and he sometimes mistakes being silent for being emotionally mature.

Quirks

Counts his lifting repetitions in Draconic, even when nobody asked.
Keeps three separate portions of every meal and becomes irritated if anyone combines them.
Practices standing perfectly still so the trench coat appears less suspicious.
Names particularly useful rocks and carries them for luck.
Sleeps sitting upright with one hand on his greataxe.

Background

Arbo was born beneath a collapsed watchtower, in a kobold warren that survived by keeping quiet, moving quickly, and never letting outsiders know how many kobolds were actually present. He grew up as the third member of a remarkably small family unit, alongside two littermates who were stronger, louder, and much better at pretending to be one tall adventurer. Their first trench-coat disguise was built from a stolen tent, three belts, and an unreasonable amount of hope. It worked once, for nearly six minutes, and that was enough to convince them it was their destiny. The trio eventually left the warren after a band of mercenaries destroyed much of their home. Arbo found that he was happiest alone in the wilderness, lifting stones, chopping fallen trees, and practicing with weapons until his muscles ached. He does not particularly enjoy talking to people, and people generally do not enjoy discovering that the quiet traveler is actually three kobolds stacked inside a coat. Still, Arbo believes that doing good may eventually make others less afraid of him. When the trio protects a lost traveler, shares food, or drives off a monster, Arbo considers it another careful step toward becoming the kind of strange person that others might someday welcome.

“Their first trench-coat disguise was built from a stolen tent, three belts, and an unreasonable amount of hope.”
From their backstory
Background
Outlander

Connections

Species

Kobold

Media

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