Kip Brassbadge

Generated from the published character folio on 2026-10-02. Recorded facts, proposals, uncertainties and separate continuities retain their original labels. Mechanics below show the folio’s default level; see Build for recorded progression.

Open interactive folio

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Species
Kobold (MotM)
Class
Fighter 4
Subclass
Battle Master
Level
4
Background
Guard
Alignment
Not recorded
Campaign
Kip Party Continuity — world unnamed

Overview

At the table · level 4

2024 / 5.5eLegacy species compatibility

Current quick-build; choices pending; HP conditional

Full build, training & progression →

Stories & continuity

Descriptive story label, not a canonical title. Current draft and planned material are separated.

Watchtower First Adventure →

Read the complete recruitment scene. The watchtower quest and post-quest leadership payoff remain plans, not written chapters.

Imported 2 October 2026 · current quick-build, with explicit open choices. HP uses a conditional fixed-increase calculation; armour is unchosen.

Character overview

Kip is an undersized, late-blooming kobold who was hired as a tavern door guard not because anyone believed she was physically capable of stopping serious trouble, but because her posture, preparation, stance, and determination visibly showed that she would genuinely try. The keeper saw mental commitment rather than hidden combat ability.

She becomes competent through work: memorizing regulars, recognizing footsteps, keeping records, watching the door, learning how trouble moves, and caring about the people who pass through her responsibility. The defining song/origin progression is “I guard this door” becoming “We guard this door”: when armed intruders arrive, Kip holds the line and the room stands behind her because she has earned their trust.

Campaign play begins at level 4, after that origin. Kip then learns that the same guarding instinct can apply to an adventuring party, a corridor, a bridge, a city breach, or eventually terrifying high-level monsters.

Personality

Traits
Earnest, meticulous and protective. Courage and reliability—not hidden strength—win her community’s trust.
Flaws
Takes too much responsibility; inexperienced with manipulation and elite etiquette.
Motivations
Carry the duty of guarding people beyond one tavern doorway.
Voice
Speech style: direct, practical, sincere, not flowery. Established/available lines from song-derived origin: - “Halt! Who goes there? This door is mine to keep.” - “Not through my door.” Proposed later example line from discussion: “Good afternoon. I'm Kip Brassbadge. We're here about your monster problem.” This was illustrative dialogue, not written story canon.
Relationships
Tavern keeper: Employer/mentor-like adult who first recognizes Kip's determination and gives her a chance. Tavern regulars: Community she protects and that eventually protects her in return. Widow regular: Example of Kip's quiet care; Kip holds the door longer and provides a second stool. Large lumberman: Tavern regular who later recognizes Kip as the defender the young adventurers actually need. Seraphine: Young pink tiefling druid/healer; age 20 and stubbornly proud of being the oldest. Fun older-sister energy. She cares for Kip without undermining her leadership. Potential future romance is NOT between them. Finn: Air genasi Thief Rogue; charismatic trouble-finder, cowardly beneath the jokes, likely to tease Kip constantly while trusting her when frightened. Proposed long-term romantic possibility only years later around levels 12–15; not current. Aldren: 19-year-old tall redheaded Diviner Wizard; book-focused and competent. Before adventuring with Kip: “She seems competent.” After she proves herself and becomes the de facto leader: “Of course. She's best at it.”

Visual dossier

Height
About 2 ft.; mechanically Small, not Tiny
Age
Approx. 5 by legacy lore; human-equivalent roughly 17, not an exact conversion
Scales
Blue/teal
Hair
Bright cyan
Eyes
Yellow in prose; cyan in chosen reference — unresolved
Horns
Pale; touching requires permission
Clothing
Guard/adventurer leather and cloth; does not establish armour statistics

Key visuals

Portrait
Additional artwork
Additional artwork
Additional artwork

Equipment highlights

Recorded concept / status noted

Ordinary spear

About four feet long; ordinary Small-character weapon, not oversized.

+3 to hit; 1d6+1 piercing, 1d8+1 two-handed; thrown 20/60; Sap.

Recorded concept / status noted

Brass badge

Worn over her heart; earned authority.

Narrative possession.

Recorded concept / status noted

Guard ledger

Regulars, routines and troublemakers.

Narrative possession.

Recorded concept / status noted

Stool

Used for tavern duty; not automatically travelling gear.

Narrative possession.

Character

Personality & inner life

Traits
Earnest, meticulous and protective. Courage and reliability—not hidden strength—win her community’s trust.
Flaws
Takes too much responsibility; inexperienced with manipulation and elite etiquette.
Motivations
Carry the duty of guarding people beyond one tavern doorway.
Voice
Speech style: direct, practical, sincere, not flowery. Established/available lines from song-derived origin: - “Halt! Who goes there? This door is mine to keep.” - “Not through my door.” Proposed later example line from discussion: “Good afternoon. I'm Kip Brassbadge. We're here about your monster problem.” This was illustrative dialogue, not written story canon.
Relationships
Tavern keeper: Employer/mentor-like adult who first recognizes Kip's determination and gives her a chance. Tavern regulars: Community she protects and that eventually protects her in return. Widow regular: Example of Kip's quiet care; Kip holds the door longer and provides a second stool. Large lumberman: Tavern regular who later recognizes Kip as the defender the young adventurers actually need. Seraphine: Young pink tiefling druid/healer; age 20 and stubbornly proud of being the oldest. Fun older-sister energy. She cares for Kip without undermining her leadership. Potential future romance is NOT between them. Finn: Air genasi Thief Rogue; charismatic trouble-finder, cowardly beneath the jokes, likely to tease Kip constantly while trusting her when frightened. Proposed long-term romantic possibility only years later around levels 12–15; not current. Aldren: 19-year-old tall redheaded Diviner Wizard; book-focused and competent. Before adventuring with Kip: “She seems competent.” After she proves herself and becomes the de facto leader: “Of course. She's best at it.”

Appearance & visual identity

Height
About 2 ft.; mechanically Small, not Tiny
Age
Approx. 5 by legacy lore; human-equivalent roughly 17, not an exact conversion
Scales
Blue/teal
Hair
Bright cyan
Eyes
Yellow in prose; cyan in chosen reference — unresolved
Horns
Pale; touching requires permission
Clothing
Guard/adventurer leather and cloth; does not establish armour statistics

Connections

Complete character details

IDENTITY

Name
Kip Brassbadge
Aliases
“Captain” proposed as Finn's teasing address; no formal alias locked
Species/lineage
Kobold, using official Monsters of the Multiverse option with 2024 character framework
Age
approximately 5 years old under the legacy kobold-age concept; roughly 17 human-equivalent at campaign start; exact conversion not established
Pronouns
she/her
Background
Guard
Occupation
tavern door guard through levels 1–4; beginning adventurer at campaign start
Class
Battle Master Fighter
Current level
4 at campaign start
Alignment
not established
World
not named
Current circumstances
She has just completed the defining tavern-guard chapter of her youth and is about to join Seraphine, Finn, and Aldren for a level-4 watchtower commission.

PERSONALITY

  • Earnest, dutiful, direct, observant, proud, meticulous, and deeply protective.
  • Young and relatively inexperienced but responsible.
  • Takes jobs, rules, promises, signs, schedules, and duties very seriously.
  • Not secretly physically exceptional at the start; determination is the point.
  • Not a rage-driven “small person syndrome” character.
  • Not magically inspiring; her leadership is earned through reliability and visible courage.
  • Comfortable accepting responsibility even when physically outmatched.
  • Notices danger and details quickly; Perception is central to her identity.
  • Can be cute without wanting to be treated as a mascot.
  • Boundary: no casual petting/scratching of horns without permission.
  • Her leadership style is practical: identify what must be protected, assign attention, keep people safe, follow through.
  • She may be afraid of terrible enemies and still stand her ground; fearlessness is not required for courage.

Ideals/values

  • Responsibility matters because people trusted you with it.
  • Protection is more important than glory.
  • A promise should mean something.
  • “Hold the line” means protecting people, not merely occupying a square.

Bonds

  • Tavern keeper who first gave her a chance.
  • Tavern regulars who eventually stood behind her.
  • The tavern itself and her brass badge.
  • Developing bonds with Seraphine, Finn, and Aldren.

Flaws/risks

  • May struggle to know when she is allowed to stop protecting everyone.
  • Can take responsibility on herself too readily.
  • Inexperience with sophisticated manipulation or elite social etiquette.

VOICE

Speech style: direct, practical, sincere, not flowery.
Established/available lines from song-derived origin:
- “Halt! Who goes there? This door is mine to keep.”
- “Not through my door.”
Proposed later example line from discussion: “Good afternoon. I'm Kip Brassbadge. We're here about your monster problem.” This was illustrative dialogue, not written story canon.

APPEARANCE

Primary visual reference: images/kip_supplied_reference.png.
Established concept:
- Very small kobold; approximately 2 feet tall during the tavern/song period.
- Small size mechanically, not Tiny.
- Spear approximately twice her height during origin: about 4 feet; mechanically a normal spear.
- Brass/guard badge worn above/over the heart is a signature visual detail.
- Supplied art shows blue/teal scales, bright cyan/blue hair, pale horns, leather/cloth guard-adventurer clothing.
- Eye-color conflict: song-derived text says yellow eyes; accessible supplied art appears blue/cyan. User explicitly designated supplied art as the reference; reconciliation unresolved.
- She may grow somewhat after the song; exact adult height not locked.
- Movement/posture: boots apart, chin up, deliberate guard stance.

SIGNATURE DETAILS

  • Brass badge above heart.
  • Approximately 4-foot spear, visually huge relative to her but mechanically ordinary.
  • Stool used during tavern duty.
  • Ledger by the doorframe recording troublemakers/guard notes.
  • Door/threshold imagery as her core metaphor.
  • Wipe-your-boots rules/sign.
  • Does not allow horn petting without consent.
  • Excellent memory for regulars and footsteps.

Build

Import rules review · 2026-10-02: 2024 classes · 2024 origins · 2024 feats · 2024 equipment · 2024 Battle Master — licensed PHB · 2024 Circle of the Stars — licensed PHB · 2024 Diviner — licensed PHB

Character build

Level 4 · campaign start

Battle Master Fighter 4

2024 / 5.5eLegacy species compatibility

Selected level 4 · Current quick-build; choices pending; HP conditional

Starting foundation

  • Kobold (MotM)
  • Guard
  • 2024 Fighter; Battle Master

Recorded features

  • Fighting Style; Second Wind; Weapon Mastery
  • Action Surge; Tactical Mind
  • Battle Master; Combat Superiority; Student of War
  • Feat: Inspiring Leader
  • Battle Master: four d8 superiority dice, restored on short/long rest; three maneuver choices remain open.
  • Maneuver save DC: 11 using STR or 12 using DEX; choice not assumed.
  • Student of War grants one artisan-tool and one Fighter-skill choice, both unselected.

Training & abilities

Saving throws — calculated
  • STR +3 · proficient
  • DEX +2
  • CON +3 · proficient
  • INT -1
  • WIS +3
  • CHA +2
Confirmed background skills
  • Athletics +3 (background; no unconfirmed Expertise applied)
  • Perception +5 (background; no unconfirmed Expertise applied)
Skill selection record
  • Background establishes:
  • Athletics
  • Perception
  • Strongly desired/proposed:
  • Insight
  • Survival
  • Final class-skill selections: choice required unless user confirms the proposed pair.
Species / background choices
  • MotM Kobold:
  • Darkvision
  • Draconic Cry
  • Kobold Legacy
  • Kobold Legacy: Defiance proposed, not locked.
  • Guard:
  • Origin feat: Alert
  • Skills: Athletics, Perception
  • Tool/equipment details: verify exact 2024 PHB entry before final import.

Level progression

Current: level 4. Recorded snapshots can update the sidebar. Planned levels remain clearly separate.

LevelClasses & statusFeatures / feats / ASISpells & stat changesBuild notes
Fighter 1Planned

Fighting Style, Second Wind, Weapon Mastery

Alert from Guard background

2024 rules baseline
  • Fighting Style; Second Wind; Weapon Mastery
Official SRD reference ↗

none

Guard background increases applied during character creation; exact source allocation recorded in BUILD.txt

Equipment: ordinary spear, badge; armor not locked · Narrative: Gets hired as a tavern door guard. She is visually determined, not physically impressive. Stool, badge, rules, and first shifts belong here. · Open choices: Fighting Style, armor, full equipment, species legacy choice if not set at creation.
Fighter 2Planned

Action Surge, Tactical Mind

none

2024 rules baseline
  • Action Surge; Tactical Mind
Official SRD reference ↗

none

none

Equipment: no established change · Narrative: Learns the job, regulars, footsteps, routines, and practical guard work. · Open choices: none beyond ordinary play development.
Fighter 3Planned

Battle Master subclass; maneuver system per 2024 PHB

none

2024 rules baseline
  • Battle Master; Combat Superiority; Student of War
Official SRD reference ↗

none

none

Equipment: no established change · Narrative: Experience and trained technique begin to catch up with her determination. · Open choices: exact Battle Master maneuvers.
Fighter 4Current

level-4 feat opportunity

Inspiring Leader; +1 CHA in current quick-build

2024 rules baseline
  • Feat: Inspiring Leader
Official SRD reference ↗

none

CHA 13 -> 14

Equipment: no established change · Narrative: Song finale. Armed danger comes to the tavern; Kip says “Not through my door”; the room rises behind her. “I guard” becomes “We guard.” This is the end of the tavern-origin phase. · Open choices: none for feat if current build remains locked; equipment still unresolved.
Fighter 5Planned

Extra Attack, Tactical Shift

none

2024 rules baseline
  • Extra Attack; Tactical Shift
Official SRD reference ↗

none

none established

Equipment: possible quest loot not established · Narrative: Reached after the first substantial watchtower adventure with Seraphine, Finn, and Aldren. Marks transition into a genuinely functioning adventuring party. · Open choices: none yet beyond encounter-earned gear.
Fighter 6Planned

Ability Score Improvement / feat opportunity

not established; Sentinel was strongly discussed for the “you do not pass” identity

none

unresolved

Equipment: unresolved · Narrative: possible point where Kip becomes more mechanically capable at line-holding and/or learns more formal diplomacy. · Open choices: feat/stat allocation.
Fighter 7Planned

Battle Master subclass feature

none established

none

unresolved

Equipment: unresolved · Narrative: not established · Open choices: all advancement details.
Fighter 8Planned

ASI/feat

not established

none

unresolved

Equipment: unresolved · Narrative: not established · Open choices: all advancement details.
Fighter 9Planned

Indomitable, Tactical Master per Fighter progression

none

none

unresolved

Equipment: unresolved · Narrative: not established · Open choices: all advancement details.
Fighter 10Planned

Battle Master subclass feature

none established

none

unresolved

Equipment: unresolved · Narrative: not established · Open choices: all advancement details.
Fighter 11Planned

Fighter extra-attack progression

none

none

unresolved

Equipment: unresolved · Narrative: not established · Open choices: all advancement details.
Fighter 12Planned

ASI/feat

not established

none

unresolved

Equipment: unresolved · Narrative: roughly the earliest portion of the proposed “mid-campaign, years later” romance-development window with Finn. · Open choices: all mechanical advancement.
Fighter 13Planned

Fighter level-13 features per 2024 rules

none established

none

unresolved

Equipment: unresolved · Narrative: possible future-romance-development window; no event locked. · Open choices: all mechanical advancement.
Fighter 14Planned

ASI/feat

none established

none

unresolved

Equipment: unresolved · Narrative: possible future-romance-development window; no event locked. · Open choices: all mechanical advancement.
Fighter 15Planned

Battle Master subclass feature

none established

none

unresolved

Equipment: unresolved · Narrative: approximate upper end of the proposed Kip/Finn romance-development window, if that story branch is used. · Open choices: all mechanical advancement.
Fighter 16Planned

ASI/feat

not established

none

unresolved

Equipment: unresolved · Narrative: not established · Open choices: all advancement details.
Fighter 17Planned

Fighter level-17 improvements

none

none

unresolved

Equipment: unresolved · Narrative: high-level Kip may be standing against extremely dangerous foes such as dragons; this is thematic direction, not a fixed scene. · Open choices: all advancement details.
Fighter 18Planned

Battle Master subclass feature

none

none

unresolved

Equipment: unresolved · Narrative: not established · Open choices: all advancement details.
Fighter 19Planned

Epic Boon

choice required

none

unresolved

Equipment: unresolved · Narrative: not established · Open choices: Epic Boon and all build details.
Fighter 20Planned

Fighter capstone extra-attack progression

none

none

unresolved

Equipment: unresolved · Narrative: campaign intended to allow development through 20; exact endpoint not established. · Open choices: final build state not designed.

Development plan

  • Established: - Levels 1–4 are tavern-guard coming-of-age/origin. - Level 3: Battle Master training/competence begins to catch up to determination. - Level 4: Inspiring Leader aligns with the tavern rally/song finale. - Between levels 4 and 5: begins adventuring with Seraphine, Finn, Aldren. - First shared quest intended to establish her leadership through action and reach level 5.
  • Planned direction: - “The line” becomes portable: corridor, bridge, breach, injured ally, party itself. - Physical growth can occur gradually but should not turn her into a secretly huge/strong prodigy. - Leadership grows from practical protection into party-wide responsibility. - Possible adult romance with Finn around levels 12–15 after years of friendship and once both are clearly adults.
  • Unresolved: - exact adult height; - exact eye color reconciliation; - exact hometown/family/culture before tavern job; - exact armor and full level-4 equipment; - exact future high-level feat/stat progression.

Complete recorded mechanics

RULES EDITION

D&D 5.5e / 2024 class/background rules.
Species: older official Monsters of the Multiverse Kobold used under compatibility rules.
Homebrew: none in current Kip build.
Cosmetic reflavouring: approximately 4-foot spear looks enormous relative to Kip but uses ordinary spear mechanics.

CURRENT PLAYABLE SNAPSHOT

Total level
4
Class
Fighter 4
Subclass
Battle Master
Background
Guard
Species
Kobold
Role
defender / interceptor / mundane leader / face-by-authority
Proficiency Bonus
+2

ABILITY SCORES — CURRENT QUICK-BUILD

STR 13 (+1)
DEX 14 (+2)
CON 12 (+1)

INT 8 (-1)

WIS 16 (+3)
CHA 14 (+2)

Documented construction

Base point buy
12 / 14 / 12 / 8 / 14 / 13.
Guard background increase as recorded
+1 STR, +2 WIS => 13 / 14 / 12 / 8 / 16 / 13.
Level 4 Inspiring Leader
+1 CHA => 13 / 14 / 12 / 8 / 16 / 14.
Status
current quick-build accepted by continuation, but exact background ability-score source should be rechecked in owned PHB before final sheet lock.

HP

Not established because rolled vs fixed HP was not chosen.
Conditional fixed-average value at level 4 with CON +1: 32 HP.
Hit Dice: 4d10.

AC

Not established. Leather armor was proposed but never locked. Shield use not established.

INITIATIVE

DEX +2 plus Alert's Initiative Proficiency (+2 PB) = +4 under current level-4 build.

SPEED

Species exact MotM speed should be confirmed from official source before final import. No current homebrew speed changes.

SAVING THROWS

Fighter saving-throw proficiencies should be imported from official 2024 Fighter rules on final sheet. Exact totals can be calculated after all gear/effects are locked.

SKILLS

Background establishes

- Athletics
- Perception
Strongly desired/proposed:
- Insight
- Survival
Final class-skill selections: choice required unless user confirms the proposed pair.

SPECIES FEATURES

MotM Kobold

- Darkvision
- Draconic Cry
- Kobold Legacy
Kobold Legacy: Defiance proposed, not locked.

BACKGROUND FEATURES

Guard

  • Origin feat: Alert
  • Skills: Athletics, Perception
  • Tool/equipment details: verify exact 2024 PHB entry before final import.

CLASS FEATURES THROUGH FIGHTER 4

Rules-verified core features

- Fighting Style
- Second Wind
- Weapon Mastery
- Action Surge
- Tactical Mind
- Fighter subclass at 3
- Level-4 feat/ASI
Battle Master feature text/maneuver count: verify exact 2024 PHB entry before full import.

FIGHTING STYLE

Proposed
Defense.
Status
choice required / not explicitly locked.

WEAPON MASTERY

Spear is intended primary weapon and recorded as having Sap mastery.
Fighter has multiple Weapon Mastery choices; other weapon choices not established.

FEATS

Origin: Alert — current.
Level 4: Inspiring Leader — current.
Inspiring Leader ability increase: Charisma +1, yielding CHA 14.
At character level 4, if using CHA as the increased ability, Bolstering Performance gives 6 temporary HP to each eligible chosen ally after the qualifying rest under 2024 wording.

BATTLE MASTER MANEUVERS

Proposed set

- Goading Attack
- Pushing Attack
- Maneuvering Attack
Also strongly discussed:
- Trip Attack
- Precision Attack
Final level-3 maneuver choices: not explicitly locked.

ATTACKS

Primary: spear.
Concept: ~4 feet long, roughly twice Kip's origin height.
Mechanics: ordinary spear, not oversized/Heavy, no Strength-threshold house rule.
Current attack ability: Strength +1.
With PB +2 and no magic bonus: +3 to hit.
Conversation-recorded spear profile: 1d6 piercing, Versatile 1d8, Thrown 20/60, Sap. Recheck exact official 2024 weapon entry before final website rules text.
Kip commonly favors two-handed grip conceptually for the versatile damage die; exact shield use remains unresolved.

EQUIPMENT / POSSESSIONS

Established narrative equipment

- spear
- brass guard badge
- guard ledger
- stool during tavern duty
Armor: not established.
Magic items: none established at campaign start.
Currency: not established.

TACTICS

Core intended combat behavior

  • intercept threats;
  • hold chokepoints;
  • use Sap and maneuvers to reduce enemy effectiveness/control positioning;
  • draw attention away from allies;
  • push/trip/reposition rather than pursue pure damage optimization;
  • stand between danger and the party.

MAJOR WEAKNESSES / COMPROMISES

  • STR 13 means low attack/damage modifier for a spear-using Fighter at level 4; this is deliberate and preserves the concept that Kip is not secretly a physical prodigy.
  • AC cannot be assessed until armor/shield is selected.
  • Inspiring Leader and leadership investment delay pure offensive/stat optimization.
  • High Wisdom is concept-driven and useful for guarding, but Fighter offense still depends on physical attack stats.

Advancement details & alternatives

ALTERNATIVE ADVANCEMENT

No multiclass route is current. Earlier Barbarian/multiclass ideas belonged to a different character or were rejected by the song-faithful mundane direction.

Combat

Import rules review · 2026-10-02: 2024 classes · 2024 origins · 2024 feats · 2024 equipment · 2024 Battle Master — licensed PHB · 2024 Circle of the Stars — licensed PHB · 2024 Diviner — licensed PHB

Combat reference

Armour class—
Hit points32 if fixed
Hit dice4d10
Initiative+4
Speed—
Spell attack—
Spell save DC—

Attacks, features & defenses

  • Fighting Style; Second Wind; Weapon Mastery
  • Action Surge; Tactical Mind
  • Battle Master; Combat Superiority; Student of War
  • Feat: Inspiring Leader
  • Battle Master: four d8 superiority dice, restored on short/long rest; three maneuver choices remain open.
  • Maneuver save DC: 11 using STR or 12 using DEX; choice not assumed.
  • Student of War grants one artisan-tool and one Fighter-skill choice, both unselected.

Resources & reactions

  • Second Wind: three uses at Fighter 4; heal 1d10+4 as a bonus action.
  • Action Surge: one use, short/long-rest recovery.
  • Superiority dice: four d8; maneuvers not locked.
  • Inspiring Leader: source-recorded 6 temporary HP (4 + CHA 2); full feat conditions still require final check.

Combat tactics

Tactics describe the supplied concept. Unresolved combinations and rules appear in Notes & inconsistencies.

Spells & abilities

Descriptions preserve character-specific source details. Missing action, concentration, ritual, or rules text is marked as unrecorded.

Goading AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Pushing AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Maneuvering AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Trip AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Precision AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded

Complete recorded mechanics

RULES EDITION

D&D 5.5e / 2024 class/background rules.
Species: older official Monsters of the Multiverse Kobold used under compatibility rules.
Homebrew: none in current Kip build.
Cosmetic reflavouring: approximately 4-foot spear looks enormous relative to Kip but uses ordinary spear mechanics.

CURRENT PLAYABLE SNAPSHOT

Total level
4
Class
Fighter 4
Subclass
Battle Master
Background
Guard
Species
Kobold
Role
defender / interceptor / mundane leader / face-by-authority
Proficiency Bonus
+2

ABILITY SCORES — CURRENT QUICK-BUILD

STR 13 (+1)
DEX 14 (+2)
CON 12 (+1)

INT 8 (-1)

WIS 16 (+3)
CHA 14 (+2)

Documented construction

Base point buy
12 / 14 / 12 / 8 / 14 / 13.
Guard background increase as recorded
+1 STR, +2 WIS => 13 / 14 / 12 / 8 / 16 / 13.
Level 4 Inspiring Leader
+1 CHA => 13 / 14 / 12 / 8 / 16 / 14.
Status
current quick-build accepted by continuation, but exact background ability-score source should be rechecked in owned PHB before final sheet lock.

HP

Not established because rolled vs fixed HP was not chosen.
Conditional fixed-average value at level 4 with CON +1: 32 HP.
Hit Dice: 4d10.

AC

Not established. Leather armor was proposed but never locked. Shield use not established.

INITIATIVE

DEX +2 plus Alert's Initiative Proficiency (+2 PB) = +4 under current level-4 build.

SPEED

Species exact MotM speed should be confirmed from official source before final import. No current homebrew speed changes.

SAVING THROWS

Fighter saving-throw proficiencies should be imported from official 2024 Fighter rules on final sheet. Exact totals can be calculated after all gear/effects are locked.

SKILLS

Background establishes

- Athletics
- Perception
Strongly desired/proposed:
- Insight
- Survival
Final class-skill selections: choice required unless user confirms the proposed pair.

SPECIES FEATURES

MotM Kobold

- Darkvision
- Draconic Cry
- Kobold Legacy
Kobold Legacy: Defiance proposed, not locked.

BACKGROUND FEATURES

Guard

  • Origin feat: Alert
  • Skills: Athletics, Perception
  • Tool/equipment details: verify exact 2024 PHB entry before final import.

CLASS FEATURES THROUGH FIGHTER 4

Rules-verified core features

- Fighting Style
- Second Wind
- Weapon Mastery
- Action Surge
- Tactical Mind
- Fighter subclass at 3
- Level-4 feat/ASI
Battle Master feature text/maneuver count: verify exact 2024 PHB entry before full import.

FIGHTING STYLE

Proposed
Defense.
Status
choice required / not explicitly locked.

WEAPON MASTERY

Spear is intended primary weapon and recorded as having Sap mastery.
Fighter has multiple Weapon Mastery choices; other weapon choices not established.

FEATS

Origin: Alert — current.
Level 4: Inspiring Leader — current.
Inspiring Leader ability increase: Charisma +1, yielding CHA 14.
At character level 4, if using CHA as the increased ability, Bolstering Performance gives 6 temporary HP to each eligible chosen ally after the qualifying rest under 2024 wording.

BATTLE MASTER MANEUVERS

Proposed set

- Goading Attack
- Pushing Attack
- Maneuvering Attack
Also strongly discussed:
- Trip Attack
- Precision Attack
Final level-3 maneuver choices: not explicitly locked.

ATTACKS

Primary: spear.
Concept: ~4 feet long, roughly twice Kip's origin height.
Mechanics: ordinary spear, not oversized/Heavy, no Strength-threshold house rule.
Current attack ability: Strength +1.
With PB +2 and no magic bonus: +3 to hit.
Conversation-recorded spear profile: 1d6 piercing, Versatile 1d8, Thrown 20/60, Sap. Recheck exact official 2024 weapon entry before final website rules text.
Kip commonly favors two-handed grip conceptually for the versatile damage die; exact shield use remains unresolved.

EQUIPMENT / POSSESSIONS

Established narrative equipment

- spear
- brass guard badge
- guard ledger
- stool during tavern duty
Armor: not established.
Magic items: none established at campaign start.
Currency: not established.

TACTICS

Core intended combat behavior

  • intercept threats;
  • hold chokepoints;
  • use Sap and maneuvers to reduce enemy effectiveness/control positioning;
  • draw attention away from allies;
  • push/trip/reposition rather than pursue pure damage optimization;
  • stand between danger and the party.

MAJOR WEAKNESSES / COMPROMISES

  • STR 13 means low attack/damage modifier for a spear-using Fighter at level 4; this is deliberate and preserves the concept that Kip is not secretly a physical prodigy.
  • AC cannot be assessed until armor/shield is selected.
  • Inspiring Leader and leadership investment delay pure offensive/stat optimization.
  • High Wisdom is concept-driven and useful for guarding, but Fighter offense still depends on physical attack stats.

Story

Stories & continuity

Descriptive story label, not a canonical title. Current draft and planned material are separated.

Watchtower First Adventure →

Read the complete recruitment scene. The watchtower quest and post-quest leadership payoff remain plans, not written chapters.

History, relationships & development

HISTORY

Kip's earliest established backstory is deliberately focused on the tavern job rather than a large heroic past.
- She is a small, late-blooming adolescent kobold.
- She applies to become a tavern door guard while carrying a spear twice her height.
- People laugh.
- The keeper kneels and gives her a chance because she visually demonstrates determination and seriousness, not because he believes she can physically overpower intruders.
- She drags over a stool, pins her badge over her heart, and begins working.
- She learns the regulars, memorizes the tavern, recognizes footsteps in darkness, notices trouble, keeps a ledger, and shows kindness to a widow patron.
- When armed intruders arrive, she says “Not through my door” and stands despite genuine danger.
- The tavern rises behind her because her loyalty and care have earned reciprocal loyalty.
- By the song finale, her identity has shifted from solitary “I guard” to communal “We guard,” and the keeper says he sleeps well now.
- Reaching Fighter 4 / Inspiring Leader is mapped to this finale.
- Some time afterward, three young adventurers — Seraphine, Finn, and Aldren — arrive seeking a defender for their next venture.
- A large lumberman points them to Kip instead of himself: “I carry lumber. That's who you want.”
- Kip's first shared adventuring job with them is planned as a substantial level-4 watchtower commission that can end at level 5.

RELATIONSHIPS

Tavern keeper
Employer/mentor-like adult who first recognizes Kip's determination and gives her a chance.
Tavern regulars
Community she protects and that eventually protects her in return.
Widow regular
Example of Kip's quiet care; Kip holds the door longer and provides a second stool.
Large lumberman
Tavern regular who later recognizes Kip as the defender the young adventurers actually need.
Seraphine
Young pink tiefling druid/healer; age 20 and stubbornly proud of being the oldest. Fun older-sister energy. She cares for Kip without undermining her leadership. Potential future romance is NOT between them.
Finn
Air genasi Thief Rogue; charismatic trouble-finder, cowardly beneath the jokes, likely to tease Kip constantly while trusting her when frightened. Proposed long-term romantic possibility only years later around levels 12–15; not current.
Aldren
19-year-old tall redheaded Diviner Wizard; book-focused and competent. Before adventuring with Kip: “She seems competent.” After she proves herself and becomes the de facto leader: “Of course. She's best at it.”

DEVELOPMENT

Established

  • Levels 1–4 are tavern-guard coming-of-age/origin.
  • Level 3: Battle Master training/competence begins to catch up to determination.
  • Level 4: Inspiring Leader aligns with the tavern rally/song finale.
  • Between levels 4 and 5: begins adventuring with Seraphine, Finn, Aldren.
  • First shared quest intended to establish her leadership through action and reach level 5.

Planned direction

  • “The line” becomes portable: corridor, bridge, breach, injured ally, party itself.
  • Physical growth can occur gradually but should not turn her into a secretly huge/strong prodigy.
  • Leadership grows from practical protection into party-wide responsibility.
  • Possible adult romance with Finn around levels 12–15 after years of friendship and once both are clearly adults.

Unresolved

  • exact adult height;
  • exact eye color reconciliation;
  • exact hometown/family/culture before tavern job;
  • exact armor and full level-4 equipment;
  • exact future high-level feat/stat progression.

Continuities & appearances

KIP BRASSBADGE — STORY CONNECTIONS

CONTINUITY
Kip Party Continuity
Role
central protagonist / party leader / defender
Build at campaign start
Kobold Battle Master Fighter 4, Guard, Alert + Inspiring Leader

ORIGIN — TAVERN GUARD SONG PERIOD

Status
established backstory/development, levels 1–4
Summary
Kip earns a tavern door-guard job through visible determination, grows into competence through attention and responsibility, and culminates in a real armed threat where she holds the line and the tavern rises with her.
Relationships
keeper, tavern regulars, widow patron.
Distinctive build stage
levels 1–3 novice-to-Battle-Master growth; level 4 Inspiring Leader aligns with communal rally.

FIRST PARTY MEETING

Status
current draft scene with some assistant-created details not separately ratified
Summary
Seraphine, Finn, and Aldren arrive seeking a defender. A large lumberman directs them to Kip. Finn doubts her size; Aldren's corrected pre-quest judgment is “She seems competent.” Kip hears their needs and considers joining.

WATCHTOWER FIRST ADVENTURE

Status
established premise / proposed details
Role
frontline defender who becomes de facto leader through actions rather than title.
Key intended result
after the quest, during debrief with the local ruler, the party defers to Kip. Aldren can then truthfully say, “Of course. She's best at it.”
Advancement
intended milestone Fighter 4 -> 5.

FUTURE CAMPAIGN

Status: broad planned direction
- Kip's concept expands from guarding one physical door to guarding people/lines wherever needed.
- High-level imagery includes the tiny kobold taking point against enormous threats, potentially dragons, with larger party members behind her.
- Possible romance with Finn only years later around levels 12–15; not current.

Equipment

Equipment & possessions

Recorded concept / status noted

Ordinary spear

About four feet long; ordinary Small-character weapon, not oversized.

+3 to hit; 1d6+1 piercing, 1d8+1 two-handed; thrown 20/60; Sap.

Recorded concept / status noted

Brass badge

Worn over her heart; earned authority.

Narrative possession.

Recorded concept / status noted

Guard ledger

Regulars, routines and troublemakers.

Narrative possession.

Recorded concept / status noted

Stool

Used for tavern duty; not automatically travelling gear.

Narrative possession.

Signature instruments & gifts

Not recorded

Spells

Spells & abilities

Descriptions preserve character-specific source details. Missing action, concentration, ritual, or rules text is marked as unrecorded.

Goading AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Pushing AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Maneuvering AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Trip AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Precision AttackManeuver · Feature · Proposed, not selected

Candidate maneuver only. Choose three; the export did not lock a final set.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded

Notes

Import rules review · 2026-10-02: 2024 classes · 2024 origins · 2024 feats · 2024 equipment · 2024 Battle Master — licensed PHB · 2024 Circle of the Stars — licensed PHB · 2024 Diviner — licensed PHB

Notes & inconsistencies

Campaign-scale stakes

Not recorded

Open the library continuity ledger · Open remaining library questions

Latest decisions & source hierarchy

1. KIP EYE COLOR / PRIMARY ART DISCREPANCY

Status: unresolved visual discrepancy.
- Song-derived text explicitly describes Kip's eyes as yellow.
- The accessible user-designated supplied visual reference appears to show blue/cyan eyes.
- User explicitly said to use the supplied art for Kip.
Question to resolve: Should the textual eye color be changed to match the supplied art, or should future art preserve yellow eyes while otherwise following the supplied reference?

2. KIP HEIGHT / AGE EXACTNESS

Status: approximate, not fully fixed.
- Established concept: about 2 feet tall at the tavern/song period, late-blooming adolescent kobold, roughly 5 years old and approaching legacy kobold adulthood around 6.
- Campaign-start human-equivalent age is roughly 17, but no exact conversion is canonical.
- Later adult height estimates around 2'5" were proposed, not explicitly locked.
Question: Lock exact campaign-start chronological age and height only if needed.

3. KIP ARMOR

Status: unresolved.
- Leather armor was proposed and visually plausible, but user never locked armor.
- “No armor” belonged to the earlier separate kobold concept and must not be imported.
Question: Leather, studded leather, medium/heavier armor, or another legal choice?

4. KIP FIGHTING STYLE / BATTLE MASTER MANEUVERS

Status
proposed, not explicitly locked.
- Proposed Fighting Style
Defense.
- Proposed starting maneuvers
Goading Attack, Pushing Attack, Maneuvering Attack; Precision Attack and Trip Attack were also discussed as strong fits.
Question
Which three maneuvers are her actual Battle Master level-3 choices, and which Fighting Style is final?

5. KIP SKILL SET

Status: partly established, partly proposed.
- Perception is core and Guard grants it.
- Athletics is core and Guard grants it.
- Insight is strongly concept-supported.
- Survival was proposed as a Fighter skill.
Question: Lock Fighter skill choices and any Kobold Legacy skill if Defiance is not selected.

6. KIP KOBOLD LEGACY

Status: proposed.
- Defiance was favored because it matches her determination.
Question: Confirm Defiance or choose another Kobold Legacy option.

7. KIP NAME

Status: current.
- Kip Brassbadge is the accepted working/current name through repeated subsequent use.
- Earlier “Tikka” belonged to the separate prior character and was not accepted.

16. WATCHTOWER BOSS / DUNGEON CONTENT

Status: proposed, not established.
Assistant proposed:
- local ruler name “Lady Merrow”;
- abandoned old border watchtower;
- grave robbers disturbed a sealed military burial site;
- a Wight as an old watch captain, with lesser undead;
- one missing road warden still alive;
- extraction/rescue priority;
- boss confrontation in an old gate chamber;
- Bag of Holding as possible group loot.
User established only the broader structure: level-4 quest, boss + loot, commissioned by local ruler, reward meeting afterward, leadership established through action, substantial enough to reach level 5.
Question: Accept, revise, or replace the Wight/undead version.

17. INTRODUCTION SCENE NPC NAMES

Status: draft details, not explicitly named by user.
- “Harl” for the large lumberman appears only in assistant-written draft prose.
- Keeper, tavern, local region remain unnamed.
Question: Keep Harl or leave the lumberman unnamed until later?

18. FUTURE ROMANCES

Status: proposed/planned possibility, not current canon.
- Kip + Finn.
- Seraphine + Aldren.
- Development suggested around levels 12–15, years into the campaign, with Kip clearly adult.
Question: These can remain possible-story branches until deliberately chosen.

Quick-build confirmation

Campaign start is level 4. The exported quick-build numbers are retained; the package asks whether all feat/ASI choices are fully locked. Armour, HP method and other unchosen options remain open. Base arrays each cost 27 point-buy points; recorded backgrounds/feat allocations are preserved pending final source-perfect check.

Rules review scope

Core class timing, level-4 resources, saves, spell counts and ordinary spear profile were checked on 2 October 2026. Published 2024 subclass summaries add automatic grants, not unchosen options. MotM species details and full background/general-feat entries still require final checks; this is not a certification of complete playable builds.

All story decisions & inconsistencies →