Demon

Dagoresh Telarawr's page

21 posts. Alias of Radidast.


About Dagoresh Telarawr

Dagoresh Telarawr
Ranger 5 | Invulnerable Rager Barbarian 5
NG Medium Humanoid (Human)
Init +2; Perception +10; SQ Darkvision 60 ft
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DEFENSE
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AC 20, touch 12, flat-footed 18 (+7 Armor, +1 Natural Armor, +2 Dex)
hp 85 (5d12+25)
Fort +8, Ref +6, Will +3
DR 2/-; Constant Endure Elements- Cold
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OFFENSE
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Speed 30ft., swim 20 ft.
Melee +1 Falchion +12 (2d4+10), Claws x2 +11 (1d6+8, Raging only)
Ranger Spells (Memorized) CL 5
1st lvl (2/day) Feather Step x2
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STATISTICS
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Str 22, Dex 14, Con 18, Int 13, Wis 14, Cha 7
Base Atk +5; CMB +10 (+5 base attack, +5 Str); CMD 22
Feats Extra Rage, Power Attack, Raging Vitality, Endurance, Boon Companion
Skills
Climb +10 (+5 Str, +3 Class Skill, +5 ranks, -3 Armor Penalty)
Handle Animal +6 (-2 Cha, +3 Class Skill, +5 ranks)
Heal +10 (+2 Wis, +3 Class Skill, +5 ranks)
Knowledge (Geography) +7 (+1 Int, +3 Class Skill, +3 ranks)
Knowledge (Nature) +9 (+1 Int, +3 Class Skill, +5 ranks)
Knowledge (Religion) +3 (+1 Int, +2 rank)
Perception +10 (+2 Wis, +3 Class Skill, +5 ranks)
Sense Motive +11 (+2 Wis, +3 Class Skill, +5 ranks, +1 Trait Bonus, +4 racial bonus to avoid being bluffed)
Survival +10 (+2 Wis, +3 Class Skill, +5 ranks, +1/2 ranger level for tracking)
Swim +22 (+5 Str, +3 Class Skill, +5 ranks, +12 Racial, -3 Armor Penalty)

Traits
Native: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate's life allows you to make untrained Knowledge (local) checks regarding pirates or the region.
Berserker of the Society: Rage an additional 3 rounds a day

Racial Modifiers: +12 Swim, +4 racial bonus on Sense Motive skill checks made to avoid being bluffed
Languages: Tulita, Common, Aquan

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SPECIAL ABILITIES
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Dajobasu Special Abilities:

Darkvision: Dajobasu can see in the dark up to 60 feet.
Waterborne: Has a base swim speed of 20ft. (Reflavored Sahuagin Blooded)
Smell Lies: Dajobasu receive a +4 racial bonus on Sense Motive skill checks made to avoid being bluffed.
Natural Armor: Dajobasu have a +1 natural armor bonus.

Invulnerable Rager Barbarian Special Abilities:

Fast Movement (Ex): +10 ft to land speed when wearing medium or light armor and carrying less then a heavy load. Stacks with other movement increases.
Rage (Ex): (+4 str, +6 con, +2 Will saves) 25 rnds/Day
Rage Powers (Ex):Beast Totem, Lesser (Su), Guarded Life (Ex)
Invulnerability (Ex): Heavily scarred and used to punishment, Dag gets DR/- equal to half his level. Against non-lethal damage, this DR is equal to his level.
Extreme Endurance (Ex): As part of his training, Dag was exposed to things that normally would have killed a reptilian like creature such as him to force him to overcome his weaknesses. He is treated as having endure elements against cold, and every three levels beyond sixth increases his resistance to cold by 1.

Ranger Special Abilities:

Favored Enemy (Ex): Dag has, by and large, fought only Humans and Aquatic humanoids. He treats both Humanoid (Human) and Humanoid (Aquatic) as favored enemies, gaining +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them thanks to his experience dealing with them. Though he doesn't have any particular dislike toward either of them, he knows how to fight these sorts of creatures and gains +2 attack and +2 damage against them. He can make Knowledge checks untrained when trying to identify them.
Track (Ex): Dag has experience in the wild area's of the islands. He adds half his ranger level to Survival skill checks made to follow tracks.
Wild Empathy (Ex): Dag likes animals and for better or worse they tend to like him. His wild empathy allows him to try and improve their attitude, like diplomacy skill checks. He can add his ranger level plus his cha mod to this check, though the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Combat Style Feat (Ex): Dag fights mainly with a two handed weapon, and he has not unskilled at it. While little finesse is needed he know's what he is doing. Gains combat style feats at 2nd lvl and every four levels thereafter. They are only usable when wearing medium armor or lighter.
Endurance: Dag's life was hard. He has gained the Endurance feat from years of fighting and training.
Favored Terrain (Ex): Growing up on an island, trained by a tribal warrior, Dag has a great deal of experience with them. He has added to this by taking jobs that allow him to guide others through such terrain. Jungles are his favored terrain. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter's Bond (Ex): Dag has a quickly growing Baby T-rex as a companion and friend. (See below)
Spells: Through the grace of Old Angry Face himself, granted through a dream for his faithfulness, Dag can cast a limited number of divine spells.

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EQUIPMENT
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+1 Falchion (2.3k gp)
Dag's +1 Breastplate (1.15k gp) (Worn by Dag) (30 lbs)
Stumpy's +1 Breastplate (1.15k gp) (Worn by Stumpy) (30 lbs)
Traveler's Clothes (Worn by Dag)
Rangers Kit (9 gp) (In Dag's Mastwork Backpack) (28 lbs)
Masterwork Backpack (Worn By Dag)
Broken Manacles, Fetters, and Collar (45 gp)(Worn by Dag) (5 lbs)
Tumatenga Holy Symbol (10 gp)(Worn by Dag)
Belt of Giant Strength +2 (4k gp) (Worn by Dag)
Potions of Cure Light Wounds x10 (500 gp)(In Dag's Mastwork Backpack)

Purse: 336 gp

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Housing
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Stable and Apartment (1k gp) (Dag owns a small stable with a single office attached to it. The stable is large enough to fit about five horses in total, but he has since cleared out the building of its dividers so that Stumpy has room to move about during the day, and even hired someone to add a fence to the area. People were worried at first about the idea of the abandoned stable being occupied in a rural district of the port again, but Dag is determined to keep it clean for his companion, and the companion clean as well. The only real complaints heard now are about the occupants themselves and their appearance.)

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APPEARANCE
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Dagoresh Telarawr's Appearance:
Dag is a particularly monstrous example of the Dajobasu. The curse of his appearance has caused him much trouble in his life, since his birth, but the man has learned to accept what he is and doesn't let other people bother him. Because of this, his expression is often calm and composed, and this only typically breaks when he enters a blood-thirsty rage. Standing at 7'6, the sight of Dag going into such a rage can be extremely intimidating. His extremely dense muscles and broad shoulders only more so.

Dag is bald, having no hair on his body likely thanks to the greenish scales that are layered through out his skin. They are hard, but not impenetrable, as noted by the many scars that layer his body as well. Some of them are quite deep and horrid and each one has its own tail, though admittedly Dag does not always fight in the best mind-frame to remember those stories.

Dag always wears his prize weapon on his hip. Stolen from the body of the pirate captain that enslaved him and maybe even wiped out his tribe, Dag values the weapon as a reminder of his past, and attempts to use it to do good rather then evil to redeem the blade. Ontop of that, he often wears the leather bracer like manacles that kept his arms bound behind his back, the fetters around his ankles that bound his legs, and the metal collar around his neck. Each one has a few inches of chain dangling from them, though the fetter's chains are noticeably shorter so as to not cause leave a trail. This has the added bonus of making him look a tad more intimidating, and serves as a warning to any pirate or slaver he might encounter.

The last truly expensive piece of equipment Dag has is a breastplate. It's quite valuable and very well made. On the front, over his heart, resides a small, stylized tortoise symbol openly portraying his faith to Tumatenga. A slightly more corny decoration resides on the back. Though the shape of it is a normal breastplate, the back has a design painted onto it that looks like a large tortoise shell. Dag claims that this way his God is always protecting him.

Otherwise, Dag's garments are rather simple and plain. The man has no real want or need for jewels or valuables. When not in armor, the only real valuable thing on him is his sword. Other then that, an amulet dangling from his neck can be seen, though he always has it. A tortoise shell hangs from a simple leather string. Similarly adorned, a rather simple leather belt can be seen around his waist with a tortoise shell buckle. In truth, many sailors mistaken both for simple sea like decorations. Those in the know recognize a follower of Tumatenga rather easily though.

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PERSONALITY/BACKGROUND
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Dagoresh Personality:
Surprisingly, this 7'6 monstrosity, layered with muscles, scars and capable of flying into bloody thirsty rage's is a very calm and composed individual. His ideals are one's of peace, but discipline. His mindset is to avoid trouble unless there is someone in need of protection. His ultimate goal is too live a comfortable and happy life where he earns his living.

To some, this seems quite contrary, but Dag doesn't care. He knows who he is and what he is. Not many even know that he has own sort of code, and while he admits it's not immutable, he is definitely concerned with keeping to it when he can and being an honorable sort of individual. He doesn't accept bribes, he'll never turn away from someone in need of help, and hard work never hurt anyone that didn't need it.

Dargoresh's Background:

He never knew his mother. This might come as a surprise to the more civilized folk, especially those like the preachers and the priests of the goodly gods, but for his tribe and for many tribes this was as it should be. It wasn't because they didn't value children, have family units of a kind or even because of women's roles within the tribe. Children were the lifeblood, the future. Families were born and though ceremonies were less ostentatious, they were just as celebrated so that the Three might bless a union, and women could lead just as well as men in their eyes. In fact, it was a woman who lead the tribe, and it was a woman that ordered his death when he was born.

He never liked her.

He was born a Dajobasu. He was told that it was the pleas of his mother who saved him. The tribe was remote, far off from the troubles of colonists. But pirates loved to come to such islands in order to make bases far away from authority. They were in desperate need of warriors, and though Dajobasu were hated by the Tulita for the one that created the race, their fighting prowess was well documented. Dag was saved on the condition that he would not be raised as a child, but as a warrior. On his second year he would be taken from one of the 'nurse maids' of the tribe and handed over to the care of a warrior.

He never knew his father either, though he suspected the one they gave him to, to be trained by, was him. Who else would be so filled with shame and anger by a child as to do the things that man did to Dagoresh? It was training, but it was more brutal then anything the Tulita would subject to even their strongest warriors. The reasoning was this. Should he not survive, he could not possibly be the champion they needed. And so the elder allowed it, and when he turned five his training began.

By the age of ten, he knew how to kill a man, and could easily do so. Despite the fact that he was obviously becoming -exactly- what they wanted him to be, he was hated and derided for his appearance, though he never chose to be born this way, but instead of fighting against it he let the rage inside him build. He took the name they gave him, Dagoresh Telarawr, as -his- name. He knew the meaning. Dagger Mouth. But he took it and used it to fuel his hate, and whenever anyone called him that, he simply pushed that anger deep inside.

At one point, he came across a very large turtle during the few days he had away from his training a month. The turtle was clearly injured, his shell cracked by something, though what he couldn't be certain. He knew exactly what the turtle was to his people. Though they didn't expect their gods to care, they would not have a Dajobasu insult their gods. Ten years of mistreatment and anger had been built up within the young child, and for a moment he very nearly started down the path that would lead him to the progenitor of his race.

Hunger flashed in his eyes as he stepped forward to devour the sacred creature... and then he saw its eyes. And the anger fell away. Would he truly kill this creature simply for what it was born as? Cause it pain because it was a turtle? It wasn't the turtles fault fault that his people were cruel toward him.

Dagoresh Telarawr became Dag that day. For the next week, he stayed away from the village, tending to the turtles wounds with the local herbs and a little of his own supply of medicine. He knew well how to treat injuries, having needed to learn long ago to treat his own. Dag cared for the turtle, fed it, and even began trying to fashion something to cover the vulnerable spot in the creatures armor.

He was nearly finished when his father found him, having been sent by the leader of their tribe to 'deal with his responsibility'. The man was livid, so much so that he very nearly killed Dag for becoming distract and shaming him further within his tribe. The turtle stepped in between them, taking the blow and then striking out at the man. The creature didn't seem to care what Dag was. Dag was the one that had protected him from predators. Dag was the one that had healed him.

The turtle crushed the warriors arm, leaving a mark for all to see that none could mistake. The three returned to the village, the turtle following Dag, and the warrior recounted his story to the village leader. He told the truth, the entire truth, feeling the sacred creatures eyes upon him. The tribe was in an uproar, demanding he take it back, but the leader saw the danger in this. Turtles, all turtles, were avatars of Tumatenga, Grandfather Turtle. This was known. To defy one was to defy Old Angry Face himself.

Dag was given... better treatment from that day on, though whether it was because of his good deed or because Snappy, the turtle he had saved, never left his side was uncertain. In the days to come, Dag would realize the change that had over taken him. He didn't care. He kept his name, but changed what he asked people to call him slightly. He did not want to forget the past, to forget his mistake, but he also didn't want to let it hang over him eternally. He would not let other peoples anger decide for him what he would be.

Dagoresh Telarawr had become Dag over a week and a half before he ever told someone to call him that, but he only realized it after time and patience.

Snappy taught him a great deal without ever needing to say a word. It was never really certain if the turtle was more then what he appeared or not but Dag could care less. He came to love the creature and even learned to fight beside him, using the great mass and surprisingly fast strikes to confuse and delay opponents until he could get in close.

By the age of 15, Dag stood at 7'4 and weighed nearly three hundred pounds. His greenish, scaled body was layered with many scars and his tail, short as it was, was missing its tip. And he was respected, if not liked, by his tribe as a champion and defender. By the age of twenty, he had even built a simple home closer to the beach, away from the tribe and closer to the shore that the various roaming bands of pirates often landed on. He was happy. Not because the tribe treated him better, but because he had found a way to be happy with the life he had. He paid respect to all the three gods, but in particular he worshiped Tumatenga for what the deity had granted him.

It was at the age of 22 that Dag's life would change and he would lose his only real friend. Pirates came to the shores of the small, remote island. Pirates attacked the tribe, knowing exactly where they were. And when Dag came out to fight, Snappy by his side, the pirates slew the turtle and injured him enough to subdue him with some sort of metal sticks that exploded with fire.

Some of the tribe bowed down to the invaders, believing they represented the wrath of Pele. But Dag fought bravely, knowing that it was simply another weapon they used, and slew several of them before he was finally brought down.

When he awoke, his injuries were healed and he was in the cargo hold of one of the vessels the invaders often used. Even in the cage his wrists were bound behind his back with leather and chains, a collar resided around his neck, and two shackles bound his legs. They were taking no chances with the monster that had killed so many.

Over the course of the next few weeks, Dag would hear of his fellow tribesman, kept in a separate hold meant for slaves rather then cargo, succumbing to sickness and eventually dying. Of the slaves they had captured, only he was hearty enough to resist the knew ailments the pirates brought with them. He would learn through idle chatter that it was a grand plan that had fallen through, but still left the pirates with a base and a slave for heavy lifting.

He would learn what they meant by that after a month, when he was forced to, in chains, do anything that required more then a single man. He was whipped constantly to make him move faster and he earned new scars trying to resist nearly daily. This lasted so long, Dag couldn't keep track of the days or the weeks. But he was not alone. Though Snappy was dead, Dag still prayed to Tumatenga, believing Old Angry face would watch after snappy.

It was near the end of his days aboard the ship, though Dag had no way of knowing this, that one other cargo was brought aboard. A creature he had never seen before. It looked like the crocodile his features so mimicked, but it walked on two legs instead of four and had two stubby arms in its place and smooth scales rather then ridged ones.

As he was want to do, Dag befriended the creature. It was so small then, barely four feet long counting the tail and seemingly very fragile. It was adorable, in his eyes, while the pirates seemed to fear it or pretend not to. Dag could smell the difference though. They all knew something about this creature he did not and they were desperate to get it to the 'buyer' they kept speaking of, smuggling it through port authorities.

Unfortunately their fancy metal sticks did not protect them. Well, they might have, but from what Dag learned of the day he freed himself and Stumpy, the other guy brought bigger sticks. The biggest in fact. Cannons.

The captain himself was in the hold inspecting their precious cargo... Stumpy, not Dag. He was giving his men careful instructions when thunder peeled across the ocean and the ship rocked back and forth, as if Old Angry face himself had slammed into the bow. The captain stumbled and Dag saw his chance. He broke the metal binding his wrists behind him with one rage filled surge of effort and moved forward with blinding speed. His thick arms reached through the bars of the cage and grabbed the captain. His neck snapped rather easily. Then he dragged the body through the bars, breaking as many bones as he needed to do so.

The other three in the room watched with horror. And then one asked, "Didn't... the captain... have his keys?"

The three looked at each other. And then Dag used the keys he had seen used a hundred times before to undo the cage door. The shackles around his legs were already broken. The three tried to run, but Dag learned many things that day. For instance, Pirate Captains have very nice swords.

The Falchion cut them down as easily as if it had been a God-blessed spear. Dag turned to Stumpy and calmed the critter down, promising to return shortly, and as the ship rocked and reeled again from another explosion, Dag went up top onto the deck of the ship.

When the authorities finally boarded the ship, the only one's left alive were Dag and Stumpy, the former standing between the latter and the attackers. It took several long attempts for them to communicate, but Dag was no fool. He had managed to pick up on the basics of the pirate language and was able to reply back in simple, short and terse sentences. He told them he had been a slave and he had freed himself, then slew the pirates while the authorities vessel closed in. He told them he would rather die then be a slave again, but he meant no harm to them.

The captain of the ship that had attacked the pirates was feeling particularly grateful to Dag for sparing his men the need to fight what would have been a bloody battle. He offered the creature passage in return for fighting for them on three more hunts. He would bring Dag to a place called Port Shaw with a handful of gold after they were done.

Dag knew the basic idea of currency. His tribe had never used it, but he had been on the pirate ship long enough to know that there was more to it then give gold and get stuff. He was also slyer then his appearance let on. He began bartering. Two hunts, and the captain would also teach him to read and speak the language, and would teach him the basics of this 'Port Shaw'. The captain was surprised, but instead of being angry at the suggestion he threw back five hunts and he would teach the man how to speak.

They bartered for an hour before finally settling on six hunts, everything Dag had asked for, and that Dag could keep some of the gold, the pirate captains weapon, and Stumpy.

Captain Taylor was not particularly happy about the last being aboard but Dag had been able to convince him he had the creature under control. Dag boarded Taylors ship and fulfilled his obligation to the fullest. He also learned rapidly, devouring the common language and then any book the captain had aboard. Not... not literally. He just learned how to read very fast.

When he was finally put off at Port Shaw, he had a purse full of gold numbering in the thousands, a brilliant magical blade, a new friend, new knowledge and absolutely no idea what he was going to do. It was only thanks to Taylor that Dag knew to look for a particular inn, the Salty Siren. Within resided two people that would help him... adjust.

The owner of the place was a woman by the name of Besarana, someone of both Colonial and Tulita descent. The Bartender was a half-orc named Jared, a man nearly as large as Dag and with skin far brighter and greener. Dag immediately sensed a theme as he entered the inn, but the pair proved to be just as helpful as Captain Taylor promised once he gave them the mans name.

They started by grilling him. Intensely. They were surprised with how fluidly he spoke the common language, and though his horrific appearance and direct manner wasn't exactly charming, they understood he wasn't any threat to them. They asked for his story and listened intently when he spoke, probably looking for any lies. When they tried to brush off his own inquisitiveness as to the nature of the questions, he could smell their deceit on them and called them out on it.

It was intense for a few moments, but then Jared made a joke, and they were all laughing. Dag would learn each of their stories in turn and as a good friend would, he would keep them to himself. Things weren't always perfect of course. He and Beserana fought as often as they got along, but Jared was always able to calm them down.

Besarana and Jared both knew what it was like to be outcasts, and while they admitted that Dag was a... severe case, they knew what sort of trouble came with the life. They eventually found a place for him in the Port as a guide and a bodyguard.

With a little study, he knew the region well, and could lead a group through any of the island with little trouble. What trouble he did meet he could easily deal with too. Dag began making gold and a name for himself. And he had friends. Dag never learned to like beer, but Jared and he spoke often at the bar during the Salty Siren's later hours. And Besarana put him up for rent and defended anyone that tried to have the Dajobas kicked out. In return, Dag paid his rent on time every month and helped Jared with some of the more... difficult groups of drunks.

Dag has been in Port Shaw for five years now, and while he can only guess his age within a few months of any sort of accuracy, he believes he has finally found a home. In that time, Stumpy has grown, and Dag has moved out of the Salty Siren to a nearby apartment. When he's in the port and not on a job, he visits every night after bar rush.

He has a home now and friends, and every night he thanks Old Angry Face for showing him the truth of things all those years ago. In recent days, the Grandfather turtle has even started to reply in... subtle ways. A dream awoke Dag one night to the possibility of something... more. He went outside to the sea and cast his very first spell, feeling Tumatenga's power flow through him. It was a simple thing, so very simple... and so perfect.

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Stumpy
Bodyguard Charger Animal Companion 5
NG Medium Animal
Init +3; Perception +8; SQ Scent, Low Light Vision
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DEFENSE
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AC 26, touch 13, flat-footed 24 (+8 Armor, +6 Natural Armor, +3 Dex)
hp 55 (5d8+15)
Fort +4, Ref +7, Will +3
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OFFENSE
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Speed 30ft.
Melee +5 (1d8+3)
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STATISTICS
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Str 15, Dex 17, Con 10, Int 3, Wis 15, Cha 10
Base Atk +3; CMB +5 (+3 base attack, +2 Str); CMD 18
Feats Light Armor Prof., Medium Armor Prof., Toughness
Skills
Perception +8 (+2 Wis, +3 Class Skill, +3 ranks)
Survival +6 (+2 Wis, +3 Class Skill, +1 ranks)
Swim +4 (+2 Str, +3 Class Skill, +1 ranks, -2 Armor Penalty)

Languages Tulita (Can understand, but not speak.)
Tricks Combat Trained

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SPECIAL ABILITIES
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Animal Companion Special Abilities:

Link (Ex):Dag can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. Dag gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Animal Skills: Treats intimidate as a class skill.
Shared Vigilance (Ex): A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
Tenacious Guardian (Ex): At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.
Barding Training (Ex): At 3rd level, a charger's armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum Dexterity bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum Dexterity bonus for the charger's armor by an additional 1 for every 6 levels after 3rd. In addition, the charger's speed does not decrease when wearing medium armor or carrying a medium load.

At 9th level, a charger can move at normal speed in heavy armor or while carrying a heavy load.

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EQUIPMENT
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Stumpy's +1 Breastplate (1.15k gp) (Worn by Stumpy) (30 lbs)

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APPEARANCE
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Stumpy's Appearance:

Stumpy is not quite as tall as his master yet. Standing at only five feet from toe to head, the baby T-rex looks like a miniature version of its ancestors. He has a couple scars, but not nearly as many as his master. His feet appear way to big for him, giving him a rather awkward appearance even if he is anything but, suggesting he has a -lot- of growing to do. He grows daily and his armor needs to be adjusted slightly every week or so.

Stumpy has a very special breastplate Dag had made and fitted just for him. It took ten rare steaks to keep the T-rex still during the fitting, but it was worth it. The breasplate looks like a turtle shell fitted perfectly onto the young T-rex. Made of iron, stylized quite amazingly, this armor protects all of the animal companions vitals. He has a rather odd look to him, when wearing it, but Stumpy seems proud of wearing armor similar to Dag's rather then bothered by the weight of it... so long as Dag takes it off every once in a while that is.

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PERSONALITY
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Stumpy's Personality:
Stumpy is a very playful and curious creature, and it is only through strict, yet rewarding, training that he was taught not to wonder off while on a hunt or a job with Dag. He loves Dag a great deal. The Dajobasu not only looks like him, with green scales and yellow eyes, but was the only kind creature to him as far back as he could remember. The fact that Dag saved him from a pirate ship and has since done his best to take care of Stumpy is also a plus.

The playful aspect of the critter is thankfully not nearly as dangerous to Dag as it would be to another. When Stumpy wants to play, he can bite and wrestle Dag to his hearts content with little worry of hurting the tough warrior. And the two do so often, not only for exercise but to train Stumpy on how to fight.

The animal is also intelligent for one of his kind. Whether this is a natural occurrence or something more mythical, having to do with Dag and his connection to Old Angry Face, isn't certain. What is certain is that he seems capable of understand not only the training he's been given but the Tulita language in general. Dag learned this the hard way when he made an offhanded comment in his native language about hugs, and was suddenly tackled by the critter.

Despite all of this, Stumpy is still an animal. He has predatory instincts and natural inclinations that make him quite dangerous. Dag's training and kindness has helped Stumpy grow beyond those instincts, but in a fight the creature more then readily falls back into them with a ferocious edge. Dag's training is probably the only thing in these circumstances keeping him from harming others, though over time it's become clear that even while fighting, such as on a guard mission through the islands, he knows enough to protect the ones they were hired to protect. Curious.