Race |
Human |
Classes/Levels |
Mutagenic Mauler Brawler / Level 1 HP 12 ( - ) / AC 16 (18/20) / Touch 12 / Flatfooted 14(16) / Fort +4 / Ref +4 / Will +0 / Initiative +2 |
About Dannil al'Luhan
DANNIL AL’LUHAN
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Race Human
Gender Male
Age 26
Class Mutagenic Mauler Brawler / Level 1
Init +2;
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BUFFS AND CONSUMABLES
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DEFENSE
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AC 16(18), touch 12, flat-footed 14(16)
(+4 Armor, +2 Dex, +2 Shield)
Hp 12 Temp hp []
Fort +4, Ref +4, Will +0
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OFFENSE
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Speed
30ft
Melee
Dagger +4 (1d4+3;19-20x2)
Handaxe +4 (1d6+3;x3)
Unarmed Strike +5 (1d6+3;x2)
Special Attacks
STR Mutagen Dagger +6 (1d6+5;19-20x2)
STR Mutagen Handaxe +6 (1d6+5;x3)
STR Mutagen Unarmed Strike +7 (1d6+5;x2)
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STATISTICS
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Str 16, Dex 14, Con 15, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Weapon Focus (Unarmed Strike)
Traits Brigand, Cosmopolitan (Bluff, Diplomacy), Criminal
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SKILLS
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Skills
Acrobatics +6 (+2 Ability, +1 Rank, +3 Class)
Bluff +7 (+8)(+3 Ability, +1 Rank, +3 Class, +1 Trait versus Criminals)
Diplomacy +7 (+8)(+3 Ability, +1 Rank, +3 Class, +1 Trait versus Criminals)
Intimidate +7 (+8) (+3 Ability, +1 Rank, +3 Class, +1 Trait versus Criminals)
Knowledge (Local) +5 (+1 Ability, +1 Rank, +3 Class)
Sense Motive +4 (+5)(+1 Rank, +3 Class, +1 Trait versus Criminals)
Languages Common, Draconic, Dwarven, Elven
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SPECIAL QUALITIES
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SQ Brawler’s cunning, martial training, unarmed strike, mutagen
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EQUIPMENT AND GOLD
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Combat Gear Chain Shirt, Heavy Wooden Shield, Shortsword
Misc Gear Parchment x25, Mapmakers Kit (This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost), Scriveners Kit (This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler), Pathfinders Kit (This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone.) Explorers Outfit.
Gold 64 Gp
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APPEARANCE
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Height 6ft
Weight 220lbs
Eye Color Green
Facial Hair Color Brown
Region of Origin The River Kingdoms
Deity The Gray Master
Phycial Description
Dannil is tall and heavily muscled, built more like a blacksmith than a Scribe. Dannil is dressed in a suit of plain travelling clothes, consisting of a black leather coat over a white shirt, a black pair of leather trousers and a pair of turn down boot, that he keeps impecabbly neat and well cleaned. Dannil shaves his head bald and wears his beard short and neatly groomed. When he is not in combat Dannil wears a pair of plain glasses, to help with reading and distance seeing.
Backstory
Dannil was born to a travelling merchant family who spent their lives travelling throughout the River Kingdoms, plying their trade with the Bandits and few settlers who made the place home. Dannil learned how to balance ledgers, how to read write and do complex mathematics, all from his mother. From his Father he learned how to negotiate, how to make an argument and how to read body language. His parents Caravan was always filled with new people, interesting people from all over the world. Dannil learned new languages, new customs and new skills, all in the course of the Caravans day to day travel.
During the 10th year of his life, the happy little bubble that was his family life popped. Travelling the River Kingdoms had always been a risky job, but through some well placed bags of gold and some smooth negotiating, Tamorlin, Dannils father, had managed to secure for them safe passage, under the guardianship of a Bandit Leader who had run the area with an iron fist. This all changed however with the fall of the Bandit. The victim of a coup by her Lieutenant, the woman was ousted and, as far as Dannil is aware, still present in the River Kingdoms in some capacity.
With the change of leadership came a new more violent leader. This proved the end of the young Dannils happiness as their Caravan was beset upon by bandits during the night. The bandits stole everything they held dear and killed those who resisted. Dannil fled in the night but was eventually chased down and dragged back to camp. His parents had perished in the raid, before the Bandits had found the Caravans coin, stashed as it was among the wagons.
Dannil was given a choice, give up the coins location or die. The young boy was distraught but not stupid. He gave up the location of the purse, along with the location of some other precious cargo, namely the lengths of rare timber and silks the Caravan had from Tien Xia. The new Bandit Leader appreciated the boys initiative and took him into his camp, with the understanding that everyone pulled their weight.
Dannil hated the bandits, hated everything they stood for, but he did not want to die. He could not fight, he didn’t know how, but he did know numbers, numbers and trade. He slowly worked his way up the chain of command over time, his head for business helping him to come ahead, till he was basically the Leaders right hand man. He was an able warrior by this stage, a man of 18 years of age, but his mind allowed him to be invaluable, in a way that kept him from having to kill people in the process.
Dannil began to slowly try to change those around him, began to try to make them work for the good, to incite a coup of his own to take down the man that killed his family. He took his time, worked in the shadows mostly, but eventually was found out. His plan did not work however, he managed to gain some basic backing, but nothing solid. The leader sprang a trap at one of the meetings he had organised, all of the men and women who supported him were killed and, yet again Dannil fled into the night. He was stronger now, more able and more savvy to the ways of the wild and when he ran, he ran hard.
Dannil is a free man without direction or a plan, he is dead set against Banditry and seeks to free the River Kingdoms of it. He is looking for like minded people to help him make this a reality.