Kereda Harper

Dunn Brackern's page

26 posts. Alias of Evgeni Genadiev.


Full Name

Dunn Brackern

Race

Human

Classes/Levels

Druid 1 | HP 5/11 | AC 17, T 14, FF 13| CMB +0, CMD 14 | F 4, R 4, W 5 | Init +4, Perc +7

About Dunn Brackern

Stat Block:

TN Medium humanoid (human)
Init +4; Perception +7
Favored Class Bonus +1 to HP
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +4 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee Dagger +4 (1d4/19-20)
Ranged Pistol +4 (1d8/x4)
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Statistics
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Str 10, Dex 18, Con 14, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats Weapon Proficiency (Firearms), Eschew Materials
Skills: 4 from Druid, 1 from Int
Stealth +11 (1 rank, 3 class, 4 Dex, 2 race, 1 trait)
Disable Device +9
Survival +7 (+4 in urban environments)
Heal +7
Perception +7

Background Skills
Craft(Firearms) +7 (1 rank, 1 int, 3 class, 2 trait)
Sleight of Hand +10 (1 Rank, 4 Dex, 3 class, 2 Race)

Languages Common, Druidic, Dwarven
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Special Abilities
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Studied Target (Ex) +1
Heart of the Slums (Alternate Racial Ability, replaces Skilled)
Military Tradition (Alternate Racial Ability, replaces Bonus Feat)
Spellcasting (Ex)
Nature Bond: Druidic Herbalism (Ex), 3/day

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Traits
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Framed in Ferrous Quarter (+2 to Craft(Firearms))
Mechanical Expertise (+1 to Disable Device, gains as Class Skill)
Bandit (+1 to Stealth, gains as Class Skill)

Drawback (Infamous) -4 Diplomacy to Law Abiding Citizens (Note to GM, happy to exchange for Family Ties or Overprotective)

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Spells
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To be determined, as Druids are prepared casters with the whole list

0th, -/day, DC 13
1st, 2/day, DC 14

Gear
Dagger
Thieves' Tools
Flintlock Pistol
Studded Leather Armour Duster
20 alchemical cartridges
Healer's Kit
A Large Hat As Those Conceal Your Identity

Personality:

When all is said and done, Dunn is a survivor and a street rat. He's got loyalties and, as every Alkenstari, will stick to his guns and principles. Drilled into his head are his father's words about 'taking care of the people, and the land', and while the land might be a little more poisoned, the people a little more divided, he still believes in improving things one at a time - when coins and power brokers allow.
Reserved, but open to speak his mind with directness, he is quite proud of his independence from foremen and gang leaders alike, even if he's now a wanted man on the run with nowhere to go.

Backstory:

The Mana Wastes are a harsh land, more than most. The few that eke an existence there survive by numbers, ingenuity, and grit, and even that often times proves to not be enough.
Born to a pair of unusual Nexians - his mother an eighth child of the minor aristocratic house pf Brackern, dabbling in minor golemancy and left to her own devices, his father a Waster follower of the druid Ghorus, a chance meeting of the two led to them escaping to elope in Alkenstar. With nary a penny to their name, and their magic rarely stable, usable, and especially, welcome, they lived (and still do) in the Ferrous Quarter, making due and running a barely-held-by-string clinic faced with the monumentous task of staving back the Ferrous Quarter's smattering of illnesses and injuries.

As the two came to Alkenstar, so did the reason of their escape - Dunn. Barely affording to feed a single mouth, the young Dunn grew up surrounded by injured miners, crafters, and low-lifes, with the little time he had to spare spent helping around in the clinic. The ability to patch people up even when a mana storm (a perfect time for a robbery, by the way), was highly demanded by the small fries in the Ferrous Quarters, and it was many a night that Dunn spent sleeping in a concealed loft, the back room of a taphouse, or a jail cell. Being the dutiful son that he was, the money not spent on food, basics, or the occasional flagon was sent back to his parents, who, while disagreeing with his lifestyle choices, couldn't say no to the gold.

Was he known to be a thief and scoundrel - absolutely. A saboteur - often, too, but he'd never been a murderer, despite what the Wanted Poster claimed. A thief, absolutely. A saboteur - often. Seeing the Marshalls walk in the Clinic, rudely throwing and shoving aside people on cruches, looking for 'that killer', was a telltale sign that something, fundamentally, had to change in Alkenstar.

If you're gonna be a notorious criminal - might as well get rich doing it.