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About "Echo" Dungpilebackground:
Gully Dwarf! Stinking Gully Dwarf almost as bad as rats! Well, if I give him something to go away atleast he’ll be gone. the local innkeeper says. He tosses some food, leftovers from another’s meal, at the ground. With a rather quick dive, the small gully dwarf catches the food before it contacts the dirt. Shoving it into his mouth, he walks away whistling and quite pleased with himself. This had been the 3rd inn today that he had obtained food at rather easily.
Humans really are to pity when they don’t see a good bluff for what it is. Atleast my pitiful display gets me better food then my other “kin.” He thinks as he continues on. He finds a place in the stables that he can obtusely slide into the hay/straw and bury himself enough to sleep undisturbed. He sleeps peaceful to the eye but his dreams tell a different story. *******Dreams******** Burn them out then. I don’t care! the human yells as Echo and his kin scramble into hiding among the refuse of the alleyway of a small town. I want them exterminated, they bring nothing but disease and filth and I won’t have it near my home. The large merchant bellows. 5sp for each ear not on the head of those gully dwarves by morning. The big brute, doesn’t he see that our antics bring coin to his shop. My father can dance and my mother does acrobatics. The humans in the last town seemed to find it charming. I guess I made a mistake in which place to show ourselves this time. Echo thinks as he looks for a way out of the alley. Finding one he returns quietly to the head bulp, his father and the others. Whispering so the mob doesn’t locate them easily, there is a fence at the back of the alley. We can climb it and run away. Hurry! No I’s high bulp! I say. I say we hide. No see no hurt! the aged –for a gully dwarf—dwarf says. He sets the example by beginning to scamper away to a pile of rubbish. Echo grabs him…Listen to me. I say we climb and run. They no see but they find us. We run they no catch. We quick. he yells without thinking at his father. The other 5 scatter at the noise, cowering and watching from the shadows. They listen to see what the outcome will be and who will be high Bulp. Unfortunately for them, the ruckus was loud enough to attract the attention from the head of the alley way to them. I knows! I smart! you just dumb bulp! Echo yells in the face of his father. Glancing at the sound of rushing footsteps, Echo sees the first of the mob round the corner a few hundred feet from his location. I not stay dumb bulp! Echo cries out as he runs past his father and into the alleyway beyond. The slaughter of his kin is heard behind him in pitiful wails…. ***Gasping awake, it takes Echo a moment to clear his head and the straw from his face. Dreams again. I was me that caused them to die. I was poor at my talking or they would have lived. It was all my fault. I am bad! he wails on the inside. Outside he readies himself for the day, wiping his clothing poor though it is as clean as he can get. The dirt seems to disappear suddenly as he continues. The odd make it happen thingy in the back of his head accompanies the cleaning. He had become more use to it and the surprising things that occurred when he had it lately. He believed that one day he may be able to call the make it happen thingy instead of it just coming to him at random times. But…it was something new and thus he must be cautious and not let anyone know he has the make it happen thingy. Odd things like noises or things in poor condition turning whole were just a few of the things that he had seen his make it happen thingy do. When he was attacked on the road by the dogs, he had been saved because his fingers through no power of his own, threw hurtful beetles into the eyes of the dogs until they ran away. He had eaten well that night! The memory somewhat restores his optimistic perspective and mood. He turns and quickly climbs the loft and after going from one hiding place to another, collects all his gear into one pile. He caress’s the crossbow. It truly is the only thing of value he possessed. He had picked it up from where it lay in the bushes next to the burning wagons several days back. High Bup had had one once. It was useful for shooting rats and birds, occasionally, adding real food to their diet. Next, he puts the 3 magey sticks in his belt and pulls his jerkin down over them. Last time he had let others see them he had almost been robbed. He did know now that they did magey stuff to as he had waived one the other day at a man after he had been chased away and the man became quieter and kind. He had even given Echo a coin! Echo learned. Echo tried it again in the next town and found that it worked there as well. He saved it for special occasions now, partly because he was afraid it wouldn’t work next time or he would somehow break the seemingly fragile thing. He would only use it on special occasions now, like when he was really hungry. That didn’t happen often cuz other humanoids threw out such good things to eat. Well, enough time used now. I need to get on the road and hide my make it happen thingy from those that may want to take it themselves. he thought as he trundled out of the stable and into the inn courtyard. *************************************************************************** ********** Several things to know about Echo some he doesn’t even know himself! 1.) He is a mongrel mage. He has magic in his blood! He doesn’t realize he can fully control it yet and the “make it happen thingy” that occurs when he thinks really hard about things is the manifestation of his magic. 2.) He has 3 wands. He knows what the charm person does, but not the other two. They all look alike so he probably assumes that the other two do something magey to like his charm wand. 3.) He feels guilty that he couldn’t convince the High Bup to run that night and that all were slaughtered (or atleast he believes they were) in the ensuing chaos. 4.) The rest of his gear are things he has found or fixed along his way. Sometimes he can get jobs doing fun things humans won’t do and he is given things as a payment. Usually, broken things but when he really wants it, it seems to fix itself. 5.) He knows little about the mage’s orders or the test. Just rumors that concern others not him. "Echo" Dungpile -dragon lance Gully dwarf sorcerer (mongrel mage, wildblooded) 2 LN Small humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +3 -------------------- Defense:
-------------------- AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 20 (2d6+8) Fort +3, Ref +3, Will +6 -------------------- Offense:
-------------------- Speed 20 ft. Ranged darkwood heavy crossbow +2 (1d8/19-20) Special Attacks claws (2, 1d3, 7 rounds/day) Sorcerer (Mongrel Mage, Wildblooded) Spells Known :
(CL 2nd; concentration +6)
. . 1st (5/day)—ant haul [APG] (DC 15), burning disarm (DC 15), ray of enfeeblement (DC 15) . . 0 (at will)—acid splash, ghost sound (DC 14), mage hand, mending, prestidigitation . . Bloodline Brutal -------------------- Statistics:
-------------------- Str 9, Dex 16, Con 16, Int 11, Wis 17, Cha 18 Base Atk +1; CMB -1; CMD 12 feats and traits:
Feats Eschew Materials, Expanded Arcana[APG]
Traits accelerated drinker Skills :
Acrobatics +3 (-1 to jump), Appraise +5 (+7 for small or highly detailed items when using a magnifying glass), Bluff +9, Sleight of Hand +5 (+7 on checks to conceal an item in an inside pocket.), Stealth +9, Survival +5, Use Magic Device +9 Languages Common, Dwarven SQ mongrel reservoir (lasts 4 rounds) Gear : 9 gp, 3 sp, 5 cp
wand of charm person (5 charges), wand of mage armor (10 charges), wand of shield (10 charges); darkwood heavy crossbow, blanket[APG], cauldron[APG], chalkboard[APG], charcoal, flask, flint and steel, inside pocket[UW], insulated flask[UW], magnifying glass, manacles, masterwork (barbed)[ARG], marbles[APG], masterwork backpack[APG], measuring cord (10 ft.), mug/tankard, pot, winter blanket, -------------------- Special Abilities -------------------- Brutal The powers of the Abyss can vary radically, even for similar fiends. Associated Bloodline: Abyssal. Bloodline Arcana: Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell takes 2 additional points of damage. Spells must do HP damage to be affected.
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