Gillman

Mr. Pip's page

15 posts. Alias of Ebonnard Raloon.


Full Name

Dravis Unguard 3rd

Race

Gillmen

Classes/Levels

Guide

Size

Medium

Age

75

Special Abilities

Deflective Shield, Armored Defense

Alignment

LN

Deity

Torag

Location

Thuvia

Languages

Common, Dwarven

Occupation

Guard/Sentry

Strength 18
Dexterity 10
Constitution 19
Intelligence 10
Wisdom 12
Charisma 6

About Mr. Pip

Dravis the Sentry

crunch:

Male Dwarf Fighter (Armor Master) 5
LN Medium Humanoid (dwarf)
Init +0; Senses Darkvision(60ft); Perception +1
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Defense
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AC 28(DR3/), touch 11, flat-footed 26 (Tower Shield(4), Full plate(9), natural(1), dodge (1), ring (1), amulet(1), Bracers(1)

hp 50

Fort +7(base2+ability5), Ref +1(base1+ability0), Will +2(base1+ability1)

CMB: +9

CMD: 19

*+1 to the fighter’s CMD when resisting a
bull rush or trip.

*+1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.

*fighter gains a +1
bonus on Will saves against fear.

Defensive Abilities:
Deflective Shield (Ex): At 2nd level, an armor master
specializes in using his shield to def lect attacks. He gains
a +1 bonus to his touch AC, and this bonus increases for
every four levels beyond 2nd (to a maximum of +6 at 20th
level); however, this bonus cannot exceed the sum of the
armor and enhancement bonus to AC provided by the
shield that the armor master is currently carrying. This
ability replaces bravery.

Armored Defense (Ex): At 5th level, an armor master
gains DR 1/— when wearing light armor, DR 2/— when
wearing medium armor, and DR 3/— when wearing heavy
armor. At 19th level, this damage reduction increases
to DR 4/— when wearing light armor, DR 8/— when
wearing medium armor, and DR 12/— when wearing
heavy armor. This damage reduction stacks with that
provided by adamantine armor, but not with other forms
of damage reduction. This damage reduction does not
apply if the armor master is stunned, unconscious, or
helpless. This ability replaces weapon training 1 and 3,
and armor mastery.
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Offense
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BAB:+5

Speed 30 ft.

Attacks(weapons):

Dwarven Waraxe: 1d10+9 (+7 with shield however

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Statistics
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Str 17, Dex 10, Con 19, Int 10, Wis 12, Cha 6

Base Atk +3; CMB +9; CMD 19

Speed 30 ft

Feats Combat Expertise, Stalwart, Iron Hide, Dodge, Endurance, Diehard

Traits Law Enforcer:You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles.

Clearheaded (Dwarf Racial Trait): You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.

Class Skills:

Climb +4

Craft +0

Handle Animal -2

Intimidate -2

Knowledge (dungeoneering) +0

Knowledge (engineering) +0

Profession(sentry) +9 = WIS(1)+Rank(5)

Ride +0

Sense Motive(not class skill) +3 = WIS(1)+Trait(2)

Survival +9 = WIS(1)+Rank(5)

Swim +4

Languages Common, Dwarven
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Special Abilities
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Racial Abilities(dwarf-vanilla)):
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified
by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters
of the giant subtype.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine
the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid
creatures of the orc and goblinoid subtypes because of their special training
against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against
poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat
Maneuver Defense when resisting a bull rush or trip
attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on
Perception checks to notice unusual stonework,
such as traps and hidden doors located in stone
walls or floors. They receive a check to notice
such features whenever they pass within 10 feet
of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with
battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a
martial weapon.

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Inventory
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Full plate Armor weight: 50lb cost: 1,500

Shield, tower(mithral) weight: 23 cost: 1,030

Waraxe, dwarven weight (cold iron): 8lb cost: 60gp

Manacles, masterwork weight: 2lb cost: -

Ring of Sustenance weight: - cost: 2,500

Ring of Protection(+1) weight: - cost: 2,000

Backpack weight: 2lb cost: 2gp

Bedroll weight: 5lb cost: 1sp

tent, one man: 20lb cost: 10gp

Amulet of Natural armor (+1) weight: 1lb cost: 2,000gp

Bracers of Armor weight: - cost: 1,000gp

Everburning torch(3) weight: 3lb cost: 330gp

total weight: 94 lb (100 or less lightload)

total gold: 67gp 9sp

Appearance/age/weight:

Age: 75

weight: 164lb

Height: 4'1

Appearance:

Eyes: Green

Skin: tanned and dirty looking

Hair: Bald head red long red beard

Backstory:

Dravis grew up in a small mining town of dwarves. He found his place by guarding the mine entrances as opposed to mining like everyone else. Eventually he became so respected in the community that he even became known as the law keeper. As he was the most righteous and more capable of keeping up with trouble makers in the town. As this town continued to mine they found gold, this caused the town to grow. Even with the town growth he stayed the best he could. But as the town grew they began to set up their own set of laws and law keepers. So eventually Dravis lost his place. At this point most of the dwarves had already been displaced by the changing of the town. The town is mostly filled with nobles and aristocrats seeing more money. He found that he could guard some of the nobles from their slave miners and other intruders for money. He eventually found this to be a poor choice of life as it went against his beliefs. So he set out eventually being an occasional hireling but also adding some much needed protection to adventuring groups. He is level 5 because the beasts he has fended off from the groups he tried to protect adventuring. He comes to Thuvia in search of work. For his last adventurers he was traveling with settled with what gold they found and stopped adventuring. While Dravis bought better armor. He so very much seeks to protect again. To be a TRUE sentry.