Gillman

Mr. Pip's page

15 posts. Alias of Ebonnard Raloon.


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Gillmen Guide

"Well if your all ready i can take you to it. Right this way"

*he leads you out of the building and eventually taking you out of the city, it takes about two hours to get there. You reach a large crevice atop a hill/mountain (basically saying that its no the ocean floor because your characters couldn't handle the pressure :P)*

"This is as far as i go travelers. It is down there on the side of crevice wall. You will know it when you see it"

*He then makes a hasty retreat*


Gillmen Guide

"Right, right.... Well it doesn't really matter what you are anymore, it matters rather your smart enough to survive the task at hand. For your life after will be well funded"


Gillmen Guide

"Different things for different times. Its all different. Sometimes the King just gets bored and orders the champions to raid some rogue merfolk tribe that decided to set up to close. This is probably the most prominent of challenges he has found, as this is an actual dungeons of sorts"


Gillmen Guide
Gorkhan Trask wrote:

Gorkhan follows the others into the room after the god-king's display. He shakes his head at the rush of people into and then out of the room carrying items.

"I am Gorkhan," he says when introductions are made. Turning to Pip, he asks, [b]"Out of curiosity, these... 'supplies' everyone has been clamoring for. Were they magical, or mundane?"

"The king never really specifies, its different each time. Some may be magical and other may be mundane. No one can really say for sure."


Gillmen Guide

"Tell me when you are all ready for we must go in a hurry. No time to look at architecture for my Lord commands your assistance elsewhere"


Gillmen Guide

*a gillmen female servant comes over and hands pip a bag*

"i also sent for you some rations that will last and no cooking, as usually the ones last to leave are the smartest and you will have more of a chance of lasting to the point of starvation"

*He hands Azure a large sack with rations for (if used wisely) is good for six people for 2 days*

these of course being small meals and barely make it past so that you will not starve.

"The rations consist of fish prepared so they will last. Made specifically for adventurers such as yourselves"


Gillmen Guide

"yes yes... Hello all... I suggest you round up what you can before the others raid this dungeon of its spoils before you have a chance to get to it, this is of course assuming they are smart enough to get through"

*he says smiling*

I like making aliases where i can to give you guys a better feel of whats going on. I would have for Poseidon if i didn't have so much else to say besides his dialogue


Ah i do love this character a lot. But im going to have to drop out. sorry guys :P


Here is a better storyline. I wanted it to be longer and more extensive but i don't want you to have to read a novel so i kept it shorter. But it better fits Dravis and may help with your consideration for campaigns chracters :).

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.


DM Corvus wrote:

To all: No need to post under an alias, I'll take a character sheet and background under a spoiler tag.

@ leanidas: works for me.

@ ptolmaeus: looks fine to me.

Sorry. Most recruitments prefer an alias. And plus i am really digging this character. So even if you don't pick him, i will submit him to some other campaigns :P. And i attempted to post a better background for dravis. but unfortunately the site messed up and wouldn't load the page correctly when i posted it and I lost what i wrote. So i will have to re-write it :P


Im going to edit dravis a little today. I think (after thinking about it last night) i used a 25 point buy instead of 20 point. And i want to make his backstory really pop. I want it nicer longer and more revealing.


Fiddle Hixblitz wrote:
** spoiler omitted **

awwww yeah. lol But yes i intend on prestiging to stalwarrt defender as soon as possible. :)


Fiddle Hixblitz wrote:
Dravis the Sentry wrote:

"DRAVIS YOUR GUARD IS HERE TO SERVE! Milady."

Dravis the Sentry** spoiler omitted **...

Got it. Use magic. Target ref/will saves

:3

I meant to picks some feats to boost his will however it just didn't end up in the final character. But there is a person in the group for every situation. Dravis will be good for most combat situations in which they are just wolves, goblins etc. I doubt (hope) he will not encounter back to back wizards. And even if we do i hope the magic user(s) of the group can handle it while i block what i can. :P


Backstory:
Dravis is a noble sentry. Nobles hire him to guard hirelings they send out to get treasure. He has had a few mishaps in the past.... The lost adventurers of his past haunt him.. For they were his responsibility, but you will never know this, for this Hardy Dwarf is solid and without emotion. He has gained his levels and armor from the nobles in which hire him. He is here in Thuvia in search of work. Hoping someone will hire him once more like he was in the past


"DRAVIS YOUR GUARD IS HERE TO SERVE! Milady."

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
--------------------
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 55

Fort +9(base4+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.
--------------------
Offense
--------------------
BAB:+4

Speed 30 ft.

Attacks(weapons):

Dwarven Waraxe: 1d10+8

--------------------
Statistics
--------------------
Str 16, Dex 13, Con 12, Int 12, Wis 16, Cha 10

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
--------------------
Special Abilities
--------------------

Fight:

bravery +1

Weapon Training(axes) +1

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.

--------------------
Inventory
--------------------

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