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:
"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
*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
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:
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
Fiddle Hixblitz wrote:
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 -------------------- 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
*+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
Defensive Abilities:
Armored Defense (Ex): At 5th level, an armor master
Speed 30 ft. Attacks(weapons): Dwarven Waraxe: 1d10+8 --------------------
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
Fight: bravery +1 Weapon Training(axes) +1 Racial Abilities(dwarf-vanilla)):
Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid
Hardy: Dwarves gain a +2 racial bonus on saving throws against
Stability: Dwarves gain a +4 racial bonus to their Combat
Stonecunning: Dwarves gain a +2 bonus on
Weapon Familiarity: Dwarves are proficient with
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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 |