Drinking & Dragons

Wild:PC/Fuelwen: Difference between revisions

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>T3knomanser
>T3knomanser
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= Spells =
= Spells =
= Equipment =
= Equipment =
*Cash: 2935
*Cash: 935
*Aquatic Longbow +4(composite) (900gp)
*Aquatic Longbow +4(composite) (900gp)
** Normal longbow, but when it fires Sea Arrows, undersea range penalties are ignored.
** Normal longbow, but when it fires Sea Arrows, undersea range penalties are ignored.
Line 197: Line 197:
** p.
** p.
** +1 accuracy
** +1 accuracy
* Masterwork Basalt Studded Whale Leather Armor (i.e. Studded Leather) (200 gp)
* Mithral Chain Shirt (1,100gp * 2 for unusual creature)
** AC bonus: +3
** AC: 4
** Max Dex: +5
** Max Dex: +6
** Check penalty: 0
** Arcane Spell Failure: 10%
** Spell Failure: 15%
** 10lb.


= Comments =
= Comments =
plans to be an amphibious octopus/sahuagin duskblade, perhaps with a few levels of beastmaster.
plans to be an amphibious octopus/sahuagin duskblade, perhaps with a few levels of beastmaster.

Revision as of 21:53, 7 January 2009

Fuelwen

Pronounced: fyel-ven

Temporal Stats

  • AC: 19
    • +3 studded leather
  • BAB: -1 penalty due to non-proficient armor checks (effectively: +1)
  • HP: 24

Bio

Stats

  • Name: Fuelwen
  • Race: Sahuagin/Octopus
  • Class: [None]
  • Level: 0+2(Racial HD)+2(Racial LA)
  • Alignment: Lawful Neutral
  • Deity: Sekolah
  • Age: 16
  • Gender: M

Specials

  • DP: 2
  • AP: 7

Background

Fuelwen's Home Region.

Fuelwen's family is a chain of Falkah. This has driven them deeper and deeper into poverty. His parents and extended family have accepted that this is the lot in life of that branch. They try and take pride in being farmers and not hunters, despite the way they're looked upon in Sahuagin society. Knowing that they are too poor to equip their son for this quest, they've tried their best to prepare him for life as a Falkah. In Fuelwen's eyes, they frittered away what money they earned due to their fatalism. He was determined to escape this life of drudgery.

He is gifted with fortitude, strength and intelligence far beyond that of his peers. Despite this, the stain of coming from Falkah hung about him like a cloud as he grew up. He was strong enough and tough enough to make the bullies think twice, but there was always someone who thought they could stand up to him. The continual fights strained the relationships with his family and the community. The characteristic lack of privacy in Sahuagin culture gave him little room to hide from the conflicts.

The only escape Fuelwen had was spending time on Gnala. Gifted with an amphibious nature, he could stay out of the water for as long as he liked, which few of his peers could do. From a very young age, he became known to the dockworkers. Instead of helping his family farm, he started doing odd jobs around the docks. Sometimes he would be a gopher. As he got older and stronger, he would clean barnacles from beneath the water line, or inspect ships for damages. When not scrambling for money at the docks, he would spend time in the library. At first, merely as a client; he read everything he could find in there. Into his early teen years, he started working as a scribe. Given the rate at which books decayed, it was a profession the island was in dire need of, and he was payed well.

He hid this money away. He would bury it deep in the caves around Algol-Nun, relying on the natural hazards and the sheer scale of the area to keep his trove a secret. On more than one occasion, he had to defend it from peers who followed him to see what was so important in the caves. They, not Fuelwen, bore the scars of these encounters. After one particularly bloody encounter, Fuelwen had the saying "I do not fear thieves; thieves fear me" tattooed on his back by one of the sailors. After this, thanks his fierce nature and sharp night vision, on a few occassions he even worked as a guard for some of the ships waiting in port.

Among his people, he constantly tried to prove himself. He excelled at luqash, and proved adept at the hunting exercises the children undertook. When it came to hunting small game, he didn't always get the most, but he never made a bad showing.

He did not see his parents on his coming of age day. He visited the priestess in secret, and received his quest. He asked her to tell his parents where he had gone. He retrieved his stash of funds, went to the surface, and bought the equipment he thought he would need.

He would return a Hunter or not at all.

Quest Notes

Daryl, I'm actually looking for you to suggest a quest that would link in with your general idea of the campaign. I'm figuring on this being my character's "hook" for the campaign.

Attributes

Attr Stat Mod
STR 18 +4
DEX 12 +1
CON 18 +4
INT 19 +4
WIS 10 +0
CHA 14 +2

Misc

  • HP: 24
  • Base AC: 16 (FF 15)
  • Speed: 30' (60' swimming)

Saves

FORT: 4 REF: 5 WILL: 2

Attacks

BAB: 2 Melee: 6 Ranged: 4

Weapons

  • Masterwork Trident
    • Melee: 7
    • Ranged: 5
    • Damage: 1d8
  • Aquatic Longbow Composite +4
    • Ranged: 4
    • Damage: 1d8 + STR + 4

Routines

Unarmed Full Attack: Talon +2/Talon/Bite* +0/Tentacle*/Tentacle*

Underwater Unarmed Full Attack: Talon +2/Talon +2/Bite* +0/Tentacle*/Tentacle*/Rake*/Rake*

Armed Full Attack: Weapon +2/Talon* +0/Talon* +0/Bite*/Tentacle*/Tentacle*

Underwater Armed Full Attack: Weapon +2/Talon* +0/Talon* +0/Bite*/Tentacle*/Tentacle*/Rake*/Rake*

Attacks with a * only add half the strength bonus to their damage. All natural attacks listed deal 1d4 damage.

Skills

  • Unallocated skill points: 7

Core

Name Stat Ranks Stat Bonus Other Bonuses
Acrobatics DEX
Animals CHA 4 +2 +4 working with sharks;+2(animal affinity)
Athletics STR 2 +4 +8 to swim
Concentration CON 2 +4
Craft INT
Deception CHA
Diplomacy CHA
Heal WIS
Inspect INT
Intimidate CHA
Legerdemain DEX
Linguistics INT
Mechanics DEX
Notice WIS 5
Perform CHA
Profession WIS
Sense Motive WIS
Spellcraft INT
Stealth DEX 3 +1 +4 under water,+2 stalker
Survival WIS 4 0 +4 within 50 miles of home, +2 to checks involving animal knowledge (animal affinity)
Use Magic Device CHA
Profession(Hunter) WIS 4 +0 +4 within 50 miles of home,+2 stalker

Knowledges

  • Local
  • History

Languages

  • Sahuagin
  • Common
  • Aquan
  • Elven
  • Dwarvish

Feats

  • Animal Affinity: +2 to animal checks,+2 to all survival checks that require knowledge of animal behavior (hunting, for example).

DP Feats

  • Stalker: +2 to stealth and Profession(Hunter) checks.

Racial

  • Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater.
  • Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
  • Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.
  • Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahuagin can use the Handle Animal skill to befriend and train sharks.
  • Rake (Ex): Secondary natural attack, damage 1d4+(1/2 Str). A sahuagin also gains two rake attacks when it attacks while swimming.
  • Tentacles (Ex): This creature has two tentacles in addition to its two normal humanoid hands. Each tentacle is a natural attack that deals 1d4 points of damage, plus strength modifier. They can be primary attacks, but secondary attacks if used in conjunction with other attacks. They also grant a +2 racial bonus to grapple checks.
  • Ink Cloud (Ex): This creature can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the creature normally uses to escape a losing fight. All vision within the cloud is obscured. This functions only underwater.
  • Amphibious (Ex): Can breathe air and water equally well.
  • Darkvision 60'
  • Bonus feat: Multiattack (see Routines)
  • Weapon Proficiency(Trident)
  • Weapon Proficiency(Heavy Crossbow)
  • Weapon Proficiency(Natural Attacks)
  • Skills:
    • +8 racial bonus to swim checks and can always take 10 on swim checks. Can use the run action while swimming.
    • While underwater, a sahuagin has a +4 racial bonus on hide, listen and spot checks.
    • A sahuagin has a +4 racial bonus to survival and profession *hunter) checks within 50 miles of its home.
    • A sahuagin has a +4 racial bonus on handle animal checks when working with sharks.

Spells

Equipment

  • Cash: 935
  • Aquatic Longbow +4(composite) (900gp)
    • Normal longbow, but when it fires Sea Arrows, undersea range penalties are ignored.
  • Masterwork Trident (315gp)
    • 1D8dam
    • x2 crit
    • 10ft range increment
    • 4lb
    • p.
    • +1 accuracy
  • Mithral Chain Shirt (1,100gp * 2 for unusual creature)
    • AC: 4
    • Max Dex: +6
    • Arcane Spell Failure: 10%
    • 10lb.

Comments

plans to be an amphibious octopus/sahuagin duskblade, perhaps with a few levels of beastmaster.