Drinking & Dragons

Difference between revisions of "Wild:PC/Fuelwen"

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= Fuelwen =
= Fuelwen =
== Temporal Stats ==
== Temporal Stats ==
*AC: 21
*AC: 20
** +1 deflection
** +3 studded leather
** +3 studded leather
*BAB: -1 penalty due to non-proficient armor checks (effectively: +1)
*BAB: -1 penalty due to non-proficient armor checks (effectively: +1)
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*AP: 7
*AP: 7


= Background =
== Background ==
Off the coast of the island of Gnala, deep in an offshore trench, is the sunken city of Agol-nun. Inhabited by Sahuagin, it's a peaceful city, as things go. They get on well with the surface dwellers; there's no reason no too. What, are they going to try and capture our city? We theirs? Instead, the citizens of Gnala and Agol-nun have formed a mutually beneficial trading relationship. The Sahuagin hunt whales, giant squids and other ocean dwellers, and sell the meat to the surface dwellers. Agol-nun also has sprawling kelp farms, but hasn't been able to get the surface dwellers to develop a taste for it. The city also exports coral for jewelry. Considering the difficulties in archiving documents under water, running forges, and the like, they trade for space in the island's archives, tools and weapons.
Off the coast of the island of Gnala, deep in an offshore trench, is the sunken city of Agol-nun. Inhabited by Sahuagin, it's a peaceful city, as things go. They get on well with the surface dwellers; there's no reason no too. What, are they going to try and capture our city? We theirs? Instead, the citizens of Gnala and Agol-nun have formed a mutually beneficial trading relationship. The Sahuagin hunt whales, giant squids and other ocean dwellers, and sell the meat to the surface dwellers. Agol-nun also has sprawling kelp farms, but hasn't been able to get the surface dwellers to develop a taste for it. The city also exports coral for jewelry. Considering the difficulties in archiving documents under water, running forges, and the like, they trade for space in the island's archives, tools and weapons.


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His sharp mind wowed his elders, and annoyed his peers, but there was little they could do about it- bullies rapidly found themselves with bloody faces and bruises. While he was bookish and quiet, he was always involved in physical games and activities. Large and strong for his age, he enjoyed luqash, an undersea game like lacrosse, but played with harpoon guns (crossbows). More than anything, he wants to return to his village with a successful quest beneath his belt, so that he may become a welcome hunter.
His sharp mind wowed his elders, and annoyed his peers, but there was little they could do about it- bullies rapidly found themselves with bloody faces and bruises. While he was bookish and quiet, he was always involved in physical games and activities. Large and strong for his age, he enjoyed luqash, an undersea game like lacrosse, but played with harpoon guns (crossbows). More than anything, he wants to return to his village with a successful quest beneath his belt, so that he may become a welcome hunter.


== The Quest ==
=== The Quest ===
At the age of sixteen, any young man or woman that wants to join the hunting parties must prove his or her fitness to do so. The village priestess receives divine inspiration from Sekolah, unique to each quester. They get only one quest, and that is the quest they must complete. There is no second attempt. A quester may return to Algo-nun and surrender on their quest, but they will never have a chance to become a Hunter.
At the age of sixteen, any young man or woman that wants to join the hunting parties must prove his or her fitness to do so. The village priestess receives divine inspiration from Sekolah, unique to each quester. They get only one quest, and that is the quest they must complete. There is no second attempt. A quester may return to Algo-nun and surrender on their quest, but they will never have a chance to become a Hunter.


=== Quest Notes ===
==== Quest Notes ====
This is why Fuelwen is an adventurer. 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.
This is why Fuelwen is an adventurer. 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.


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= Spells =
= Spells =
= Equipment =
= Equipment =
*Cash: 1110
*Cash: 3110
*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.
*Ring of Protection +1 (2000gp)
** Deflection bonus added to AC (+1).
*Masterwork Trident (315gp)
*Masterwork Trident (315gp)
** 1D8dam
** 1D8dam

Revision as of 19:01, 5 January 2009

Fuelwen

Temporal Stats

  • AC: 20
    • +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

Off the coast of the island of Gnala, deep in an offshore trench, is the sunken city of Agol-nun. Inhabited by Sahuagin, it's a peaceful city, as things go. They get on well with the surface dwellers; there's no reason no too. What, are they going to try and capture our city? We theirs? Instead, the citizens of Gnala and Agol-nun have formed a mutually beneficial trading relationship. The Sahuagin hunt whales, giant squids and other ocean dwellers, and sell the meat to the surface dwellers. Agol-nun also has sprawling kelp farms, but hasn't been able to get the surface dwellers to develop a taste for it. The city also exports coral for jewelry. Considering the difficulties in archiving documents under water, running forges, and the like, they trade for space in the island's archives, tools and weapons.

Thanks to this relationship, Gnala is an industrial powerhouse- they have very few farmers, and rely on the food from Agol-nun. Agol-nun is a mostly agrarian, nearly tribal town, despite the large population.

Feulwen was raised in Agol-nun by his extended family. He's been to Gnala a few times, and has ventured to other, nearby islands in his own explorations. He's been raised and groomed to eventually join in the hunting parties, but until he has completed his coming of age quest, he will not be allowed to. If he fails his quest, he may return and work the farms. There is no shame in that, per se, but it's a fate no young man wants to suffer.

His sharp mind wowed his elders, and annoyed his peers, but there was little they could do about it- bullies rapidly found themselves with bloody faces and bruises. While he was bookish and quiet, he was always involved in physical games and activities. Large and strong for his age, he enjoyed luqash, an undersea game like lacrosse, but played with harpoon guns (crossbows). More than anything, he wants to return to his village with a successful quest beneath his belt, so that he may become a welcome hunter.

The Quest

At the age of sixteen, any young man or woman that wants to join the hunting parties must prove his or her fitness to do so. The village priestess receives divine inspiration from Sekolah, unique to each quester. They get only one quest, and that is the quest they must complete. There is no second attempt. A quester may return to Algo-nun and surrender on their quest, but they will never have a chance to become a Hunter.

Quest Notes

This is why Fuelwen is an adventurer. 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

  • STR: 18
  • DEX: 16
  • CON: 18
  • INT: 19
  • WIS: 8
  • CHA: 14

Misc

  • HP: 24
  • Base AC: 17 (FF 15)
  • Speed: 30' (60' swimming)

Saves

FORT: 4 REF: 5 WILL: 2

Attacks

BAB: 2 Melee: 6 Ranged: 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

Feats

  • Animal Affinity: +2 to handle animal and ride checks.

DP Feats

  • Stealthy: +2 to hide and move silently 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: 3110
  • 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
  • Basalt Studded Whale Leather Armor (i.e. Studded Leather) (25 gp)
    • AC bonus: +3
    • Max Dex: +5
    • Check penalty: -1
    • Spell Failure: 15%

Comments

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