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Wild:PC/Fuelwen

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Revision as of 21:17, 9 January 2009 by >T3knomanser (→‎Plot Hook)

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Fuelwen

Pronounced: fye-l-ven

Temporal Stats

  • AC: 20
    • +4 mithral chain shirt
  • BAB: 2 (-0 penalty due to non-proficient armor checks)
  • 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 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.

Plot Hook

Fuelwen has left Gnala, bound for his quest (the details of which are yet to be determined). Despite being rather self sufficient, a multi-week trip, alone, is not a good, safe way to start out a quest. He's booked passage, cheaply, on the ship of a friend, Burrow. For Fuelwen, that's a miserable prospect. Utterly unused to spending so long outside of the ocean, with no hope of adjusting to sea-sickness, each day on a ship is pure torture for him. His only solace is the fact that he can easily pace the boat. He spent the days sleeping below the waterline, or at least trying to sleep. Parts of his nights were spent in the ocean, outriding alongside the boat. Eager to be a good help to the crew, he used the time to catch fresh fish. Each time they put into a port, he would check the bottom for unmarked hazards and guide the ship past them.

Currently, he's on Great Fortress. Here, the strict customs laws forbade anything like letting someone swim around the boat. Burrow intended only to put in for supplies and have a brief night in port to let his crew relax and spend their wages, but irregularities with customs have lead the local authorities to lock down his ship and hold it in port while they try and straighten things out. Burrow, of course, is upset. So is Fuelwen- the local authorities also don't like seeing fish people dive off their precious protective wall for quick dips. For as long as the ship's in port, Fuelwen is stuck on dry land.

Worse yet, he's in a city where the patron god is a thief. If he weren't loyal to Burrow, he'd be trying to buy passage on any ship he could to get away from here. As it is, he lurks around the inn that Burrow's crew has taken over. He has enough real food to last for a few more days, and then he'll have to dip into the magically created food or try and hunt rats in the alleys. Which means lots of rat stew.

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
    • Flat Footed: 15
    • Touch: 11
    • Current Armor: 20
  • Speed: 30' (60' swimming)

Saves

FORT: 4 REF: 5 WILL: 3

Attacks

BAB: 2 Melee: 6 Ranged: 3

Weapons

  • Masterwork Trident
    • Melee: 7
    • Ranged: 5
    • Damage: 1d8
  • Aquatic Longbow Composite +4
    • Ranged: 5 (-4 due to incompetence)
    • 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

Core

Name Stat Ranks Stat Bonus Other Bonuses
Acrobatics DEX
Animals CHA 4 +2 +4 working with sharks;
Athletics STR 2 +4 +8 to swim
Concentration CON 2 +4
Craft INT
Deception CHA
Influence CHA 1 +2
Heal WIS 2 +0 +2 survivor
Inspect INT 1 +4
Legerdemain DEX
Linguistics INT 2 +4
Mechanics DEX
Notice WIS 3 +0 +4 underwater
Perform CHA
Profession(Hunter) WIS 5 +0 +4 within 50 miles of home,+2 stalker free skill
Streetwise WIS 2 +0
Spellcraft INT
Stealth DEX 5 +1 +4 under water,+2 stalker
Survival WIS 3 +0 +4 within 50 miles of home, +2 survivor
Use Magic Device CHA

Knowledges

  • Local(Gnala/Algol-Nun): 2
  • Nature: 2
  • Tactics: 5 (free)

Languages

  • Sahuagin
  • Common
  • Aquan
  • Elven
  • Draconic

Feats

  • Survivor: +2 to heal and survival checks.

DP Feats

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

Class

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: 1618
  • Masterwork Aquatic Longbow +4(composite) (1100gp)
    • Normal longbow, but when it fires Sea Arrows, undersea range penalties are ignored.
    • 1d8 + STR + 4 DAM
    • x3 crit
    • 100ft range increment
    • 3lb
    • p.
    • +1 accuracy
  • Masterwork Trident (345gp)
    • 1D8dam
    • x2 crit
    • 10ft range increment
    • 4lb
    • p.
    • +1 accuracy
    • Colored metal: purple
  • Mithral Chain Shirt (1,000gp mithral cost, + (100gp armor cost * 2 for unusual creature))
    • AC: 4
    • Max Dex: +6
    • Arcane Spell Failure: 10%
    • 10lb.
  • Backpack (2gp)
    • 2lb.
  • Arrows(40) (2gp)
    • 6#
  • Sea Arrows(20) (2gp)
    • 3#
  • Rope, Silk (10gp)
    • 50'
    • 5#
  • Sundark Goggles (10gp)
    • Immune to dazzle

Comments

Planned progression:

  • get a few levels in Duskblade to build a decent magic repertoire.
  • Pick up Improved Multiattack and Improved Natural Attack along the way.
  • get a couple levels of Beastmaster to get a sharky animal companion. That can fly. And breathe air.