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Member Posts: 11 |
Once upon a time there was a talented dwarven armor smith and stone mason. He had a special gift. Some said this gift came from his true love and passion for work. Others said his gift really came from his versatility and creativeness as, far from being a specialist, this artist was versed in many disciplines, and thus was capable to combine concepts and innovate in ways no one had. The dwarven armor smith and stone mason was capable to create wondrous works, imbued with magical properties, such as the mighty armor of the king of dwarves or the legendary altar in the great temple to the dwarven gods. He worked in a great workshop and was assisted by many apprentices. And his apprentices were proud to work for such a renowned master. One day, this smith created a really wondrous suit of armor, superior to any other suit of armor ever made by the dwarves. But he realized he could made the suit of armor even more powerful. And so, he attempted to give the suit additional power. All the dwarves in the workshop worked passionately at this, and succeeded. And they were the proudest and merrier dwarves in the mountain, because they had achieved a deed that would be the subject of many legends, tales and songs. However, the master smith understood that the armor could become even more powerful. And so, he and his apprentices worked hard at this new task, and succeeded. And they were the most admired among the dwarves, and were known as the greatest armor smiths who ever lived. But then, the master armorer thought of another manner to make the armor even more powerful. And so, he attempted, once more, to enhance this already incredible object. All the dwarves in the workshop participated in this amazing task, anticipating the glory and the victory. Oh, they were forging armor such as the gods themselves could not forge! But, this time, they failed. A powerful magical fire, comparable to a dragon’s breath, was released at the forge. The fire engulfed them. And all the dwarves who were working in the wondrous suit of armor suffered serious burns. The luckiest ones died immediately. Some died only after days of a horrible agony and excruciating pain. The master smith survived. But he was horribly disfigured by the fire. He was also terribly ashamed. His nonsense, pride and greed ruined many lives that day, including his. He gave most of the gold he had won from selling wondrous items to the families of those who died that day, and left the home of the dwarves, never to return again. He could not stand looking at those who had lost a son, a husband, a brother or a loved friend. His workshop has been abandoned to this day. No dwarf has dared to go to that infamous place of tragedy, in spite of the rumors about wondrous items that could still be there.
Character.Yuldrin Race: Dwarf Classes: Warrior/Jack of all trades Initiative: Gender: Male Armor: 2-4 (heavy armor) HP:22 Level:1 Carrying capacity: 70 lbs/210 lbs Max Saving Throws: +2 physical Movement: 3
Class powers: 0 Heavy armor expert (no penalties to skills/move). 0 Gain 3 additional mundane skills. 1 Extensive knowledge. +3 to all knowledge skill rolls. 3 useful answers from GM per adventure 1 Toughness: +7 HP. 1 Favoured weapon: Axe A+1, D+2
Racial powers: Natural weaponry: 1d4 0 Stone sense: Full round. Skill and bonus. 3 times per adventure spot a trap or secret door (11-20) if looking for them in stonework. +2 to stonework skills and navigation underground. Dark vision. 1 Axe power: A+1, D+3 1 Armor power: Skill and bonus. +2 Appraise metal work +5 HP Inmune to poison +2 to physical saving throws
Traits Thinking trait: casts runes and meditates on them. He carves new elaborate sets of rune stones from time to time and gives the previous set to a friend or to a dwarven temple. Clothing: wears a cloak to hide face, gloves to hide hands, etc. Gambler: loves dice games (craps). Fear: death or suffering of friends (this happened to him once and it was horrible).
Background: Super ugly. -2 to social skills. +1 extra power.
Skills: Knowledge (create-repair): Armor smith +10 (includes tool bonus) Knowledge (create-repair): Stone masonry +12 (includes tool bonus) Knowledge: Navigation underground +10
Knowledge: Appraise +8 (stone work +10) Knowledge: Human common language +8 Gambling: +3 (-2 to social skills, ugly) Athletics (broad) Carrying capacity +5 Perception +5
Power (bonus from “ugly” disadvantage): Create enchanted armor or stonework(enchantment may be temporary or have limitations such as working only on certain dates, circumstances such as to save a loved one, item vanishes after some time, etc.) -5
Equipment: On himself: Heavy armor 40 lbs. Shield: 11-20 block one attack up to twice per battle 5 lbs. Bandolier 1 lb. Gauntlets 2 lbs. Battle axe 1d8+5 A+2 5 lbs. 2 throwing axes 1d6+5 A+2 4 lbs. Traveler’s clothes 1 lb. Total 58 lbs.
In donkey: Backpack 2 lbs. Flint and steel 1 lb. 10 torches 1 lb. Traveler’s clothes 1 lb. Tools (hammer, pliers, chisel, etc.) 10 lbs. 1 week’s rations 1 lb. Canteen 1 lb. Total 28 lbs.
Gold 23 | |
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Member Posts: 11 |
Yuldrin could be used as an NPC in an adventure where PCs need to find someone capable of repairing a magical item. Yuldrin could be worried about a friend of his who is in danger and require the PCs to help him save this character in exchange for his work (consider his fear of seeing his friends die and suffer). If Yuldrin is to be used as a PC, a logical warrior ability for him to acquire at a higher level would be "defender", if he ever considers another party member (specially a weak one) to be a friend. | |
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