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Drevin, the Carter


8w_gremlin

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Drevin, The Wandering Carter

Background: Drevin, a middle-aged carter by trade, has spent the majority of his life traversing the diverse landscapes of the realm. His journeys across various kingdoms and territories have not only honed his skills in navigation and trade but also sparked an insatiable curiosity in the arcane. Over the years, Drevin has dabbled in magic, learning bits and pieces from mages and scholars he encountered. This exposure to different cultures and magic forms has made him a polymath, with a broad skill set ranging from cartography to basic spellcasting.

Description: Drevin stands out with his rugged appearance, marked by the weathered lines of a life spent on the road. His attire, practical and worn, speaks of his no-nonsense approach to life. Although his physical frame is far from slender and lacks muscular strength, his eyes are sharp and bright, reflecting a keen intellect. A small collection of magical trinkets and scrolls are always within his reach, evidence of his fascination with the arcane.

Personality: Drevin is a man of few words, preferring to listen and observe rather than dominate conversations. He is endlessly curious, always seeking to learn something new or understand a different perspective. Despite his physical frailty, Drevin possesses a strong will and an adaptable mind, able to think his way out of situations where brawn would fail. He is not one to back down from a challenge, often relying on his wit and knowledge to navigate through life's obstacles.

Reason for Weakness: Drevin's physical weakness stems from a rare magical ailment he contracted during his travels. While exploring ancient ruins in search of arcane knowledge, he inadvertently exposed himself to a dormant curse. This curse, while granting him a heightened sensitivity to magical energies, sapped his physical vitality, leaving him with a frail body. As a result, Drevin's strength diminished significantly, but it steered him towards honing his mental faculties and magical prowess.

Summary: Drevin, the wandering carter, is a figure shaped by the roads he has traveled and the mysteries he has uncovered. His life is a tapestry of diverse experiences, from trading in bustling markets to delving into forgotten magical lore. His physical weakness, a consequence of his thirst for arcane knowledge, has become a catalyst for developing his intellect and magical abilities.

 


 

Well, that roll is truly awful.

Strength: 5 (-1)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 12 (+0) 14 (+1)
Wisdom: 7 (-1) 8 (+0)
Charisma: 6 (-1) 14 (+1)

I can swap in a 14 (+1) somewhere. (CHA)

Background: Carter; Ride - 0
Growth and Learning: Any Skill (magic - 0), Mental +2 Intelligence, Any Stat +1 Wisdom

Class: Adventurer (partial Expert/ partial Mage: Adunic Invoker)

  • Class Ability: Quick Learner - When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish


Foci:

  • Polymath, Level 1: Gain any one bonus skill. You treat all non-combat skills as if they were at least level 0 for purposes of skill checks, even if you lack them entirely
  • Spirit Familiar, Level 1: Choose a form for your familiar no smaller than a cat nor larger than a human. It has the traits and abilities of an entity created by Calculation of the Evoked Servitor but may be summoned or dismissed as a Main Action, appearing within melee range of its owner. It cannot carry objects with it during its vanishment aside from the clothing natural to its shape. It does not need food, water, or sleep. If killed, it vanishes and cannot be re-summoned for 24 hours. Once per day, it can refresh one point of Committed Effort for you.

Magic:
Spell points: 2 (1+int)
Prepared Spells: 2 (1+int)

Spells know:

  1. The Wind of the Final Repose - puts living targets of 4 HD or less to sleep within the area of effect.
  2. Phantasmal Mimesis - Creates an independently functional illusion in the target area.


Skills:
Magic - 1
Ride - 0
Shoot - 0 (hobby)

(all non-combat skills at 0)
 

HP: 6
Armour: Linothorax (AC13)
Base attack bonus: 0
Weapons:
Crossbow 1d10 None Dex 100/300 2H, SR, PM 10 sp 1
Dagger 1d4 1/AC 15 Str/Dex 30/60 S, T, PM 3 sp 1

Saving throws:

  • Physical: 15
  • Evasion: 14
  • Mental: 14
  • Luck: 15

Equipment: 13sp left

Adventuring Peasant Enc Notes
Backpack 1  
Dagger (1d4 dmg Shock 1/AC 15) 1  
Large Shield (AC 14 when held) 0 Sell +10sp
Light Spear (1d6 dmg Shock 2/AC 13) 0 Sell +5sp
Mule 0 Sell Mule, +30sp
Rations (1 week) 4 in Cart
Tinder box and 3 torches. 1 0  
War Shirt (AC 11) 0 Sell +5sp
Linothorax (AC13) 1 Buy -10sp
Small cart 0  
Ox 0 Buy -15sp
Crossbow 1 Buy -10sp
Arrows, 20 1 Buy -2 sp

 

Edited by 8w_gremlin (see edit history)
Name
Attributes
5,10,10,12,7,6
repeat(3d6,6) 1,1,3,5,4,1,1,4,5,4,4,4,2,1,4,1,4,1
Growth
6
1d6 6
Growth
4
1d6 4
Growth
1
1d6 1
HP (1d6)
6
1d6 6
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