Neurotic
I plan on living forever. Or die trying.
Eugene Brasspin, dragon shaman 5
Eugene Brasspin
Strength............12 (+1 4pts)...........Character Level: Dragon shaman 5
Dexterity...........12 (+1 4pts)...........Medium Size, Speed 30 ft.
Constitution......15+1 (+3 8pts)............Initiative: +1, BAB: +4
Intelligence.......12 (+1 4pts)............Melee: +4 Ranged: +1
Wisdom...........10 (+0 2pts)............Total HP: 46
Charisma..........14 (+2 6pts)...............Fortitude: +4+3, Reflex: +1+1, Will: +4+2
CON+1 at 4th level
AC: 10 + 1 + armor (+5)+ buckler (+1) = 17
Alignment: Lawful good, Age 30, Height 5'5'', Weight 140 lbs.
Pale skin, raven black hair, long braided
Languages: Common, Gnome
Proficiencies: All simple weapons, light and medium armors, shields.
Feats:
human: Force of Personality (add CHA to will save)
1st: Blind Fight (may change yet, will finish it tomorrow)
3rd: Knowledge Devotion (complete champion)
Skills: 4*4 + 4*4 = 32
Climb 1
Craft (alchemy) 6 *
Intimidate 1
Knowledge(nature) 1
Knowledge(local) 5 *
Search 5
Bluff 8 *
Gather Information 5 *
Survival 1
Aura +2
Skill focus (gather info)
Draconic Adaptation - endure elements at will
Breath weapon 2d6 line of fire
Draconic resolve - immune to sleep and paralysis
Auras (bonus = +2):
Senses (bonus to Spot, Listen and Initiative) - default
Vigor (fast healing (bonus) for characters below half hit points)
Energy Shield (enemy striking with non-reach or natural attack suffer 2 x bonus = 4 fire damage)
Resistance (Fire resistance DR 5x bonus = 10)
Presence (bonus on Bluff, Diplomacy and Intimidate)
Sudden Stunning Masterwork Morning Star 2308 gp (DMG II; pg 261)
Silver Dagger (2 gp, 1 lb., 1d4 piercing or slashing, 19-20/x2 critical, 10 ft. increment),
Mithral Shirt Armor +1 (2,100 gp, 10 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 10% arcane spell failure),
Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws)
Darkwood buckler (316gp)
Handy Haversack(2,000 gp, 5 lbs)
currently holds coins, poison flask, map case, bedroll, tools, survival kit, rations, and waterskins), chalk, flint, steel, and tindertwig
1 Potions of Cure Light Wounds (50 gp, heals 1d8+1 hit points),
2 Alchemist fire flasks (2 lbs., 20 gp, 1d6 fire damage on a direct hit and 1 fire splash damage within 5 feet)
Hand of the Mage 900gp
Gray Ioun Stone with continual light 125gp
Quaal feather token 400
Noble Outfit (10 gp, 3 lbs., worn outfit doesn't count towards his encumbrance),
Map Case (1 gp, 1/2 lb., holds map),
Bedroll (1 sp, 1-1/4 lbs.),
Wooden Holy Symbol of draconic deity avaliable (1 gp),
Chalk (1 cp),
Flint & Steel (1 gp),
Tindertwig (1 gp),
4 Trail Rations (2 gp, 1 lb.),
2 Waterskins (4 gp, 4 lbs.).
Oil
Light Load: 43lbs. max..Medium Load: 86 lbs. max..Heavy Load: 130 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.
Appearance:
Picture pending
History:
Jeremiah and Lydia Tomesh were part of semi-nomadic tribe, traveling between cities for trade and living off the land. They maintained ancient traditions and stories about mighty dragons. After Eugene was born they had a row with some disagreement over selling traditional poultices believed to be gift of the dragons to city dwellers.
Eugene's parents separated from the tribe over that perceived slight (they were banished) and he grew up on the streets of Paridon. Being outsiders there was precious little they could do, but their knowledge of natural herbs and ancient cures served them well. After several lean years they set up a shop and are doing quite well. In the years that followed they attracted several wealthy patrons and one of them was local sage. Another one was Edithomas, gnome alchemist of some renown. Young Eugene was fascinated with old traditions of his people and was reading all he could about it and pestered his parents about them. In time, adolescent Eugene showed signs of blessings of the Ancient Ones and his parents knew they cannot teach him anymore. As they don't have access to tribe shamans they turned to their well learned and traveled patron. He took Eugene and tought him how to be true dragon heir. After three years of learning Eugene took name Brasspin honoring ancient spirit of his dragon and joined law enforcement. Eugene is stickler for justice and while he looks forward to restoring his family honor once the tribe appears again at Paridon, he joined the police so he could keep the streets, vileness of which he felt more then once, as clean as possible. And to keep his parents and their shop safe and their business prospering.
Soon he became part of company of investigators and somehow his colleagues exceled at what they did. Less traps were sprung, more clues turned up and reflexes were faster when he was around. When Eugene did something that was group success and when he failed, that was his own. His small advantage in dealing with evil on the streets was that he knows how to deal with rubble of the streets thanks to harsh years before business started. But he also knows how to behave with rich and even noble citizens due to rareness of some herbal poultices his family provided and their contact with citizens who could afford such.
Eugene Brasspin
Strength............12 (+1 4pts)...........Character Level: Dragon shaman 5
Dexterity...........12 (+1 4pts)...........Medium Size, Speed 30 ft.
Constitution......15+1 (+3 8pts)............Initiative: +1, BAB: +4
Intelligence.......12 (+1 4pts)............Melee: +4 Ranged: +1
Wisdom...........10 (+0 2pts)............Total HP: 46
Charisma..........14 (+2 6pts)...............Fortitude: +4+3, Reflex: +1+1, Will: +4+2
CON+1 at 4th level
AC: 10 + 1 + armor (+5)+ buckler (+1) = 17
Alignment: Lawful good, Age 30, Height 5'5'', Weight 140 lbs.
Pale skin, raven black hair, long braided
Languages: Common, Gnome
Proficiencies: All simple weapons, light and medium armors, shields.
Feats:
human: Force of Personality (add CHA to will save)
1st: Blind Fight (may change yet, will finish it tomorrow)
3rd: Knowledge Devotion (complete champion)
Skills: 4*4 + 4*4 = 32
Climb 1
Craft (alchemy) 6 *
Intimidate 1
Knowledge(nature) 1
Knowledge(local) 5 *
Search 5
Bluff 8 *
Gather Information 5 *
Survival 1
Aura +2
Skill focus (gather info)
Draconic Adaptation - endure elements at will
Breath weapon 2d6 line of fire
Draconic resolve - immune to sleep and paralysis
Auras (bonus = +2):
Senses (bonus to Spot, Listen and Initiative) - default
Vigor (fast healing (bonus) for characters below half hit points)
Energy Shield (enemy striking with non-reach or natural attack suffer 2 x bonus = 4 fire damage)
Resistance (Fire resistance DR 5x bonus = 10)
Presence (bonus on Bluff, Diplomacy and Intimidate)
Sudden Stunning Masterwork Morning Star 2308 gp (DMG II; pg 261)
Silver Dagger (2 gp, 1 lb., 1d4 piercing or slashing, 19-20/x2 critical, 10 ft. increment),
Mithral Shirt Armor +1 (2,100 gp, 10 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 10% arcane spell failure),
Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws)
Darkwood buckler (316gp)
Handy Haversack(2,000 gp, 5 lbs)
currently holds coins, poison flask, map case, bedroll, tools, survival kit, rations, and waterskins), chalk, flint, steel, and tindertwig
1 Potions of Cure Light Wounds (50 gp, heals 1d8+1 hit points),
2 Alchemist fire flasks (2 lbs., 20 gp, 1d6 fire damage on a direct hit and 1 fire splash damage within 5 feet)
Hand of the Mage 900gp
Gray Ioun Stone with continual light 125gp
Quaal feather token 400
Noble Outfit (10 gp, 3 lbs., worn outfit doesn't count towards his encumbrance),
Map Case (1 gp, 1/2 lb., holds map),
Bedroll (1 sp, 1-1/4 lbs.),
Wooden Holy Symbol of draconic deity avaliable (1 gp),
Chalk (1 cp),
Flint & Steel (1 gp),
Tindertwig (1 gp),
4 Trail Rations (2 gp, 1 lb.),
2 Waterskins (4 gp, 4 lbs.).
Oil
Light Load: 43lbs. max..Medium Load: 86 lbs. max..Heavy Load: 130 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.
Appearance:
Picture pending
History:
Jeremiah and Lydia Tomesh were part of semi-nomadic tribe, traveling between cities for trade and living off the land. They maintained ancient traditions and stories about mighty dragons. After Eugene was born they had a row with some disagreement over selling traditional poultices believed to be gift of the dragons to city dwellers.
Eugene's parents separated from the tribe over that perceived slight (they were banished) and he grew up on the streets of Paridon. Being outsiders there was precious little they could do, but their knowledge of natural herbs and ancient cures served them well. After several lean years they set up a shop and are doing quite well. In the years that followed they attracted several wealthy patrons and one of them was local sage. Another one was Edithomas, gnome alchemist of some renown. Young Eugene was fascinated with old traditions of his people and was reading all he could about it and pestered his parents about them. In time, adolescent Eugene showed signs of blessings of the Ancient Ones and his parents knew they cannot teach him anymore. As they don't have access to tribe shamans they turned to their well learned and traveled patron. He took Eugene and tought him how to be true dragon heir. After three years of learning Eugene took name Brasspin honoring ancient spirit of his dragon and joined law enforcement. Eugene is stickler for justice and while he looks forward to restoring his family honor once the tribe appears again at Paridon, he joined the police so he could keep the streets, vileness of which he felt more then once, as clean as possible. And to keep his parents and their shop safe and their business prospering.
Soon he became part of company of investigators and somehow his colleagues exceled at what they did. Less traps were sprung, more clues turned up and reflexes were faster when he was around. When Eugene did something that was group success and when he failed, that was his own. His small advantage in dealing with evil on the streets was that he knows how to deal with rubble of the streets thanks to harsh years before business started. But he also knows how to behave with rich and even noble citizens due to rareness of some herbal poultices his family provided and their contact with citizens who could afford such.
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