Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Experience II
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Isida Kep'Tukari" data-source="post: 1592436" data-attributes="member: 4441"><p><strong>Granite Alehearth</strong></p><p><strong>Male Dwarf Monk 6/Drunken Master 6</strong></p><p><strong>Region:</strong> Wherever he is.</p><p><strong>Patron Deities:</strong> Moradin and Bacchus</p><p><strong>Alignment:</strong> Lawful Good</p><p><strong>Height:</strong> 4’2”</p><p><strong>Weight:</strong> 165 lbs</p><p><strong>Hair:</strong> Dark brown</p><p><strong>Eyes:</strong> Dark gray, a bit bloodshot</p><p><strong>Age:</strong> 120</p><p></p><p><strong>Str:</strong> 16 (+3) [8 points, +1 level increase]</p><p><strong>Dex:</strong> 18 (+4) [4 points, +4 bracers, +2 level increase]</p><p><strong>Con:</strong> 14 (+2) [4 point, +2 racial]</p><p><strong>Int:</strong> 12 (+1) [4 points]</p><p><strong>Wis:</strong> 18 (+4) [10 points, +4 periapt] </p><p><strong>Cha:</strong> 10 (+0) [4 points, -2 racial]</p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>Unarmed Strike</p><p>Flurry of Blows</p><p>3 Bonus Feats (Improved Grapple, Deflect Arrows, Improved Trip)</p><p>Evasion – Takes no damage from a successful Reflex save.</p><p>Still Mind - +2 bonus on saving throws vs. enchantment spells and effects.</p><p><em>Ki</em> strike (magic)</p><p>Slow fall 30 ft.</p><p>Purity of Body – Immunity to diseases</p><p>Drink Like a Demon</p><p>Bottle Proficiency</p><p>Stagger – Don’t have to charge in a straight line, can charge through threatened squares with a DC 15 tumble check</p><p>Swaying Waist - +2 dodge bonus to AC vs. one opponent.</p><p>Improvised Weapons</p><p>Drunken Rage (1/day)</p><p>Lurch – Can Bluff in combat as a ME action, with a +4 to the Bluff check.</p><p></p><p>Darkvision 60 ft.</p><p>Stonecunning</p><p>Weapon Familiarity </p><p>Stability</p><p>+2 racial saving throw bonus vs. poisons</p><p>+2 racial saving throw bonus vs. spells and spell-like abilities</p><p>+1 racial bonus on attack rolls vs. orcs and goblinoids</p><p>+4 dodge bonus vs. giants</p><p>+2 racial bonus on Appraise checks on stone or metal items</p><p>+2 racial bonus on Craft checks related to stone or metal</p><p></p><p><strong>Hit Dice:</strong> 6d8 + 6d8 + 24</p><p><strong>HP:</strong> 87</p><p><strong>AC:</strong> 21 (+4 Dex, +4 Wis, +1 AC bonus, +2 ring)</p><p><strong>Init:</strong> +8 (+4 Improved Initiative, +4 Dex)</p><p><strong>Speed:</strong> 70ft </p><p></p><p><strong>Saves:</strong></p><p>Fortitude +12 [+10 base, +2 Con]</p><p>Reflex +14 [+10 base, +4 Dex]</p><p>Will +11 [+7 base, +4 Wis]</p><p></p><p><strong>BAB:</strong> +10/+5</p><p><strong>Melee Atk:</strong> +13/+8</p><p>(+14/+9 <em>Left Hand</em>, for 1d6+4+1d6 all nonlethal and/or +15/+10 <em>Right Hand</em>, for 1d6+5 +1d6 extra frost, both x2 crit)</p><p>(+13/+8 unarmed, for 1d10+3 points of damage with each attack)</p><p><strong>Ranged Atk:</strong> +14/+9</p><p>(With whatever comes in handy)</p><p><strong>Flurry of Blows:</strong> +12/+12/+7</p><p></p><p><strong>Skills:</strong></p><p>Bluff +11 [11 ranks, +0 Cha]</p><p>Diplomacy +7 [5 ranks, +0 Cha, +2 synergy from Bluff]</p><p>Handle Animal +7 [14 cross class ranks, +0 Cha] </p><p>Listen +14 [10 ranks, +4 Wis]</p><p>Profession (brewer) +10 [6 ranks, +4 Wis]</p><p>Ride +8 [4 cross-class ranks, +4 Dex, +2 synergy bonus from Handle Animal]</p><p>Spot +14 [10 ranks, +4 Wis]</p><p>Tumble +19 [15 ranks, +4 Dex]</p><p></p><p><strong>Feats:</strong></p><p>Improved Grapple (bonus 1st level monk)</p><p>Dodge (1st level)</p><p>Deflect Arrows (bonus 2nd level monk)</p><p>Great Fortitude (3rd level)</p><p>Improved Initiative (6th level)</p><p>Improved Trip (bonus 6th level monk)</p><p>Endurance (9th level)</p><p>Diehard (12th level)</p><p></p><p><strong>Languages</strong></p><p>Common, Dwarven, Orc</p><p></p><p><strong><u>Equipment:</u> </strong></p><p></p><p><em>Wearing:</em></p><p>Monk’s clothes</p><p>Two bronze mugs on hooks on belt: </p><p><em>Left Hand</em> - +1 <em>merciful</em> mug, (1d6+1+1d6 all nonleathal/x2) – 8,301gp</p><p><em>Right Hand</em> - +2 <em>frost</em> mug, (1d6+2+1d6 cold/x2) – 18,301gp</p><p><em>Bracers of Dexterity +4</em> (as per gloves) – 16,000gp (Tooled leather bracers bearing pictures of felines)</p><p><em>Periapt of Wisdom +4</em> – 16,000gp (a small silver pearl on a delicate silver chain)</p><p><em>Sandals of Comfortable Travel</em> (as <em>boots of the winterlands</em>) – 2,500gp (reddish leather sandals that lace to the knee)</p><p><em>Ring of Protection +2 </em> – 8,000gp (plain thick iron band with a small picture of a shield on it.)</p><p>Iron wedding ring (ornate iron band with elaborate scrollwork, had to have been made by a master metalworker to get that kind of tiny detail in iron)</p><p>Wide-brimmed straw hat that’s seen better days - 1 cp (- lbs.)</p><p>Eating knife – 2 gp (1/2 lb.) (In sheath on belt)</p><p></p><p>Belt pouch –1 gp (1/2 lb.)</p><p><em>Contents of belt pouch:</em></p><p>Signal whistle (in belt pouch) – 8 sp (- lbs.)</p><p>Key to chest</p><p>24 gp, 8 sp, 3 cp</p><p></p><p><em><u>On Louella</u></em></p><p></p><p><em>Strapped to barrel harness</em></p><p>Two barrels full of ale (total weight 540 lbs. with both barrels full, total 60 gallons of ale, approximately 300 mugs of ale) – 4 gp</p><p>8 ice crystals (Dragon #280, turn as cold as ice in liquid, used to keep the ale frosty cold, 4 in each barrel) – 40 gp (1 lb. in total)</p><p>Two clay mugs (tied on) - 4 cp (2 lbs.)</p><p><em>Pitcher of Endless Ale</em> - This blue pottery ale pitcher is painted with scenes of brewing. Created jointly by a priest of Moradin and a priest of Bacchus at Granite’s request, Granite uses it to keep his barrels topped off. The ale it produces is a cut above common ale, though not quite as good as real dwarven ale. 10,000gp. (1 lb). It is currently inside a sack and strapped to the barrel harness.</p><p>Sack - 1 sp (1/2 lb.)</p><p>Moneypot (beaten copper jug with a latch) - 2 gp (10 lbs.)</p><p></p><p><em>In right saddlebag</em></p><p>Bedroll – 1 sp (5 lbs.)</p><p>5 square yards of oiled canvas – 5 sp (5 lbs.)</p><p>8 flasks of oil (wrapped in the bedroll to keep from breaking) – 8 sp (8 lbs.)</p><p>Mule care kit (brush, currycomb, hoofpick) - 1 gp (2 lbs.)</p><p>5 pitons - 5 sp (2.5 lbs.)</p><p></p><p><em>In left saddlebag</em></p><p>Flint and steel – 1 gp (- lbs.)</p><p>10 tindertwigs (in protective pouch) – 10 gp (- lbs.)</p><p>28 days worth of trail rations – 14 gp (28 lbs.)</p><p>3 sacks – 3 sp (1.5 lbs.)</p><p>Mess kit (pot, plate, bowl, cup, spoon, fork made from cheap tin, along with an iron tripod to set up over a fire)– 1 gp (5 lbs.)</p><p></p><p><em>Tied to pack saddle</em></p><p>Three-foot long, two-inch thick board – 2 cp (2 lbs.)</p><p>6-foot pole (quarterstaff) – 0 gp (4 lbs.)</p><p>75 ft. of hemp rope – 1 gp, 5 sp (15 lbs.)</p><p>Sledge – 1gp (10 lbs.)</p><p>Shovel – 2 gp (8 lbs.)</p><p>Waterskin (full of water) – 1 gp (12 lbs.)</p><p></p><p>Chest with average lock – 42 gp (26 lbs.)</p><p><em>Things within the chest strapped on the back of the pack saddle:</em></p><p>10 ft. of chain – 10 gp (2 lbs.)</p><p>Grappling hook – 1 gp (4 lbs.)</p><p>Hammer – 5 sp (2 lbs.)</p><p>Box of 50 nails – 2 gp (4 lbs.)</p><p>2 sets of manacles – 30 gp (4 lbs.)</p><p>2 elixirs of fire breath in metal containers – 2,200gp </p><p>Potion of <em>barkskin +3</em> in wooden capped cup – 600gp</p><p>Potion of <em>protection from arrows 10/magic</em> in metal container – 300gp</p><p></p><p>500gp – 10 lbs</p><p></p><p><strong>Total Money:</strong> 524 gp, 8 sp, 3 cp left</p><p></p><p></p><p><strong><u>Mount</u></strong></p><p></p><p><strong>Louella</strong></p><p><em>Female Warbeast Mule</em></p><p><strong>Large Animal</strong></p><p><strong>Hit Dice:</strong> 4d8+20 (38 hit points)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 40 ft. (Currently 30 ft. due to encumbrance)</p><p><strong>Armor Class:</strong> 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 [AC: 15 with barding, touch 10, flat-footed 14]</p><p><strong>Base Attack/Grapple:</strong> +3/+11</p><p><strong>Attack:</strong> Hoof +6 melee (1d4+4)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> --</p><p><strong>Special Qualities:</strong> Low-light vision, scent, combative mount, tricks</p><p><strong>Saves:</strong> Fort +9, Ref +4, Will +2</p><p><strong>Abilities:</strong> Str 19, Dex 13, Con 20, Int 2, Wis 13, Cha 6</p><p><strong>Skills:</strong> Listen +9, Spot +8</p><p><strong>Feats:</strong> Alertness, Endurance</p><p><strong>Environment: </strong> Warm plains</p><p><strong>CR: </strong> 2</p><p></p><p>Louella is a brown and white spotted mule, and a particularly muscular and robust specimen of her kind. Granite got her from a community of halflings that trained all of their working beasts for combat. Though Granite was more interested in Louella’s ability to handle heavy loads, he’s been pleased to have a beast that can defend what he puts on her back. Louella is typically loaded up with two large barrels of ale, and she’s been trained to let no one touch them but Granite. </p><p></p><p>When traveling down the road, Louella presents a somewhat comical sight, as she has a large barrel on each side of her, a chest strapped to her rump, and her saddlebags bulge with all sorts of things. A long pole, sledgehammer, and shovel lie on top of her pack saddle, along with a long coil of rope, leather horse barding, and a short thick board. </p><p></p><p>While Louella is trained to wear armor, Granite doesn’t usually bother with it. He does own some leather barding for her, and he’ll have her wear it if he’s traveling particularly treacherous roads. </p><p></p><p><em><strong>Skills:</strong></em> Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.</p><p></p><p><em><strong>Combative mount (Ex):</strong></em> A rider on a trained warbeast mount gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium, and heavy armor. </p><p></p><p><em><strong>Tricks:</strong></em> Granite Alehearth has trained Louella to do the following tricks, Come (also trained to come to Granite’s signal whistle), Guard, Work, Perform, Stay, Heel. Her performance tricks include picking people out of a crowd who “need” ale (usually the biggest person), neighing on command, walking in a circle, sitting and laying down, removing people’s hats, and “kissing” Granite.</p><p></p><p><em><strong>Possessions: </strong> </em> Louella had a pack saddle, saddlebags, barrel harness, and leather barding on her, along with the rest of Granite’s possessions, see above. She also wears two pairs of <em>horseshoes of warmth</em> (as per two <em>boots of the winterlands</em>) – 5,000gp.</p><p></p><p><em><strong>Loads:</strong> </em></p><p>Light load – 350 lbs. or less</p><p>Medium load – 351-700 lbs. </p><p>Heavy load – 700 – 1050 lbs.</p><p>Can drag 5250 lbs. </p><p></p><p>Louella is currently carrying 780 lbs, and is heavily encumbered. She can travel 24 miles in a day.</p><p></p><p>[Costs and weights for Louella: Louella herself – 150 gp, pack saddle - 5 gp and 20 lbs, saddlebags - 4 gp and 8 lbs, barrel harness - 5 gp and 8 lbs, leather barding - 40 gp and 30 lbs.]</p><p></p><p><strong>Appearance:</strong></p><p>Granite Alehearth is a rather scruffy individual. He wears loose-fitting canvas pants that are much patched, and an equally loose shirt that's seen better days. A wide leather belt keeps all of that together, but even that is rather worn. Two leather bracers, a large cut above his usual attire are on both of his wrists, and he wears a plain iron band on his right hand, and a more elegantly-wrought one on his left. His face is usually shaded by a battered, wide-brimmed straw hat whenever he’s outdoors.</p><p></p><p>His dark gray eyes are often bloodshot, and his dark brown hair and beard are long and wildly unkempt. Under his shirt he wears a thin silver chain from which dangles a small silver pearl. Two bronze mugs hang from his belt, both covered with dwarven script. Those who can read them find that one says "Beloved Audhild" and the other says "Beloved Oskar."</p><p></p><p>Granite travels with a sturdily-build mule he called Louella, who carries two small barrels on her back, one on each side. Frequently Granite will tap one of them into one of his mugs and drink. While the mule is impeccably cared-for, Granite often looks as if his last bath was several months ago.</p><p></p><p>However, despite his appearance, he is competent in a fight and isn't afraid to let others know to not rile him. Though he often walks with a stagger and the smell of ale clings to him, he can turn a drunken stagger into a punishing blow, as more than one barroom brawler can attest to.</p><p></p><p><strong>Personality:</strong></p><p>Granite is a gruff individual, but he can spin some good tales, particularly after a couple of mugs of ale. He rarely talks about his past, but can come up with a convincing-sounding strangely-relevant anecdote for almost any situation, particularly if it's meant to get someone back on the straight and narrow. He'll try to help anyone whom he feels needs it, usually in the form of some uncannily sage advice shared over a mug of ale.</p><p></p><p>In battle he's a freewheeling wonder, swinging both ale-filled mugs around with abandon, taking a drink every now and again. He'll swing from rafters, slide down banisters, and use tables to pin people to walls. One of his mugs, the <em>Left Hand</em> is enchanted to only do nonlethal damage, which is what he tends to use during bar brawls. It's when he pulls out both mugs that you're in trouble. </p><p></p><p><strong>Background:</strong></p><p>Born in the small Hammerfist clan and given the name Oskar when he came of age, Granite/Oskar learned his clan's way of defending their clan early, by use of both weapons and unarmed combat. He took a wife, Audhild, early in life and enjoyed many happy years of prosperity, with both of them patrolling the tunnels around the Hammerfist stronghold. On one of their anniversaries, Oskar had matching drinking mugs made for both him and Audhild, as both loved to drink ale and converse by their hearth late into the evening.</p><p></p><p>They had two sons, Ebing and Tornol, both of whom wanted to follow in their parent's footsteps. It was when Tornol, the younger, had just come of age that tragedy struck. Audhild was patrolling the caverns with her husband when an ankheg struck, cutting her in half. Barely able to escape to call for help, Oskar was inconsolable for a month. On one not particularly special day, Oskar packed up a small purse of change and both his and his dead wife's mug and left the Hammerfist stronghold.</p><p></p><p>Now calling himself Granite Alehearth, the dwarf went to the surface world and began to lose himself in a haze of drink, quite a feat for a dwarf. However, even in his sorrow he remembered to practice the techniques of combat that had been drilled into him as a child. After stopping more than one bar brawl, even when apparently dead drunk, a group of local drunken masters heard of him.</p><p></p><p>Stopping in at his current watering hole, the drunken masters told him he had great potential to fulfill a greater purpose than mourning for what was lost. Growling at how this was possible, the drunken masters took him on a whirlwind tour of the city's bars, getting into and stopping bar fights, all in the name of helping those poor unfortunate drunken sops from getting taken advantage of.</p><p></p><p>While Granite couldn't quite share the drunken master's caviler attitude, he could see a great deal of what they said made sense. He studied with them for a few months, mastering their drunken fighting technique, before going out on his own again. He found a certain kind of satisfaction in the unorthodox fighting techniques, and began to feel a certain kind of responsibility again.</p><p></p><p>Now Granite travels from town to town with his trained mule Louella. He loads her up with as much ale as she can carry, and sells it on the road and in town, as well as drinking some himself. But this gig as the traveling ale-seller is mostly a cover for what he really does nowadays. He crawls the alleys behind the worst pubs and taverns, helping the city watch keep the peace in places where they dare not tread. He breaks up bar fights and even helps start a few when necessary, rescues those that haven gotten in over their heads, and generally tries to help keep the peace anyway he can. Though a bit unorthodox, he generally tries to help enforce the laws of the town wherever he goes.</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 1592436, member: 4441"] [b]Granite Alehearth Male Dwarf Monk 6/Drunken Master 6 Region:[/b] Wherever he is. [b]Patron Deities:[/b] Moradin and Bacchus [b]Alignment:[/b] Lawful Good [b]Height:[/b] 4’2” [b]Weight:[/b] 165 lbs [b]Hair:[/b] Dark brown [b]Eyes:[/b] Dark gray, a bit bloodshot [b]Age:[/b] 120 [b]Str:[/b] 16 (+3) [8 points, +1 level increase] [b]Dex:[/b] 18 (+4) [4 points, +4 bracers, +2 level increase] [b]Con:[/b] 14 (+2) [4 point, +2 racial] [b]Int:[/b] 12 (+1) [4 points] [b]Wis:[/b] 18 (+4) [10 points, +4 periapt] [b]Cha:[/b] 10 (+0) [4 points, -2 racial] [b]Class and Racial Abilities:[/b] Unarmed Strike Flurry of Blows 3 Bonus Feats (Improved Grapple, Deflect Arrows, Improved Trip) Evasion – Takes no damage from a successful Reflex save. Still Mind - +2 bonus on saving throws vs. enchantment spells and effects. [I]Ki[/I] strike (magic) Slow fall 30 ft. Purity of Body – Immunity to diseases Drink Like a Demon Bottle Proficiency Stagger – Don’t have to charge in a straight line, can charge through threatened squares with a DC 15 tumble check Swaying Waist - +2 dodge bonus to AC vs. one opponent. Improvised Weapons Drunken Rage (1/day) Lurch – Can Bluff in combat as a ME action, with a +4 to the Bluff check. Darkvision 60 ft. Stonecunning Weapon Familiarity Stability +2 racial saving throw bonus vs. poisons +2 racial saving throw bonus vs. spells and spell-like abilities +1 racial bonus on attack rolls vs. orcs and goblinoids +4 dodge bonus vs. giants +2 racial bonus on Appraise checks on stone or metal items +2 racial bonus on Craft checks related to stone or metal [b]Hit Dice:[/b] 6d8 + 6d8 + 24 [b]HP:[/b] 87 [b]AC:[/b] 21 (+4 Dex, +4 Wis, +1 AC bonus, +2 ring) [b]Init:[/b] +8 (+4 Improved Initiative, +4 Dex) [b]Speed:[/b] 70ft [b]Saves:[/b] Fortitude +12 [+10 base, +2 Con] Reflex +14 [+10 base, +4 Dex] Will +11 [+7 base, +4 Wis] [b]BAB:[/b] +10/+5 [b]Melee Atk:[/b] +13/+8 (+14/+9 [I]Left Hand[/I], for 1d6+4+1d6 all nonlethal and/or +15/+10 [I]Right Hand[/I], for 1d6+5 +1d6 extra frost, both x2 crit) (+13/+8 unarmed, for 1d10+3 points of damage with each attack) [b]Ranged Atk:[/b] +14/+9 (With whatever comes in handy) [b]Flurry of Blows:[/b] +12/+12/+7 [b]Skills:[/b] Bluff +11 [11 ranks, +0 Cha] Diplomacy +7 [5 ranks, +0 Cha, +2 synergy from Bluff] Handle Animal +7 [14 cross class ranks, +0 Cha] Listen +14 [10 ranks, +4 Wis] Profession (brewer) +10 [6 ranks, +4 Wis] Ride +8 [4 cross-class ranks, +4 Dex, +2 synergy bonus from Handle Animal] Spot +14 [10 ranks, +4 Wis] Tumble +19 [15 ranks, +4 Dex] [b]Feats:[/b] Improved Grapple (bonus 1st level monk) Dodge (1st level) Deflect Arrows (bonus 2nd level monk) Great Fortitude (3rd level) Improved Initiative (6th level) Improved Trip (bonus 6th level monk) Endurance (9th level) Diehard (12th level) [b]Languages[/b] Common, Dwarven, Orc [b][U]Equipment:[/U] [/b] [I]Wearing:[/I] Monk’s clothes Two bronze mugs on hooks on belt: [I]Left Hand[/I] - +1 [I]merciful[/I] mug, (1d6+1+1d6 all nonleathal/x2) – 8,301gp [I]Right Hand[/I] - +2 [I]frost[/I] mug, (1d6+2+1d6 cold/x2) – 18,301gp [I]Bracers of Dexterity +4[/I] (as per gloves) – 16,000gp (Tooled leather bracers bearing pictures of felines) [I]Periapt of Wisdom +4[/I] – 16,000gp (a small silver pearl on a delicate silver chain) [I]Sandals of Comfortable Travel[/I] (as [i]boots of the winterlands[/i]) – 2,500gp (reddish leather sandals that lace to the knee) [I]Ring of Protection +2 [/I] – 8,000gp (plain thick iron band with a small picture of a shield on it.) Iron wedding ring (ornate iron band with elaborate scrollwork, had to have been made by a master metalworker to get that kind of tiny detail in iron) Wide-brimmed straw hat that’s seen better days - 1 cp (- lbs.) Eating knife – 2 gp (1/2 lb.) (In sheath on belt) Belt pouch –1 gp (1/2 lb.) [I]Contents of belt pouch:[/I] Signal whistle (in belt pouch) – 8 sp (- lbs.) Key to chest 24 gp, 8 sp, 3 cp [I][U]On Louella[/U][/I] [i]Strapped to barrel harness[/i] Two barrels full of ale (total weight 540 lbs. with both barrels full, total 60 gallons of ale, approximately 300 mugs of ale) – 4 gp 8 ice crystals (Dragon #280, turn as cold as ice in liquid, used to keep the ale frosty cold, 4 in each barrel) – 40 gp (1 lb. in total) Two clay mugs (tied on) - 4 cp (2 lbs.) [i]Pitcher of Endless Ale[/i] - This blue pottery ale pitcher is painted with scenes of brewing. Created jointly by a priest of Moradin and a priest of Bacchus at Granite’s request, Granite uses it to keep his barrels topped off. The ale it produces is a cut above common ale, though not quite as good as real dwarven ale. 10,000gp. (1 lb). It is currently inside a sack and strapped to the barrel harness. Sack - 1 sp (1/2 lb.) Moneypot (beaten copper jug with a latch) - 2 gp (10 lbs.) [i]In right saddlebag[/i] Bedroll – 1 sp (5 lbs.) 5 square yards of oiled canvas – 5 sp (5 lbs.) 8 flasks of oil (wrapped in the bedroll to keep from breaking) – 8 sp (8 lbs.) Mule care kit (brush, currycomb, hoofpick) - 1 gp (2 lbs.) 5 pitons - 5 sp (2.5 lbs.) [i]In left saddlebag[/i] Flint and steel – 1 gp (- lbs.) 10 tindertwigs (in protective pouch) – 10 gp (- lbs.) 28 days worth of trail rations – 14 gp (28 lbs.) 3 sacks – 3 sp (1.5 lbs.) Mess kit (pot, plate, bowl, cup, spoon, fork made from cheap tin, along with an iron tripod to set up over a fire)– 1 gp (5 lbs.) [i]Tied to pack saddle[/i] Three-foot long, two-inch thick board – 2 cp (2 lbs.) 6-foot pole (quarterstaff) – 0 gp (4 lbs.) 75 ft. of hemp rope – 1 gp, 5 sp (15 lbs.) Sledge – 1gp (10 lbs.) Shovel – 2 gp (8 lbs.) Waterskin (full of water) – 1 gp (12 lbs.) Chest with average lock – 42 gp (26 lbs.) [I]Things within the chest strapped on the back of the pack saddle:[/I] 10 ft. of chain – 10 gp (2 lbs.) Grappling hook – 1 gp (4 lbs.) Hammer – 5 sp (2 lbs.) Box of 50 nails – 2 gp (4 lbs.) 2 sets of manacles – 30 gp (4 lbs.) 2 elixirs of fire breath in metal containers – 2,200gp Potion of [I]barkskin +3[/I] in wooden capped cup – 600gp Potion of [I]protection from arrows 10/magic[/I] in metal container – 300gp 500gp – 10 lbs [b]Total Money:[/b] 524 gp, 8 sp, 3 cp left [b][U]Mount[/U][/b] [b]Louella[/b] [I]Female Warbeast Mule[/I] [B]Large Animal[/B] [B]Hit Dice:[/B] 4d8+20 (38 hit points) [B]Initiative:[/B] +1 [B]Speed:[/B] 40 ft. (Currently 30 ft. due to encumbrance) [B]Armor Class:[/B] 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 [AC: 15 with barding, touch 10, flat-footed 14] [B]Base Attack/Grapple:[/B] +3/+11 [B]Attack:[/B] Hoof +6 melee (1d4+4) [B]Space/Reach:[/B] 10 ft./5 ft. [B]Special Attacks:[/B] -- [B]Special Qualities:[/B] Low-light vision, scent, combative mount, tricks [B]Saves:[/B] Fort +9, Ref +4, Will +2 [B]Abilities:[/B] Str 19, Dex 13, Con 20, Int 2, Wis 13, Cha 6 [B]Skills:[/B] Listen +9, Spot +8 [B]Feats:[/B] Alertness, Endurance [B]Environment: [/B] Warm plains [B]CR: [/B] 2 Louella is a brown and white spotted mule, and a particularly muscular and robust specimen of her kind. Granite got her from a community of halflings that trained all of their working beasts for combat. Though Granite was more interested in Louella’s ability to handle heavy loads, he’s been pleased to have a beast that can defend what he puts on her back. Louella is typically loaded up with two large barrels of ale, and she’s been trained to let no one touch them but Granite. When traveling down the road, Louella presents a somewhat comical sight, as she has a large barrel on each side of her, a chest strapped to her rump, and her saddlebags bulge with all sorts of things. A long pole, sledgehammer, and shovel lie on top of her pack saddle, along with a long coil of rope, leather horse barding, and a short thick board. While Louella is trained to wear armor, Granite doesn’t usually bother with it. He does own some leather barding for her, and he’ll have her wear it if he’s traveling particularly treacherous roads. [i][B]Skills:[/B][/i] Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling. [I][B]Combative mount (Ex):[/B][/I] A rider on a trained warbeast mount gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium, and heavy armor. [I][B]Tricks:[/B][/I] Granite Alehearth has trained Louella to do the following tricks, Come (also trained to come to Granite’s signal whistle), Guard, Work, Perform, Stay, Heel. Her performance tricks include picking people out of a crowd who “need” ale (usually the biggest person), neighing on command, walking in a circle, sitting and laying down, removing people’s hats, and “kissing” Granite. [I][B]Possessions: [/B] [/I] Louella had a pack saddle, saddlebags, barrel harness, and leather barding on her, along with the rest of Granite’s possessions, see above. She also wears two pairs of [I]horseshoes of warmth[/I] (as per two [I]boots of the winterlands[/I]) – 5,000gp. [I][B]Loads:[/B] [/I] Light load – 350 lbs. or less Medium load – 351-700 lbs. Heavy load – 700 – 1050 lbs. Can drag 5250 lbs. Louella is currently carrying 780 lbs, and is heavily encumbered. She can travel 24 miles in a day. [Costs and weights for Louella: Louella herself – 150 gp, pack saddle - 5 gp and 20 lbs, saddlebags - 4 gp and 8 lbs, barrel harness - 5 gp and 8 lbs, leather barding - 40 gp and 30 lbs.] [b]Appearance:[/b] Granite Alehearth is a rather scruffy individual. He wears loose-fitting canvas pants that are much patched, and an equally loose shirt that's seen better days. A wide leather belt keeps all of that together, but even that is rather worn. Two leather bracers, a large cut above his usual attire are on both of his wrists, and he wears a plain iron band on his right hand, and a more elegantly-wrought one on his left. His face is usually shaded by a battered, wide-brimmed straw hat whenever he’s outdoors. His dark gray eyes are often bloodshot, and his dark brown hair and beard are long and wildly unkempt. Under his shirt he wears a thin silver chain from which dangles a small silver pearl. Two bronze mugs hang from his belt, both covered with dwarven script. Those who can read them find that one says "Beloved Audhild" and the other says "Beloved Oskar." Granite travels with a sturdily-build mule he called Louella, who carries two small barrels on her back, one on each side. Frequently Granite will tap one of them into one of his mugs and drink. While the mule is impeccably cared-for, Granite often looks as if his last bath was several months ago. However, despite his appearance, he is competent in a fight and isn't afraid to let others know to not rile him. Though he often walks with a stagger and the smell of ale clings to him, he can turn a drunken stagger into a punishing blow, as more than one barroom brawler can attest to. [b]Personality:[/b] Granite is a gruff individual, but he can spin some good tales, particularly after a couple of mugs of ale. He rarely talks about his past, but can come up with a convincing-sounding strangely-relevant anecdote for almost any situation, particularly if it's meant to get someone back on the straight and narrow. He'll try to help anyone whom he feels needs it, usually in the form of some uncannily sage advice shared over a mug of ale. In battle he's a freewheeling wonder, swinging both ale-filled mugs around with abandon, taking a drink every now and again. He'll swing from rafters, slide down banisters, and use tables to pin people to walls. One of his mugs, the [i]Left Hand[/i] is enchanted to only do nonlethal damage, which is what he tends to use during bar brawls. It's when he pulls out both mugs that you're in trouble. [b]Background:[/b] Born in the small Hammerfist clan and given the name Oskar when he came of age, Granite/Oskar learned his clan's way of defending their clan early, by use of both weapons and unarmed combat. He took a wife, Audhild, early in life and enjoyed many happy years of prosperity, with both of them patrolling the tunnels around the Hammerfist stronghold. On one of their anniversaries, Oskar had matching drinking mugs made for both him and Audhild, as both loved to drink ale and converse by their hearth late into the evening. They had two sons, Ebing and Tornol, both of whom wanted to follow in their parent's footsteps. It was when Tornol, the younger, had just come of age that tragedy struck. Audhild was patrolling the caverns with her husband when an ankheg struck, cutting her in half. Barely able to escape to call for help, Oskar was inconsolable for a month. On one not particularly special day, Oskar packed up a small purse of change and both his and his dead wife's mug and left the Hammerfist stronghold. Now calling himself Granite Alehearth, the dwarf went to the surface world and began to lose himself in a haze of drink, quite a feat for a dwarf. However, even in his sorrow he remembered to practice the techniques of combat that had been drilled into him as a child. After stopping more than one bar brawl, even when apparently dead drunk, a group of local drunken masters heard of him. Stopping in at his current watering hole, the drunken masters told him he had great potential to fulfill a greater purpose than mourning for what was lost. Growling at how this was possible, the drunken masters took him on a whirlwind tour of the city's bars, getting into and stopping bar fights, all in the name of helping those poor unfortunate drunken sops from getting taken advantage of. While Granite couldn't quite share the drunken master's caviler attitude, he could see a great deal of what they said made sense. He studied with them for a few months, mastering their drunken fighting technique, before going out on his own again. He found a certain kind of satisfaction in the unorthodox fighting techniques, and began to feel a certain kind of responsibility again. Now Granite travels from town to town with his trained mule Louella. He loads her up with as much ale as she can carry, and sells it on the road and in town, as well as drinking some himself. But this gig as the traveling ale-seller is mostly a cover for what he really does nowadays. He crawls the alleys behind the worst pubs and taverns, helping the city watch keep the peace in places where they dare not tread. He breaks up bar fights and even helps start a few when necessary, rescues those that haven gotten in over their heads, and generally tries to help keep the peace anyway he can. Though a bit unorthodox, he generally tries to help enforce the laws of the town wherever he goes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Experience II
Top