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Daz Dromégar

Music fills the air as the door to the tavern opens with a slow creak. The smells of hard liquor and well-cooked meat waft through the air as the huge crowd in this place begins to hit you. Literally; a drunken man bumps directly into you on the way to the door. You stagger a moment but regain your footing.   The band in the centre of the tavern has just launched into a loud drinking song from the far west of Endaman and you can't help but dance your feet along. You catch the eye of the horn player in the band, and he winks in reply. You suddenly get swept up into an embrace by a drunken man, and you're suddenly spinning as the two of you begin to dance.   Later, you have a short conversation with the horn player, and the two of you hit it off right away. You're so engrossed in the conversation, in fact, that you don't notice the musician's hands sneak your coin purse off of you underneath the table.

Physical Description

General Physical Condition

Daz is rather thin and not incredibly agile, but he is relatively fit.

Identifying Characteristics

Down along his arms, he has several red and black tattoos depicting dragon scales and small birds.

Special abilities

His magical abilities manifest during his singing or with his trumpet.

Apparel & Accessories

He loves to dress in bright colours and always wears his trumpet in a small bag at his side. He also wears a dark-green cloak over the rest of his clothing.

Specialized Equipment

He has a shortsword hooked into his belt, and a crossbow sits among the things in his pack. He recently came across a suit of magical chain mail in a ruined villa which he uses in tandem with a shield.

Mental characteristics

Personal history

Daz was born in a little village called Téricóti, a fishy village along the banks of the Great River Aldin. He spent his childhood helping his father with the catch and playing in the woods. But his true passion was singing and playing his wooden flute. When his poor parents scraped together enough gold chars to buy him a trumpet - which he still carries - he was ecstatic. Unfortunately, the fish stocks failed that year, which meant that the family couldn't keep them all well-fed.   Luckily, a travelling caravan of musicians was passing through town, and Daz jumped at the chance to join the troupe. They did the southern circuit so many times that Daz lost count; it was during this time that Daz learned the harsh tongue of the Essic and Llenic locals that lived there. Fort Entwood, Essenburg, Elpotast, Nevercold, Innére, Coldharbour; the caravan travelled all over the southern Empire, never staying too long in one place. But caravan life was hard, and it didn't pay much. So Daz sometimes stole from patrons to fill up his money pouch.   One day, the troupe decided to try out the eastern circuit, heading through Ensik and Anotaash. But tragedy struck once the troupe crossed the Elb; bandits are rife in the Deranti Forest and the poor troupe was captured except for the hidden Daz. He got his first kill that night, taking out one of the bandits and stealing his armour and weapons.   Daz travelled for a very long time completely alone, never staying too long in one place and never going back down the Anotaash road. That is, of course, until he helped form the Drakeslayers and the group swore to help him find the surviving members of his troupe.

Education

His education has been on the streets and in the taverns of the southern Empire. He's learned hundreds of songs and legends, which is almost akin to a long study with books and tutors.

Intellectual Characteristics

Daz loves to figure out problems and puzzle out motivations. He's also constantly relating whatever he's doing to a song that he's heard at some point.

Morality & Philosophy

Daz is just interested in causing as much trouble for people of authority as he can, especially if he can get some money or some fun out of it.

Personality Characteristics

Motivation

Daz is incredibly invested in family, whether it is his actual family or his found family with the troupe or the Drakeslayers. He is motivated by a wish to protect this family from harm as best as he can.

Savvies & Ineptitudes

He knows a large variety of legends and songs, which gives him a very good knowledge of magic, history, and religious practices.   A life of crime in conjunction with a life in a travelling band has made him very skilled with lying, bluffing, gambling and thievery.   His odd background and knowledge from various legends means that he is a bit of a jack-of-all-trades as well.

Likes & Dislikes

Daz has a penchant for jokes and witty banter, and he considers himself a master of insults.

Virtues & Personality perks

Daz has a few kind qualities:
  • An unshakable faith in himself and his friends; and
  • A patience that is difficult to overcome.

Vices & Personality flaws

Daz has several qualities that many people find less endearing:
  • A skepticism which make it difficult for him to make new friends; and
  • An inability to respect rules which often gets him in trouble.

Hygiene

Daz tends to keep clean, but he isn't incredibly invested in the practice.

Social

Contacts & Relations

Family Ties

Daz would love to see his family again someday, but he is many hundreds of miles away and he doubts that it will ever come to pass.

Social Aptitude

Daz can work a crowd or a person in it with as much ease as he can craft a spell or play his trumpet. He has a very high opinion of himself, but it doesn't normally come across in an egotistical kind of way. He has a good grasp of manners but he is most likely to act out in public.

Hobbies & Pets

He isn't incredibly invested in it, but he enjoys collecting secrets and stories from people in his spare time.

Speech

He has a voice which often sounds raspy or cracked but this is thrown upside down whenever he sings.

Wealth & Financial state

Daz has always been very poor, but his work with the Drakeslayers has suddenly made him see more wealth than he has ever had before in his life. So far, he's kept it locked away in a bank, but it won't be long before he takes it out again to buy something nice for himself.
Current Location
Species
Ethnicity
Year of Birth
1989 CE
Birthplace
Téricóti
Children
Gender
Male
Eyes
Bright blue.
Hair
Short shock of brown hair.
Height
5' 10" (6 and a half handspans).
Weight
144 lbs. (436 IS's).
Aligned Organization
Known Languages
Common Gratic is his native tongue and he learned Essic during his time travelling there.

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Daz Dromégar

A human bard in search of help with recovering his friends.


Level 4 Bard (Rogue)
Alignment: Chaotic NeutralLanguages: Common Gratic (Silenian), Essic
Gender: MaleHair: Short and brownEyes: BlueHeight: 5'10" (6 and a half handspans)Weight: 144 lbs. (436 IS's)
Age: 23Size: MediumExtra Appearance: Green and red tattoos on armsDeity:

Initiative: +4Speed: 5Vision: NormalPassive Insight: 13Passive Perception: 17

Hit Points: 47Bloodied: 23Healing Surges: 9Surge Value: 11
Current HP: 47Current Temporary HP: 0Current Surges Used: 3

Strength
Constitution
Dexterity
Intelligence
Wisdom
Charisma
10 (-)
14 (+2)
14 (+2)
14 (+2)
10 (-)
18 (+4)

Armour Class
Reflex
Fortitude
Will
21
17
19
20
Resistances:Saving Throw Bonuses:Defence & Healing Notes:
Action Points: 2Milestones 2Additional AP Effects:
Proficiencies: Light Armour, chainmail armour, light shield, Simple Melee, Simple Ranged, and Military Ranged Weapons, longsword, shortsword, scimitar, and wands.
Basic Attack 1: Shortsword: +7 vs. AC; d6 +2 damageBasic Attack 2: Hand Crossbow: +6 vs. AC; d6+2 damageBasic Attack 3: Dagger (wielded): +5 vs. AC; d4 damageBasic Attack 4: Dagger (thrown): +7 vs. AC; d4 +2 damage
Powers:
Standard ActionsMove ActionsMinor ActionsTriggered ActionsFree Actions
Vicious Mockery (at-will)(II, pg. 69)
Guiding Strike (at-will)(II, pg. 68)
War Song Strike (at-will)(II, pg. 69)
Dazing Strike (encounter)(I, pg. 118)
Impelling Force(encounter)(II, pg. 70)
Slayer's Song(daily)(II, pg. 69)
Majestic Word (2/encounter)(II, pg. 68)
Words of Friendship (encounter)(II, pg. 68)
Strategist's Epiphany (daily)(III, pg. 170)
Bold Victory Armour (encounter, item)(II, pg. 200)
Skills:
Acrobatics:
Arcana:
Athletics:
Bluff:
Diplomacy:
Dungeoneering:
Endurance:
Heal:
History:
Insight:
Intimidate:
Nature:
Perception:
Religion:
Stealth:
Streetwise:
Thievery:
+4
+9
+2
+11
+7
+3
+4
+3
+9
+3
+11
+3
+7
+9
+6
+7
+8

Feats:Ritual Caster (I, pg. 200)
Sneak of Shadows (I, pg. 208)
Press the Advantage (I, pg. 199)
Light Sword Weapon Focus (I, pg. 201)
Novice Rogue Power (I, pg. 209)
Race & Class Features:Bardic Training (II, pg. 67)
Virtue of Cunning (II, pg. 67)
Song of Rest (II, pg. 67)
Sneak Attack (I, pg. 117)

Equipment: +1 bold victory chainmail armour, light shield, ritual book, common clothing, +2 frost dwarf cloak, +2 vicious shortsword, crossbow, 35 crossbow bolts, 3 daggers, trumpet, ritual components, backpack, bedroll, flint + steel, belt pouch, 5 days rations, waterskin, lantern, 8 oil flasks, 1 potion of healing
Normal Load: 100Heavy Load: 200Maximum Drag Load: 500Current Weight Carried: 101.5

Valuables:
Platinum: -Gold: 52Silver: -Copper: 61Astral Diamonds:
Other Valuables: Bank Voucher for 400gp at Algó's Money and Gems (deposit 23rd Winter's End)

Silver bracelet worth 100gp
320gp for distribution
Current Experience: 4170Next Level At: 5500

Rituals: Comprehend Languages (1), Glib Limerick (1), Tree Shape (1), Lullaby (1),

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