Emus Graymullet

From Praemal

One of the Midwood player characters.


Emus Graymullet was born to fight for a clan of exiled Grailwarden Dwarves.

Contents

History

Dedicated at a very young age to Hanseath to be trained and raised as a Dwarven Berserker, Emus' parents were more trying to prove that there are Dwarves in Clan Glangirn that care about reclaiming their fortress Glangirn from the kobold tribes that now inhabit it, left there by the dragon Gax. Not well-received by most dwarves, the berserkers are generally seen as dullards, aloof, and prone to violent anger when kept away from battle for too long. While nobody can argue with their effectiveness in battling the kobolds that surround Glangirn, many feel that the benefit of having such a fighting force is outweighed by the chaotic nature these dwarves develop.

Even though they had little contact with Emus as he grew up, Emus' mother and father grew to regret dedicating him, seeing the act less and less as a donation to dwarven society and more and more as the loss of their son. Plus, they were a little bit embarrassed by the jokes associating Emus and Clan Farrin. Emus' parents and younger sister have spent the last many years getting to know Emus and encouraging him to live his own life instead of losing himself to his anger for the sake of war.

Eventually, the combined efforts of his family and the aversion of the rest of dwarven society convinced Emus to leave his berserker comrades. He tried living among the other Dwarves, but found that he still had his berserker tendencies. His only solace, surprisingly, was to be found in nature. Emus found the solitude very serene as well as a safe place for him to loose his rage when he needed to.

Emus would venture forth from the other dwarves whenever he would feel the battlelust beginning to rise. Each trip would take him farther away and for longer periods of time. Eventually, he learned to survive in the wilderness to the extent that he only returns to visit his family a few times a year. His family and their friends think that Emus' trips were helping to calm him, but in those first years the opposite was true. They never saw the way Emus would let his rage take over when he thought that nobody was around. In truth, his time spent away from the ordered dwarven society was allowing Emus to slip further and further into the chaotic personality his family had tried to discourage.

One day, when Emus was out in the woods trying to senselessly uproot a small tree, he was confronted by the druid Theran. Theran and many of his acquaintances in the area knew about Emus from the local wildlife and a few outlying farmers, and they knew about the ruckus he had a tendency to create when he thought he was alone. After a brief period of confrontation, the druid and Emus came to an understanding, and eventually friendship. That druid, along with other like-minded residents from around the area, did their best to teach Emus that there was a time for the ordered structure of his home as well as the chaotic destruction that he came out into the wilderness for. They also taught him to respect nature and why it was important that he should do so. They eventually taught Emus some Druidic skills that he uses (along with his big, freakin' club) to try to keep the wilderness and civilized areas of Middleborough living together in harmony.

Nowadays, Emus spends most of his time wandering and living in the woods around Green Mountain. With Theran's help, he works to balance his dwarven stability with his chaotic conditioning, and to balance his lingering desire to help take back Green Mountain with his newfound respect for nature. He still doesn't visit his family much, but he is surprisingly comfortable approaching small human settlements for supplies or the occasional ale and conversation.

Description

He's of average height and build, although he walks around with a swayback that makes his gut stick out further than most Dwarves. His hair is black with hints of gray and is chopped short just above his shoulders. His long beard would be very full and straight if he groomed it occasionally, but instead it's somewhat tangled and stringy. Living as he does in the woods, twigs and leaves are often tangled in his beard. He also has a number of tattoos on his back, chest, torso, legs, and upper arms, although they are almost always concealed by his tunic and armor. The tattoos are all symbols of most of the gods in the Dwarven pantheon. The mug of Hanseath has a prominent place across most of Emus' back, and the symbols of the other deities are also represented in various, and sometimes symbolic, places on his body.

He has a slight squint, and when he talks, it's hard to tell if his expression is trying to convey grouchiness or sarcasm.

Emus' gear is a soldier's gear. He takes care of his equipment so that it stays functional and will last a long time, but appearance is never a priority. His armor is often slightly stained, as is the rest of his clothes, but a close examination of things like his boots and cloak will show even the smallest rips and tears attended to.

Emus carries most of his possessions in his backpack, and it's not uncommon to see his spare club and a couple of torches sticking out. His biggest distinction, however, is the greatclub that he carries over his right shoulder, when he is not carrying a small, wooden shield and the magical waraxe Urak.

Emus has begun carving symbols and shapes into his greatclub. At the thickest end of the greatclub, a supposed likeness of Emus gritting his teeth in rage has been carved on opposite sides of each other. The end of the club, and the areas around the mirror visages are carved to look like Dwarven hair and beard that flow into each other, connecting the two mirror visages. The beard below the visages is cleverly carved to mold into thorny ivy, which is interspersed with blooms and vegetation of plant life common in Tulgey Wood. There is still room below this band of vegetation for future carvings.

Stats

Emus Graymullet
Neutral Grailwarden Dwarf Barbarian (2)/Druid (2)

Ability Scores

STR: 14 (+2) (+4 to resist Bull Rush and Trip)
DEX: 14 (+2) (+4 to resist Trip)
CON: 16 (+3)
INT: 8 (-1)
WIS: 14 (+2) [12 (+1)]
CHA: 8 (-1)

Combat

HP: 33/39
AC: 17 (12 touch, 17 flat-footed)

Base Attack: +3
Greatclub: +5 melee (1d10+3, x2)
Dwarven waraxe (+1): +6 melee (1d10+3, x3)
Club: +5 melee/ranged (1d6+2, x2)
Red Dragontooh Dagger: +6 melee/ranged (1d4+2+1 fire dmg, 19-20/x2)
Sling: +5 ranged (1d4+2, 20/x2)

Saving Throws: Fortitude +9, Reflex +2, Will +5 (+2 against poison, spells, and spell-like effects)

Spells

Druid spells prepared:
0 (4+0): Detect Poison, Purify Food and Drink, Create Water, Detect Magic
1 (2+1): Detect Snares and Pits, Faerie Fire, Speak With Animals

Feats, Skills, and Abilities

Feats: Power Attack, Cleave
Skills:
Appraise -1 (0-1) (+2 if related to stone or metal)
Craft:Alchemy 4 (3-1+2)
Handle Animal 0 (1-1) (+4 if involving Animal Companion)
Heal 2 (0+2)
Jump 5 (3+2)
Knowledge: Architecture 1 (0-1+2)
Knowledge: Engineering 1 (0-1+2)
Knowledge: Nature 5 (2-1+2+2)
Listen 5 (3+2)
Profession: Engineer 1 (0-1+2)
Search -1 (0-1) (+2 concerning unusual stonework)
Spot 2 (0+2)
Survival 10 (6+2+2)
Swim 4 (2+2)

Languages: Dwarven, Common, Druidic
Religion: Hanseath

Class Abilities:

Weapon and Armor Proficiency: Emus is proficient with all simple and martial weapons, and Dwarven Waraxes and Urgoshes. He is also proficient with all natural attacks (claw, bite, and so forth) of any form he assumes with wild shape. He is limited to wearing only padded, leather, or hide armor, and wooden shields (except tower shields).

Fast Movement: Emus' land speed is 30ft as long as he is wearing no armor, light armor, or medium armor.

Rage: Emus can enter a rage a certain number of times per day, once per encounter. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. A fit of rage lasts for a number of rounds equal to 3 plus Emus’ (newly improved) Constitution modifier. At the end of the rage, Emus loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

Spells: To prepare or cast a spell, Emus must have a Wisdom score equal to at least 10 plus the spell level. He cannot be in a rage. The Difficulty Class for a saving throw against a druid’s spell is 10 plus the spell level +2 (his Wisdom modifier). In addition to his daily alotment of Druidic spells, Emus gets bonus spells due to his Wisdom modifier. Also, he can "lose" a prepared spell in order to cast any Summon Nature's Ally spell of the same level or lower.

Animal Companion: Skeeter -- Link and Share Spells (See Skeeter's wiki page for specifics.)

Nature Sense: Emus gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy: Emus can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person.

Uncanny Dodge: Emus retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Woodland Stride: Emus may move through any sort of undergrowth at his normal speed and without taking damage or suffering any other impairment.

Race Abilities:

Darkvision: 60 ft.

Base land speed not reduced by a heavy load

+2 on Craft checks that are related to stone or metal

Equipment

Equipment: Backpack, Explorer's outfit, Flint and steel, Mug/tankard (clay), Portable Ram, Potion of Cure Light Wounds, Pouch (belt) (2), Rope (hemp) (50 ft.), Sack, Sling, Smokestick (3), Sunrod (3), Tanglefoot Bag (3), Thunderstone (3), Torch (2), Waterskin, Alchemist's lab (in cave), PW Recipe 1, PW Recipe 2

Weapons and armor: Bullets (sling) (50), Club, Dagger, Red Dragontooth Dagger (Masterwork, +1 Fire damage), Greatclub, Magical Dwarven Waraxe (Urak, "the Skull-Cutter"), Hide armor, Heavy Shield (Wooden, Masterwork)

Wealth: 0p, 301g, 63s, 8c

Experience

XP: 10,182