Darneth Freewalker

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Overview

Darneth Freewalker is Obsidian Bay’s acknowledged expert on the poisons of The Pomarj and a retired member of the Orcslayer Guild.

Darneth Freewalker (Half-Elf Rgr 6/Exp 6) is Obsidian Bay’s acknowledged expert on the poisons of The Pomarj, including animal and monster poisons, plant toxins, and those manufactured by the various humanoid tribes on the peninsula. A retired member of the Orcslayers Guild living in the Strange Quarter, he’s still often consulted by members of his guild, as well as others in the city, for information about specific poisons, as well as to secure some of his expertly crafted antitoxins (like normal antitoxins, but given an additional +2 alchemical bonus to saves against a specific poison).

His home is said to be stocked with samples of every toxin and poison found on the Pomarj, as well as many of their corresponding antitoxins. These poisons are protected by a variety of defenses, including a few traps, but more ominously (at least for any thieves) are the various poisonous animals that he has about, each trained to strike at any trespassers.

After his retirement from active adventuring his protégée, Jorn Greentongue (Hum Rgr 3/Exp 3), assumed his role of Master of Poisons within the Orcslayers Guild.

Organizations

  • Orcslayers Guild: A guild dedicated to ending the humanoid menace on the Pomarj once and for all.

Stat Block

Darneth Freewalker: Male Half-elf Rgr6/Exp6; Medium Humanoid; CR 12; HD 6d6+6d8+12; hp 59; Init +1; Spd 30 ft/x4; AC 17 (+6 armor, +1 dex), touch 11, flat-footed 16; Base Atk/Grapple +10/+11; Full Atk +13/+8 One-handed (1d8+3;19-20/x2, +2 Longsword), +12/+7 One-handed (1d6+2;19-20/x2, +1 Short Sword), +12/+7 Two-handed (1d8+1;20/x3, +1 Longbow (+2 Str)); AL CG; SV Fort +10, Ref +8, Will +8; Str 13(+1), Dex 12(+1), Con 13(+1), Int 18(+4), Wis 12(+1), Cha 10(+0); Skills: Climb +2, Concentration +3, Craft (Poison-making) +22, Craft (Alchemy) +21, Handle Animal +14, Heal +18, Hide +4, Jump +4, Knowledge (dungeoneering) +8, Knowledge (geography) +11, Knowledge (local) +10, Knowledge (nature) +19, Knowledge (poison) +11, Listen +5, Move Silently +3, Ride +6, Search +12, Spot +3, Survival +12, Use Rope +5.

Feats: Animal Affinity, Great Fortitude, Skill Focus (Craft (Poison-making)), Heal, Skill Focus: Craft (Alchemy)), Endurance, Two-Weapon Fighting, Improved Two-Weapon Fighting; Equipment: Long sword +2, short sword +1, longbow +1 (might bow, +2 strength), studded leather armor +3, kit: poison-making, kit: alchemy.

Race Abilities: Base land speed of 30 feet, Low-Light Vision, Immunity to sleep effects, +2 racial bonus on saving throws against Enchantment spells or effects, +1 racial bonus on Listen, Search, and Spot checks, +2 racial bonus on Diplomacy and Gather Information checks, Elven Blood: can use items keyed towards elves

Class Abilities: Proficient in light armor, and all shields(except tower shields), Proficient with all simple and martial weapons, Animal Companion(Ex): Medium Viper, Wild Empathy(Ex): You can make a check(1d20+8) to improve the attitude of an animal. You must be within 30 feet of the animal, and it generally takes one minute to perform the action. Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls. Humanoid (orc) (+4 bonus), Humanoid (goblinoid) (+2 bonus); Track: You gain the Track feat as a bonus feat.; Combat Style-Two-Weapon Combat(Ex): You have gained Two-Weapon Fighting as a bonus feat. Endurance: You gain the Endurance feat as a bonus feat. Spells: You can now cast spells. Your caster level is 3; Improved Combat Style-Two-Weapon Combat(Ex): You have gained Improved Two-Weapon Fighting as a bonus feat.

Typical Spells Memorized: Detect Poison, Delay Poison