## The Spoils of War

## Drusus Cinna

*Bossonian Borderer*

###### Description:

*In Development

# Age of Conan

**Character Name:** Drusus Cinna

**Player:** Jason Reeps

**Race:** Hyborean (Bossonian)

**Class:** Borderer

**Level:** 1

**Experience:** 0

### Character Information

**Gender:**

**Age:**

**Size:** Medium

**Complexion:**

**Hair Color:**

**Eye Color:**

**Height:**

**Weight:**

**Languages:** Bossonian, Acquilonian, Argossean

### Ability Scores

**Strength (STR):** 16 (mod +3)

**Dexterity (DEX):** 17 (mod +3)

**Constitution (CON):** 15 (mod +2)

**Intelligence (INT):** 15 (mod +2)

**Wisdom (WIS):** 14 (mod +2)

**Charisma (CHA):** 14 (mod +2)

### Class Skill Scores

**Climb:** +0 = [(Ranks: 1) + (STR Mod: +3) + (Misc Mod: 0)]~

**Craft (bower):** +0 = [(Ranks: 1) + (INT Mod: +2) + (Misc Mod: 0)]

**Craft (herbalism):** +0 = [(Ranks: 1) + (INT Mod: +2) + (Misc Mod: 0)]

**Disable Device:** +0 = [(Ranks: 2) + (INT Mod: +2) + (Misc Mod: 0)] *

**Escape Artist:** +0 = [(Ranks: 2) + (DEX Mod: +3) + (Misc Mod: 0)] ~

**Gather Information:** +0 = [(Ranks: 0) + (CHA Mod: +2) + (Misc Mod: 0)]

**Handle Animal:** +0 = [(Ranks: 0) + (CHA Mod: +2) + (Misc Mod: 0)]*

**Hide:** +0 = [(Ranks: 1) + (DEX Mod: +3) + (Misc Mod: 0)]~

**Jump:** +0 = [(Ranks: 0) + (STR Mod: +3) + (Misc Mod: 0)] ~

**Knowledge (geography):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Knowledge (local):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)]*

**Knowledge (rumors):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Listen:** +0 = [(Ranks: 0) + (WIS Mod: +2) + (Misc Mod: 0)]

**Move Silently:** +0 = [(Ranks: 2) + (DEX Mod: +3) + (Misc Mod: 0)]~

**Profession (Hunter):** +0 = [(Ranks: 2) + (WIS Mod: +2) + (Misc Mod: 0)] *

**Profession (Leather Worker):** +0 = [(Ranks: 2) + (WIS Mod: +2) + (Misc Mod: 0)] *

**Ride:** +0 = [(Ranks: 1) + (DEX Mod: +3) + (Misc Mod: 0)]

**Search:** +0 = [(Ranks: 1) + (INT Mod: +2) + (Misc Mod: 0)]

**Spot:** +0 = [(Ranks: 1) + (WIS Mod: +2) + (Misc Mod: 0)]

**Swim:** +0 = [(Ranks: 1) + (STR Mod: +3) + (Misc Mod: 0)]

**Survival:** +0 = [(Ranks: 2) + (WIS Mod: +2) + (Misc Mod: 0)]*

**Use Rope:** +0 = [(Ranks: 1) + (DEX Mod: +3) + (Misc Mod: 0)]

+2 more core skills

### Crossclass Skill Scores

**Appraise:** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)]

**Balance:** +0 = [(Ranks: 0) + (DEX Mod: +3) + (Misc Mod: 0)] ~

**Bluff:** +0 = [(Ranks: 0) + (CHA Mod: +2) + (Misc Mod: 0)]

**Concentration:** +0 = [(Ranks: 0) + (CON Mod: +2) + (Misc Mod: 0)]

**Craft (alchemy):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)]

**Decipher Script:** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Diplomacy:** +0 = [(Ranks: 0) + (CHA Mod: +2) + (Misc Mod: 0)]

**Disguise:** +0 = [(Ranks: 0) + (CHA Mod: +2) + (Misc Mod: 0)]

**Forgery:** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)]

**Heal:** +0 = [(Ranks: 1) + (WIS Mod: +2) + (Misc Mod: 0)]

**Intimidate:** +0 = [(Ranks: 0) + (CHA Mod: +2) + (Misc Mod: 0)]

**Knowledge (arcana):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Knowledge (nobility):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Knowledge (religion):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Open Lock:** +0 = [(Ranks: 0) + (DEX Mod: +3) + (Misc Mod: 0)]

**Perform:** +0 = [(Ranks: 0) + (CHA Mod: +2) + (Misc Mod: 0)]

**Sense Motive:** +1 = [(Ranks: 0) + (WIS Mod: +2) + (Misc Mod: 0)]

**Sleight of Hand:** +0 = [(Ranks: 0) + (DEX Mod: +3) + (Misc Mod: 0)] *

**Tumble:** +0 = [(Ranks: 0) + (DEX Mod: +3) + (Misc Mod: 0)] **~
_**Cannot be used untrained

~Armor check penalty_

#### Skill Bonuses:

### Feats & Special Abilities

**Track:** Roll Survival to find or follow tracks for one mile. See p. 139 of the core book for modifiers.

**Two-Weapon Combat:** You take no penalty on your attack rolls so long as at least one of the weapons is a light weapon and only -4 if both weapons are one-handed.

**Favored Terrain:** Forest. Provides +1 circumstances bonus to Hide, Listen, Move Silently, Search, Spot and Survival in this terrain. +1 Dodge defense in favored terrain.

**Point Blank Shot:** +1 bonus to attack and damage within 30 ft.

### Combat Statistics

**Parry Value:** = [(Base: 10) + (Base Parry Bonus +0) + (STR Mod: +3) + (Size Mod) + (Misc. Mod)]

**Dodge Value:** = [(Base: 10) + (Base Dodge Bonus +0) + (DEX Mod: +3) + (Size Mod) + (Misc. Mod)]

Racial bonus of +2 to defense when fighting defensively or using total defense action.

**Initiative:** + = [(DEX Mod: ) + (Misc. Mod: 0)]

**Hit Points:** 10 (d10 Hit Dice)

**Fate Points:** 3

**Reputation:**

**Speed:**

#### Saving Throws

**Fortitude Save (FORT):** 14 = [(Base: 10) + (CON Mod: 2) + (Class Mod +2) + (Misc Mod)]

**Reflex Save (REF):** 14 = [(Base: 10) + (DEX Mod: 2) + (Class Mod +2) + (Misc Mod)]

**Willpower Save (WILL):** 12 = [(Base: 10) + (WIS Mod: 2) + (Class Mod +0) + (Misc Mod)]

#### Attack Bonuses

**Melee:** +4= [(Base Attack Bonus: +1) + (STR Bonus: +3) + (SIZ Mod: 0) + (Misc Mod: 0)]

**Finesse:** +4= [(Base Attack Bonus: +1) + (DEX Bonus: +3) + (SIZ Mod: 0) + (Misc Mod: 0)]

**Ranged:** +4= [(Base Attack Bonus: +1) + (DEX Bonus: +3) + (SIZ Mod: 0) + (Misc Mod: 0)]

Racial bonus of +1 to attack rolls using Bossonian longbow.

#### Weapons

**Dagger (Finesse):** Damage 1d4, Critical 19-20/x2, Armor Piercing 1, Hardness 10, Hit Points , Weight 1 lb., Piercing Damage

**Short Sword (Finesse):** Damage 1d8, Critical 19-20/x2, Armor Piercing: 1, Hardness 10, Hit Points 3, Weight 1.5 lbs., Slashing or Piercing Damage

**Battleaxe (Melee):** Damage 1d10, Critical 20/x3, Armor Piercing: 4, Hardness 7, Hit Points 5, Weight 3 lbs., Slashing Damage

**Bossonian Longbow (Ranged):** Damage 1d12, Critical 20/x3, Armor Piercing5**, Range Increment 80 ft., Hardness 5, Hit Points 3, Weight 2 lbs., Piercing Damage

**Proficiencies:** All simple and martial weapons plus two-weapon combat. Proficient with Bossonian longbow.

#### Armor

**Proficiencies:** All light, shields

**Equipment**

Longbow, 10 arrows, The Prince’s Broadsword, leather jerkin, cloak, doublet and hose, work boots, shirt and braes, hood, costrel, belt pouch, kit bag, belt

250 gold pieces

**Encumbrance/ Load:**

Lift Over Head (1x Max. Load):

Lift Off Ground (2x Max Load):

Push/Drag (3x Max Load):

**Skill Points:** 24

###### Bio:

Attend now the tale of Drusus Cinna, hawk-eyed son of the Bossonian archers, ill-used and desirous of vengeance.

Long have the mighty archers of Bossonia stood between the white towers of mighty Acquilonia and the savage peoples of Cimmeria and the vast wilderness of the Picts. The strongest walls are made from men.

Twenty seasons ago, as small troupe of Bossonians crossed the Thunder River to serve in the protection of the small villages working to tame this savage land. Crossing through the primeval wilderness, they happened across a merchant caravan under attack by the damnable Picts and losses were seen on both sides before the savages were driven away.

With both merchant and archer recovering from wounds, the young Cinna’s eye fell upon the daughter of a troubled Acquilonian noble from Old Tarantia. This golden-haired lass returned his favor and her grateful father could not deny the bond because the archer had only now saved his life and fortunes.

And this is how Drusus Cinna came, son of arboreal warrior and cityborn breeding, came to be raised in the frontier lands. It was only through the blood of his father’s band of warrior raiders that the Westermark was maintained when the colony of Conjahara fell to the savages. Even so, it was a happy band and one that toiled loyally for the king.

Drusus of Cinna heard tales of his family’s holdings in Old Tarantia, but he sought only the pleasures of the smiling maidens of Bossonia and membership in the Arrow’s Flight, elite archers led by his father. His wishes were granted, but only after he proved himself arrow for arrow against his father’s oldest friend, Marsius. Like a young colt, the laughing boy threw himself into danger, laughing at opposition and smiling at the attentions of those saved from foreign raids.

But his laughter dimmed in his eighteenth year as members of the Bear tribe went on a series of raids, leaving homesteads along the Westermark in flames. Hunting these raiders down, both sides took horrible losses and Drusus watched as his father took an arrow to the heart and the remaining Bossonians were forced into retreat. With a Pictish axe buried in his thigh, Drusus could do nothing by hide as the Picts rushed after his companions. Not knowing whether his own wounds would drain his lifeblood, Drusus did not know if he closed his eyes for the last time.

Instead he woke around a warm fire, his wounds tended. A robed figure hovered over him, demanding service in exchange for this good deed. Meeting the strangers’ eyes, Drusus felt his rage fade away – replaced only with the need to serve. His will broken and spirit bewitched, Drusus followed the robed stranger as he traveled across Acquilonia into the lands of Koth, stopping for weeks at a time in the places of wisdom where old scrolls lay waiting for a man who spoke their strange tongues.

During these travels, Drusus found himself unable to deny his robed master his conscience enslaved. The robed man wheedled his way into the retinue of Prince Gromel of Koth and promised him victory should he move to take Koraja and lead the robed man to a secret spot in the mountains of fire that separate the two lands.

Unable to speak against his master, the bewitched Drusus knew the robed man – whose name he could never speak – had no intention of becoming sidetracked in the disputes of two minor kingdoms. As the armies began to set upon each other, the gentle Khorgas river overflowed from the mountains—flooding the battlefield and drowning both armies.

Surviving the deluge, Drusus found himself the master of his own actions again. And he will have vengeance for the ill-use suffered at the hands of the robed man.