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Blostin

This creature's description may contain spoilers. Click to revealThe strapping apprentice armorer Blostin has arms like tree trunks, an indomitable heart, and a strong will to survive. He keeps a good nature even under extremely dire circumstances, taking the party's attempt to escape the Clan Orthux compound as an opportunity to prove to himself that he is just as brave and capable as he has always imagined himself to be. The Taldan man stands well over 6 feet tall, striking an imposing figure undercut slightly by his long, unkempt brown bangs, which cast a shadow on his eyes and make him look even younger than his 20 years. He wears the brown pocketed apron of his craft, just as he did the day he was abducted by unknown parties on the streets of the Ivy District. When the adventure begins, Blostin is more or less free of toiler's gruel poisoning.

Blostin was raised as an orphan in an Absalom slum by well-meaning missionaries and pastors before tending the water buckets at Embrey's Armory, the workshop of master armorer and weapon crafter Engleton Embrey, one of the most celebrated artisans in all of Absalom. The dwarf took an instant liking to the young boy, and when Blostin turned 12, Embrey welcomed him as a full apprentice. Now, 8 years later, old Embrey is looking to retire sometime soon, and Blostin knows he has a good chance to inherit some or all of the business—only he doesn't really want to be an artisan. Especially since meeting the PCs and trying to escape the hryngar compound, Blostin is now more sure than ever that if he makes it out of here alive, destiny has something more in store for him than hammering out swords and shields for gladiators and adventuring heroes. Still, Engleton Embrey has been like a father to him, and he's not at all sure how he plans to break the news to the old dwarf or how his mentor will handle his disappointment.

Blostin comes alive in battle, yelling out what he thinks is witty banter, congratulating allies on excellent blows, shouting warnings to “watch out!” (whether helpful or not), and so on. As the adventure continues and shifts from the Orthux compound to the Sanctum of Aroden, Blostin loses a great deal of his bravado, especially if any of the PCs or other freed captive NPCs are killed. Revenge against hryngars he understands, but ancient curses, undead sanctum knights, and robbing the tomb of a church patriarch of Aroden deeply upset him and shake his confidence a bit. In the sanctum, Blostin starts to strongly consider the idea that he might not make it out alive and that all his daydreams of becoming an adventurer or a fighting hero on the field of the Irorium might have been for nothing.

Elite | Normal | Weak
Proficiency without Level

Elite BlostinCreature 3

Unique Medium Human Humanoid 
Source The Dead God's Hand pg. 153
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 18 (28 if Unique applies) • Humanoid (Society)
Male human apprentice armorer
Perception +9
Languages Common
Skills Athletics +10, Crafting +10, Gladiatorial Lore +8, Labor Lore +8, Society +8
Str +4, Dex +1, Con +2, Int +2, Wis +1, Cha +1
Items greatpick handle (as a club without the thrown trait), leather apron (as explorer’s clothing)
AC 17; Fort +10, Ref +7, Will +9
HP 45
Speed 25 feet
Melee [one-action] greatpick handle +12 [+7/+2], Damage 1d6+2+6 bludgeoningQuick Repair For Blostin, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes.

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