Kwava

Eltumal Woodsoul's page

301 posts. Alias of Edgar Lamoureux.


Full Name

Eltumal Woodsoul

Race

Elf

Classes/Levels

Alchemist 2

Gender

Male

Size

Medium

Age

114

Alignment

CN

Deity

None

Location

Darpuul

Languages

Common, Elven, Draconic, Gnome, Sign Language, Sylvan

Occupation

Dino Researcher

Strength 14
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Eltumal Woodsoul

Current Status:
5/8 hp
6/12 Constitution
4/6 Bombs left

Stat Block:
ELTUMAL WOODSOUL
Male Elf Alchemist 2
CG Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +7
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DEFENSE
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AC 17, touch 14, flat-footed 13. . (+3 armor, +4 Dex)
hp 16 (2d8+2)
Fort +5, Ref +7, Will +0
Immune sleep; Resist Elven Immunities, Poison Resistance +2
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OFFENSE
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Spd 30 ft.
Melee +1 Longsword +4 (1d8+3/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Bomb +6 (1d6+4 Fire) and
. . Masterwork Longbow +6 (1d8/20/x3)
Special Attacks Bomb 1d6+4 (6/day) (DC 15)
Alchemist Spells Known (CL 2, 3 melee touch, 5 ranged touch):
1 (3/day) Cure Light Wounds (DC 15), Reduce Person (DC 15), Expeditious Retreat
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STATISTICS
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Str 14, Dex 18, Con 12, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Brew Potion, Elven Weapon Proficiencies, Point Blank Shot, Throw Anything
Traits Forlorn, Reactionary
Skills Acrobatics +5, Appraise +8, Craft: Alchemy +9, Knowledge: Arcana +8, Knowledge: Nature +10, Perception +7, Spellcraft +9, Stealth +9, Survival +6, Use Magic Device +4 Modifiers Alchemy +2, Woodcraft
Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ Footprint Book, Mutagen (DC 15) (Su), Poison Use, Poisoning (Standard Action) (Ex), Precise Bombs (4 squares) (Su)
Combat Gear Arrows (30), Masterwork Longbow, +1 Longsword, Masterwork Studded Leather; Other Gear Alchemist's Kit, Artisan's tools: Craft: Bows, Backpack, Masterwork (3 @ 15 lbs), Bedroll, Eyeglasses, Flint and steel, Footprint Book, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Rations, trail (per day) (5), Wandermeal (per serving) (15), Waterskin
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TRACKED RESOURCES
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Arrows - 0/30
Bomb 1d6+4 (6/day) (DC 15) (Su) - 0/6
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
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SPECIAL ABILITIES
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Footprint Book +2 to identity a creature by its tracks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 15) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.

Chosen Campaign Trait: Dino Expert : You’ve spent much of your time in the prehistoric jungles of the region and have learned how to coexist with the monstrous reptiles of these forests. You gain +1 to knowledge nature to all checks made in regard to dinosaurs and other prehistoric creatures. A +5 to stealth against them, you can grant this bonus to others in your party. Either Stealth or Knowledge Nature is a class skill for you. You can make any knowledge check regarding the Jungles of the region without needing to be trained in the skill.

Formula Book:
1st:
Cure Light Wounds
Reduce Person
Expeditious Retreat
Identify
Enlarge Person
Shield
Ant Haul

Back-story:
Eltumal grew up in Darpuul, although his childhood wasn't easy. He was often called a nerd, as he was one of the smartest in his class, and people don't often enjoy being beaten in intellect any more than physical feats. He was picked on a lot as a kid, and as a result, he could often be found alone reading, mostly about the dinosaurs in the jungles to the south.

As he grew up, he began associating with the researchers that spend time in the jungles, and they eventually invited him to come out with them to the jungle for a first-hand look at the dinosaurs. This was a life-changing experience for Eltumal. He decided, then and there, that he would try to learn as much as he could about these giant reptiles.

Escape Story:
When Mormont's army came within sight of the city, Eltumal was just getting home after spending a month in the jungle. Luckily, he lived on the east side of the city, and heard the screaming and shouting before the troops could advance far into the city. Eltumal grabbed his standard equipment, and anything else he could easily get, before running out of the city, to the east, towards safety, and more importantly, a chance to put Mormont in his place.

Physical Description:
Eltumal is very tall(about 6'6") and thin, but he has a fair amount of muscle for his frame. The top quarter of his right ear is missing, cut off when the crossbow bolt of a colleague clipped him. He has long white hair(shoulder length) and walks with an air of superiority. He has a tendency to wear long, dark green coats, as they are not only warm when needed, but also help him to hide in the jungles where he does his research.

Standard Extract Assortment:

1st- 3/day
Enlarge Person
Expeditious Retreat
Free Slot