Aredil Sultur

Gren Redbridge's page

191 posts. Alias of TheWanderer123.


Full Name

Gren Redbridge

Race

Human

Classes/Levels

Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Gender

Male

Age

20

Alignment

CG

Deity

None

Strength 13
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 11
Charisma 12

About Gren Redbridge

XP: 5,618
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Tracked Resources
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Inspiration (4 per day) - 2 remaining

Extracts per day
Mutagen - 1
Remaining Unused - 1 Dexterity Mutagen
1st Level - 4
Prepared: Adhesive Spittle, Long Arm
Remaining Unused - 1

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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 24
Fort +2, Ref +6, Will +3
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Offense
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Speed 30 ft.
Melee
MWK Rapier +7 (1d6+1 18–20/×2) P
Ranged
Darts +5 (1d4+1 x2) P

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Statistics
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Str 13, Dex 16, Con 12, Int 14, Wis 11, Cha 12

Base Atk +2; CMB +3; CMD 16

Traits: Student of Philosophy, Courageous

Feats: Weapon Finesse, Combat Reflexes, Weapon Focus Rapier

Adventuring Skills: 9 per level
Acrobatics +9 (3 ranks)
Bluff +5 (+6 to convince others that a lie is true) (1 rank)
Diplomacy +7 (+8 for persuading others) (3 ranks)
Disable Device +10 (3 ranks)
Knowledge Dungeoneering +8 (2 rank)
Knowledge Religion +7 (1 rank)
Perception +6 (+7 to locate traps) (3 ranks)
Sense Motive +5 (2 ranks)
Spellcraft +9 (3 ranks)
Stealth +9 (3 ranks)
Use Magic Device +7 (3 ranks)

Background Skills: 2 per level
Appraise +7 (1 rank)
Craft Alchemy +9 (3 ranks)
Knowledge History +7 (1 rank)
Linguistics +7 (1 rank)

Languages: Common, Celestial, Elven, Abyssal, Dwarven

Gear: MWK Leather Armor, MWK Rapier, Belt Holster w/ 10 Darts, MWK Backpack, a Belt Knife in a well worn sheath upon which is series of very small markings, alchemy crafting kit, a small olive drab tent, a bedroll, a belt pouch, flint and steel, ink, an inkpen, a mess kit, soap, torches (2), trail rations (5 days), and a waterskin, Thieves' tools, a bundle of 4 small books tied together with a leather strap and belt buckle, Bottle of Holy Water, a sprig of incense

Cash:30p, 68g, 10s, 8c

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Special Abilities
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Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in his investigations, but can also use these flashes of inspiration in other situations.

Trapfinding: An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Poison Lore (Ex): An investigator has a deep understanding of and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining a poison, he can attempt a Knowledge (nature) check to identify any natural poison or a Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the investigator gains immunity to poison.

Keen Recollection (Ex): At 3rd level, an investigator can attempt all Knowledge checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

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Formula List
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First Level

Adhesive Spittle
Long Arm
Cure Light Wounds
Monkeyfish
Endure Elements
Shield
Heightened Awareness

Background:

Locals say that the city of Bard's Gate is so large that it can swallow you up whole. Such was almost the case for Gren Redbridge when, at the age of 6, his parents disappeared, never to be seen again. After the funeral, all of the friends and family who promised to be there for Gren and his two older brothers weren't quite as supportive as they claimed they would be. As a result, the three boys found themselves on the street. For his brothers, Vin and Karn, this meant little. The two overgrown brutes were at home making a name for themselves among the young hired muscle of the seedier parts of Bard's Gate. For Gren though, it was a particularly difficult time. Too young to work for food and too weak to defend what was his, the young boy relied on quick thinking and instincts to stay alive.
So it is not surprising that Gren refers to his uncle, Wim Redbridge as the only family he's ever had. After all, it was Uncle Wim that took the three boys off the street and put them to work in his partially legal and mostly non-violent business organization. Wim proved especially good at finding uses for the three. Vin and Karn were easy. They joined the muscle he already had in place to support some of his businesses. Gren on the other hand did not fit neatly in any of his businesses. Once off the street, the boy stayed out of trouble and devoured books at a voracious rate. It wasn't until a few year later when Gren identified the markings on an old painting as the secret symbol of a long lost order of paladins that Wim knew what to do with the boy. Antiquities was actual a fairly lucrative business with families of old and new money alike looking for items (whether they be items of power or historical significance) to show off their wealth. So with funding from his uncle, Gren Redbridge began a small business recovering and restoring novelties of the past.

Personality:

Gren is a good natured type prone to cracking jokes once he gets to know his companions. He does not generally share feelings nor deep information on his past but this is rarely an issue in social situations. Most people find Gren easy to get along with. That being said, after a knowing him a while, people generally come believe that he is not entirely truthful. This is usually taken to be just an aspect of his secretive nature and not something more sinister.

Appearance:

Physically, Gren has short, black hair with light gray eyes and is usually clean shaven. He is generally fit although not overly tall nor muscular. On the left side of his neck just visible over the top of his clothing is a tatoo which appears to be a pink carnation. He has a scar on the inside of his right forearm running from his wrist in a straight line up toward his elbow where it disappears beneath his clothing. There is something that does not look quite right about his palms although without a closer look it is difficult to determine what or even if there is something different about them.
He is nearly always smiling.

Group loot:
-152gp and 521sp and 1091cp
-8 vials of unholy water
-6 flasks of oil
-masterwork chainmail
-+1 Unholy morningstar
-pouch of powdered diamond
-4 Amulets of Protection from Good (silver chain set with a simple golden disk for a pendant)
-A silver ring
-Six onyx gems which are worth about 25gp each
-Three daggers
-A masterwork kukri