Cave Wizard

Rogar "Doc" Ironsail's page

408 posts. Alias of -Karma-.


Full Name

Rogar "Doc" Ironsail

Race

| HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60'

Classes/Levels

| Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Gender

Male N Dwarf Alchemist (Chirurgeon) 7

Size

M (4'4", 160lbs)

Age

57

Special Abilities

Bomb, Mutagen, Extracts

Alignment

N

Deity

Besmara

Languages

Common, Dwarven, Polyglot, Varisian

Strength 10
Dexterity 16
Constitution 16
Intelligence 19
Wisdom 14
Charisma 6

About Rogar "Doc" Ironsail

Prepared extracts:
1: (5) CLW x2, Shield, True Strike, [open slot]
2: (4) Fox's Cunning, See invisibility, alchemical allocation, False life
3: (2) Monstrous physique I x2

Ability:
STR 10
DEX 16 (w/ belt)
CON 16
INT 19 (w/ headband)
WIS 14
CHA 6
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HP: 59 (8+5+5+5+5+5+5 +7xCON)
AC 22 (Touch 15, FF 19) (armor +6, nat armor +1, DEX +3, Deflection +2)
AC (mutagen) 26 (Touch 17, FF 21) (armor +6, nat armor +3, DEX +5, Deflection +2)
Saves: Fortitude +9 (+15 vs poison, +13 vs spells), Reflex +9 (+13 vs spells), Will +5 (+9 vs spells)
CMB: +5
CMD: 19 (10+ 5 BAB + 2 DEX + 2 deflection)
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Attacks: (BAB +5)
Bomb +9 / 4d6 +4 (20ft)
Bomb +10 / 4d6 +5 (PBS)
Bomb (mutagen) +11 / 4d6 +4
Bomb (mutagen, PBS) +13 / 4d6 +5
Club +5 / 1d6

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Feats:
Point-Blank Shot
Brew Potion
Throw Anything
Precise shot
Steel Soul
Skill Focus (Heal) (bonus)
Extra discovery

Skills: (7x4 + 7xINT + 7xfcb=48)
Acrobatics 3 (1+2)
Craft (alchemy) 13 (7+3+3)(+7 to craft)
Diplomacy 14 (7+3+3+1 trait)
Disable device 12 (7+3+2)
Fly 7 (2+3+2)
Heal 11 (3+3+2) +3 Skill Focus
Knowledge (arcana) 9 (3+3+3)
Knowledge (local) 14 (7+3+3+1 trait)
Knowledge (nature) 9 (3+3+3)
Perception 14 (7+3+2+2 alertness)
Profession sailor) 10 (1+3+2+2 racial +2 magic)
Sense motive +4 (Alertness)
Spellcraft 13 (7+3+3)
Survival 6 (1+3+2) (+2 at sea)
Swim 2 (0+2 magic)
Sense Motive +2

Profession (cook) 6 (1+3+2)(bonus)
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Special abilities:
Bomb 10/day, damage 4d6+3, splash 4 (+entangle) DC:16
Mutagen: +4 Dex, -2 Wis, +2 Nat. AC
Poison resistance +2
Extacts per day / Known Formulae:
lvl 1: 4 per day - CLW, Touch of Sea, Shield, Disguise self, True strike, Comprehend languages, Endure elements
lvl 2: Vomit Swarm, Fox's Cunning, alchemical allocation, see invisibility, False life, Invisibility, Bull's Strength, Barkskin, Resist Energy
lvl 3: Monstrous physique

Discoveries: Tanglefoot bomb, Infused Curative, Precise Bombs, Tumor Familiar, Frost bomb
Infused Curative: a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists.
Tanglefoot bomb: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
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Race traits
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.

Traits & Drawback:

Barroom Talespinner: You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.
Addict: [regional] You start with only half of the normal starting cash, but your knowledge of the addicts lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you.
Clever Wordplay: (Diplomacy) [social] Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Burned [drawback] You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

Funds: 1115 + 2480 = 3595gp

Wearables
Chain shirt +2
Amulet of natural armour +1
Besmara’s Tricorne
Cloak of Resistance +1
Handy Haversack
Ring of Protection +2
Slippers of Spider Climbing
Belt of Incredible Dexterity (+2)
Headband of Vast Intelligence (+2)

Weapons
Masterwork dagger
Light crossbow + 10 bolts
MW Underwater light crossbow
Club - (2lbs)

Consumables
Potion of Touch of Sea (in potion sponge)
Potion of Heroism
Potion of Fly
Potion of Water Breathing x3
Feather token (fan)

Other
Alchemy crafting kit
Masterwork thieves tools
Formula book
Alchemists kit 40gp (25lbs)

Alchemists kit: alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Besmara’s Tricorne
Aura faint transmutation; CL 5th
Slot head; Price 2,600 gp; Weight 1 lb.
Description This black leather tricorne hat is weather-beaten and saltstained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.

If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up
to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.

Background (as told by Rogar himself that night in Formidably Maid):

"Lemme tell ye what happened.. I was sailing the seas with The Greedy Barnacle. Part of the crew, I'm a prufeshonal, ye see. I was the ship's chrir.. chirgu.. chirurg.. the doctor, fixed the boys after battle. Between battles, me was making gunpowder for them cannons. Secret family recipe, ye see." The dwarf winks as he says this. Then he picks up a pitcher of ale and drinks it on one long gulp, and sighs deeply.

"Twas good times... I think I was making me very own special blend o' gunpowder again. Or maybe I was enjoying sum hard-earned rum. Or maybe both, can't remember that well. Anyway... suddenly just a big 'BOOM' and a sea of fire. And there I was in the water next to sinkin' wreck of the 'Barnacle."

Wiping a tear from his eye, Rogar tries to stand up, sways a little and falls back on his seat. "Whoo-ee, that is some ale you've got 'ere. Stronger than a dwarf... Where was I? Oh yes.. Fire and water, Fire and water. Almost burned me beard that day... Not a swimmer me, so had to get outta water. Grabbed a shark and rode it to nearest land, only to find out it was a bloody desert island. Nothing to eat there but fish I caught with nothing but me beard. Nothing to drink but ale I brew from saltwater and seaweed. Horrible, I tell ye."

The dwarf finds it incredibly difficult to sit straight, and stares at the pitcher in disbelief. "So shtrong... Me family's always been saltbeardsh, dwarvesh of the shea. But NO MORE!! I've had enoughh! I go to the mountainsh, ye keep yer damn fish. I fnd mah frtnsh 'lsewhr, n cmm..." the slurred speech comes to abrupt end as the dwarf's head hits the table.

Description:

Rogar is a short, dried-up dwarf, with dark skin. The beard is long and thick, like any proper dwarf. Odor of gunpowder, fish and alcohol lingers around him, and his ragged clothes are covered in grime and dust. Despite his flaws, he is quite amiable fellow, getting along with people.

Tumor familiar:

Mister Spleen
N Tiny vermin (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 22, touch 14, flat-footed 20 (+2 Dex, +5 natural, +2 size, +3 familiar)
AC Battle form 19, touch 11, flat-footed 18 (+1 Dex, +5 natural, +3 familiar)
hp 29
Fort +6, Ref +7, Will +2
Battle form Fort +6, Ref +6, Will +2
Immune mind-affecting effects
Special Improved evasion, emphatic link +2 atk/dmg (when master drops enemy)
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Offense
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Speed 30 ft., swim 20 ft.
Melee 2 claws +5 (1d2 plus grab)
Melee Battle form 2 claws +8 (1d4+3 plus grab)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks constrict (1d4+3)
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Statistics
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Str 10 (16), Dex 15 (13), Con 12, Int 6, Wis 10, Cha 2
Base Atk +5; CMB +1 (+5 grapple); CMD 9 (21 vs. trip)
Battle form CMB +8 (+12 grapple); CMD 19 (31 vs trip)
Skills Perception +11, Swim +10; Racial Modifiers +4 Perception
SQ water dependency

Buy/make:
INT headband
See Invis potion

umodified statline:
| HP: 59/59 | AC: 21 (14 Tch, 19 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60'