Half-Orc

Arnrich's page

20 posts. Alias of The Thing from Beyond the Edge.


About Arnrich

Backstory:

Arnrich is a half-orc who has a long and storied path for his mere 17 years of life.

His mother is "the Crone", a human witch of undetermined age and unknown goals who has spent years on various battlefields communing with the spirits therein. In order to better attract the many spirits of the Belkzen battlefields where both humans and orcs died, she bred herself with an orc "historian", a shaman of the Brimstone Haruspex. Arnrich spent his first few years known only as "boy" and was taken from battlefield to battlefield and used as bait to draw spirits out.

Then one morning while wondering a battlefield, Arnrich looked up to see an eagle flying and he followed it into the east, toward the rising sun. He wandered for days and somehow managed to both avoid trouble and avoid being found by his mother's minions while finding scattered water and food. It was almost as if he was being looked after.

One day, when very hungry, he chanced upon a wagon and attempted to steal some food. He while staring at all the crazy looking vials he was caught by the owner, a man named Timothy Brasser. The nice old man took a liking to the boy and named him Arnrich. Under his tutelage and while traveling throughout the Inner Sea region, Arnrich began learning the many secrets of alchemy. Also, in his travelings, he was introduced to the church of Sarenrae and its teachings.

Years later,Arnrich had a dream one night. He was approached by an angelic woman who told him she wished him to work for her. She told him that he was to not simply serve himself but to look elsewhere and help others, especially his people. They suffered in many ways, much of it their own doing, and needed help to be led to the light. She would be their patron if he would lead them to her. But, she warned he must leave quickly. Waking in sweat and in a fear for his life, Arnrich fled. It was fortunate he did so for otherwise he would have been caught by "the Crone". Poor Timothy Brasser was not so fortunate.

After much internal debate, Arnrich convinced himself that his visitation was from Sarenrae herself and that he would heed her words. Since, he has done his best to see that the young half-orcs he meets can have more opportunity (such as paying for a tutor or putting them into an apprentice program) and has tried to lead others out of their sins. Regretably, sometimes he has failed with the most notable failure being his brother's (lack of) redemption. But, he has not given up hope for Unger, yet.

Now, he spreads his eagle wings (the alchemical discovery came to him in a dream...) and flies forth to serve Sarenrae.

Allies:

Allies
1. Kasugach - A venerable Orc shamaness who wanders far and wide; most tribes of Belkzen fear and respect her. She keeps an eye on The Hidden Three through divination.
2. Rumax is a half-orc longhunter, a hunter who will typically head into the wild for weeks or months at a time while collecting skins and furs. He befriended Arnrich, who made him a longrifle, and they occasionally pass time together. Note: Game mechanics-wise he is a ranger with both the trapper and trophy-hunter archetypes. He is of the Chaotic Good alignment.
3. Homer is a huge orc barbarian who has taken a liking to Arnrich. He wields a great-axe and a great-bow and has come to the conclusion that Sarenrae is the Orc fire god. Note: He is of Chaotic Good alignment and Homer is the only name that popped in my head.

enemies:

Enemies
1. "The Crone" is a human witch with a spirit patron and she is also Arnrich's mother. Her union was a deal brokered with an orc shaman (specifically an ancestor mystery oracle) of the Brimstone Haruspex to be allowed to study a battlefield nearby. What the shamans of the Haruspex did not fully realize is that she also planned to use her later born son as an ongoing lure for such spirits. His innocent blood, both human and orc, being the lure to draw the spirits forth for her. But, she awoke one morning to find her young son gone and she has held great hatred for him ever since. Hatred enough to have tracked down and killed some of his companions from time to time. No one knows her true name. She is merely referred to as "the Witch" or "the Crone". She never named Arnrich and merely referred to him as "boy". Her whereabouts are currently unknown.
2. Unger is a half-orc shaman of the Orc Fire God (it is not known whether the varied orc gods are unique gods themselves or aspects of other known gods). He also holds a great animosity toward Arnrich who has openly stated his belief that Sarenrae, as a fire goddess, is the rightful Fire God for orcs and half-orcs to follow. Unger is also Arnrich's half-brother with the same orc father who always favored Arnrich when learning of his exploits through divinations, something that feeds his hatred of his brother. Note: He may be a cleric or an oracle (fire), varied possibilities...
3. Gunter Dorn is a human soldier from Last Wall... a soldier who abandoned his post to track down and kill Arnrich for killing his family. In actuality, it was Unger who did so and not Arnrich. Note: Game mechanics-wise he would probably be a cavalier. His alignment would probably be True Neutral or Chaotic Neutral.

acquaintances:

Acquaintances
1. Elsbeta is a teacher (female Taldan) who feels compelled to teach those less fortunate so they may lift themselves to better positions. Note: Game mechanics-wise, she may be a rogue or bard. She can be based out of any location from Riddleport to Korvosa to Last Wall or anywhere within the inner Sea region. She is one of those people who is just plain too likeable to dislike. Most likely Neutral Good aligned.
2. Richard Ashcrom is an Andoren merchant-banker and philanthropist (Taldan human) who has financed a few small investments for Arnrich the past few years. He has a fair amount of wealth and widely spread contacts. Note: Most likely a rogue and can be found practically anywhere in the Inner Sea region. Or, at least his contacts can. Most likely Neutral Good aligned.
3. David Falstaff is an engineer who previously worked in the factories located in Palin's Cove but fled to safer regions when the trouble began brewing in Korvosa. He has had the opportunity to take in as apprentices a few youngsters Arnrich began training as tool makers and machinists. Note: Troubles were of the Crimson Throne variety and David is most likely a rogue or alchemist or perhaps both. He may have taken up residence in any number of places as appropriate to the campaign.. Most likely Neutral Good aligned but perhaps Neutral.

Abilities:

12 Strength 12
20 Dexterity 16 +2 half-orc +2 belt
14 Constitution 13 +1 level 4
16 Intelligence 16
14 Wisdom 14
13 Charisma 13

Languages: Common, Orc, Giant, Goblin, Draconic, Celestial

combat:

in progress

+5 Initiative +5 Dex

23 AC 10 +5 Armor +5 Dex +1 Dodge +1 Deflection +1 Natural
17 Touch 10 +5 Dex +1 Dodge +1 Deflection
17 Flat Footed 10 +5 Armor +1 Deflection +1 Natural
Shield formula will add +4 shield bonus to AC

53 (current) Hit Points 53 (max)

Saves
+10 Fortitude +7 (base) +2 (Con) +1 cloak
+13 Reflex +7 (base) +5 (Dex) +1 cloak
+06 Willpower +2 (base) +2 (Wis) +1 trait +1 cloak

Mutagen: typically +4 alchemical bonus to dexterity and -2 wisdom. This will increase initiative by +2, dexterity based attacks by +2, increase AC by 1 when in armor (by 2 when without) from the dexterity bonus, increase dex based skills and reflex saves by +2, increase natural armor bonus to AC by +2 (bringing the total AC increase to +3 in armor, +4 without), decrease wisdom based skills and Will saves by 1, lasts for one hour. Occasionally will use a different mutagen.

bite (toothy): threatens squares without having a melee weapon drawn
+6 to hit
1d4+1 damage

+1 scimitar
+7 to hit (+5 BAB +1 strength +1 weapon enhancement)
1d6+2 damage (18-20) x2

+1 revolver, 6 shots, reload fully as a move action, range 20, touch first five increments, misfire on a 1,
+11 to hit (+5 BAB +5 dex +1 weapon enhancement)
1d8+1 damage x4, B&P

bomb, 9x per day, thrown splash weapon
+12 to hit (+5 BAB +5 Dex +1 circumstance +1 weapon focus)
3d6+3 fire damage direct hit, +6 splash Ref save DC 16 for half
Directed Blast (Su)
At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.
This ability replaces swift poisoning.
Discoveries can be added one at a time:
1. Concussive Bombs 3d4+3 sonic damage, +6 sonic splash, direct hit Fort sv DC 16 or deafened for one minute
2. Precise Bombs: Precise Bombs Benefit: 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. If the bomb misses, this discovery has no effect.
3. Explosive Bombs Benefit: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
4. Explosive Missile Benefit: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.

Alchemical Formula:
first 4 +1 (int)
1.
2.
3.
4.
5.

second 3 +1 (int)
1.
2.
3.
4.

racial:

size medium
sensesdarkvision
humanoid (human, orc)
orc blood
Toothy Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. Though not apprenticed to an orc shaman, Arnrich was apprenticed to the "Crone".

gunslinger 1:

Gunsmith, including gunsmithing feat

Grit
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

alchemist(grenadier) 6:

Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magicusing the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discoverybelow). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su) 3d6
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Martial Weapon Proficiency Scimitar replaces Brew Potion

Alchemical Weapon (Su)
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces poison resistance.

Precise Bombs (Ex)
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.
This ability replaces poison use.

Directed Blast (Su)
At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.
This ability replaces swift poisoning.

Discoveries

2 (grenadier) Precise Bombs Benefit: Whenever the alchemist throws a bomb, he can select a number of squares equal to hisIntelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

2 Explosive Bomb Benefit: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

4 Explosive Missile Benefit: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.

6 Concussive Bomb Benefit: When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.

5th level feat extra discovery spontaneous healing (Ex) Benefit: The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

7th level feat extra discovery wings (Ex) Benefit: The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as thefly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Special: An alchemist can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability.

feats:

Bonus (Shaman's Apprentice) Endurance Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

Gunslinger 1 Gunsmithing Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Alchemist 1 Throw Anything Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

1 Dodge Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

3 Weapon Focus (Bombs)

5 extra discovery Spontaneous Healing

7 extra discovery Wings

Traits:

1 (Religion)Illuminator Benefit: You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
2 (Faith) Indomitable Benefit: You gain a +1 trait bonus on Will saves.

skills:

+13 Acrobatics (c) 5 rks +3 class +5 Dex
+03 Appraise (c) 0 rks +3 Int
+01 Bluff (c) 0 rks +1 Cha
+05 Climb (c) 1 rk +3 class +1 Str
+10 Craft (c) (Alchemy) 4 rks +3 class +3 Int and +3, 1/2 level to create items
+10 Craft (c) (Firearms) 4 rks +3 class +3 Int
+07 Craft (c) (Machine Tools) 1 rk +3 class +3 Int
+11 Diplomacy (c) 5 rks +3 class +1 Cha +2 trait (illuminator)
+13 Disable Device (c) 5 rks +3 class +5 Dex
+01 Disguise 0 rks +1 Cha
+05 Escape Artist 0 rks +5 Dex
+15 Fly (c) 7 rks +3 class +5 Dex
+01 Handle Animal (c) 0 rks +1 Cha
+06 Heal (c) 1 rk +3 class +2 Wis
+01 Intimidate (c) 0 rks +1 Cha
+07 Knowledge arcana (c) 1 rk +3 class +3 Int
+07 Knowledge engineering (c) 1 rk +3 class +3 Int
+07 Knowledge local (c) 1 rk +3 class +3 Int
-- Knowledge nature (c) 0 rks +3 Int
+04 Knowledge religion 1 rk +3 Int
+04 Linguistics 1 rk +3 Int
+12 Perception (c) 7 rks +3 class +2 Wis
+06 Profession (c) teacher 1 rk +3 class +2 Wis
+05 Ride (c) 0 rks +5 Dex
+02 Sense Motive 0 rks +2 Wis
-- Sleight of Hand (c) 0 rks +5 Dex
+11 Spellcraft (c) 5 rks +3 class +3 Int
+05 Stealth 0 rks +5 Dex
+08 Survival (c) 3 rks +3 class +2 Wis
+05 Swim (c) 1 rks +3 class +1 Str
-- Use Magic Device (c) 0 rks +1 Cha

equipment:

in progress

mithril chain shirt +1 (note altered to meet Arnrich's winged form)
amulet of natural armor +1
ring of protection +1
ring of sustenance
scimitar +1
revolver +1
traveler's clothing
cloak of resistance +1
belt of incredible dexterity +2
dagger
potion of cure light wounds
waterskin x2
belt pouch
belt pouch
belt pouch
handy haversack
> bedroll
> wand of cure light wounds full charges
> gunsmith's kit
> alchemist's kit
> thieves tools
> toolmaker's kit
> cooking kit
> shaving kit
> potion of cure light wounds
> tinderbox with flint and steel

ammunition
metal cartridges x200
metal cartridges, adamantine blanched x10
metal cartridges, cold iron blanched x10
metal cartridges, silver blanched x10

500 gp

known formula:

1st
1. cure light wounds
2. crafter's fortune
3. bomber's eye
4. shield
5. touch of the sea
6. true strike
7. comprehend languages
8. endure elements

2nd
!. cure moderate wounds
2. see invisibility
3. invisibility
4. alter self
5. cat's grace
6. bullet shield
7. spider climb
8. vomit swarm