Human Alchemist (Grenadier / Saboteur) 1 AC 16/13/13 / HP 10/10 / F +3 R +5 W +1 / Init. +3 / Perc. +5 / Bombs 5/5)
Size
Medium
Age
26
Alignment
CG
Location
Risur
Languages
Common, Orc, Dwarven, Primordial, Sylvan
Occupation
R.H.C. Junior Constable
Strength
10
Dexterity
16
Constitution
12
Intelligence
18
Wisdom
12
Charisma
8
About Arthur Wilde
Arthur Wilde
Male Human Alchemist (Grenadier / Saboteur) 1
CG Medium Humanoid (human)
Init +3; Perception +5
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DEFENSE
-------------------- AC 16, touch 13, flat-footed 13. . (+3 Dex, +3 Armor)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +1
Hero Point 1
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OFFENSE
-------------------- Spd 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Truncheon +0 (1d6/20/x2)
Ranged bomb +4 (1d6+5 Fire) and
. . Crossbow, Light +3 (1d8/x3)
Special Attacks bomb
Alchemist (Grenadier / Saboteur) Spells Prepared (CL 1st; concentration +5):
1st (2/day)—targeted bomb admixture --------------------
STATISTICS
-------------------- Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 15
Feats Icy End of the World, Martial Weapon Proficiency (musket) (B), Point Blank Shot, Precise Shot, Throw Anything (B)
Traits bandit, focused burn, student of philosophy
Drawbacks shadow-scarred
Skills Bluff +5, Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +5, Disable Device +7, Heal +5, Knowledge (arcana) +8, Knowledge (engineering) +8, Perception +5, Perform (oratory (storytelling)) +0, Profession (engineer) +5, Profession (gambler) +5, Sleight of Hand +7, Spellcraft +8, Stealth +8, Use Magic Device +3
Languages Common, Orc, Dwarven, Primordial, Sylvan
SQ mutagen
Other Gear Acid Flask (6) (Crafted), Alchemist's Kit, Bandolier, Crossbow light, Crossbow Bolts (20), Dagger, Formula Book, Playing Cards, Studded Leather, Sunrods (3) (Crafted), Thieves Tools (Common), Tobacco, Truncheon, 7 gold crowns.
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SPECIAL ABILITIES
-------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bandit (Stealth) You gain a +1 trait bonus on this skill, and it is always a class skill for you.
Bomb 1d6+5 (5/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Chameleon Mutagen (DC 14) (Su) Mutagen adds + 1 to Stealth checks, as well as granting a climb speed equal to half his base speed, for 10 minutes per saboteur level. In addition, while the chameleon extract is in effect, the saboteur takes a –2 penalty to his Strength.
Focused Burn +1 fire damage on a bombs direct hit per 2d6 of fire damage normally dealt (minimum 1 point)
Icy End of the World Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Student of Philosophy Use Int instead of Cha for Diplomacy checks to persuade others and Bluff checks to lie.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Five background and concept elements important to Arthur Wilde. 1) As a boy. As a young boy Arthur grew up on the edge of Flint in the Nettles district. Arthur’s father was an ironworker and his mother was a seamstress. His parents worked long hours. During one night shift, Arthur and two of his friends as part of a dare spent a night on Cauldron Hill. Arthur rarely speaks of what happened that night, but local news prints reported that his two friends were found dead with their hair turned white. Shadow-scarred trait. 2) As a young man. Following this loss of his friends on Cauldron Hill, Arthur grew sullen and moody and would often disappear from his parents house for days at a time. It was during these periods that Arthur first met Lorcan Kell, whom would later bring Arthur into a group of street thugs, delinquents and other scoundrel. Bandit trait 3) As an adult. By the time Arthur had turned fifteen, his life had become one of petty crime. It was during this time that Arthur learned how to pick a lock or palm a coin. He rarely spoke to his mother or father and when it did, it turned into arguments over the life he was leading. Everything seemed as if Arthur would continue along his life of crime when one day shortly before his sixteenth birthday, Arthur was caught red-handed trying to steal a silver-pocket watch from an off duty Flint police officer. It was then, that everything changed for Arthur. The officer, Lionel Baxter taking a firm hand
4) Military Service – Trained as a sapper. Keen intellect earned a spot in learning explosives. Teacher was Drakyr dwarf who also along the way taught Arthur about Eshtotolisim.
5) Post-War -
Two goals that are important to Arthur.
1) Atone for his past mistakes?
2)
Two secrets about Arthur, one that he knows, and one that he not yet aware of.
1) Responsible for deaths during the Fourth Yerasol War.
2) Tainted mutagen.
Four people that are tied to Arthur, three are friends and one is an enemy. 1) Lorcan Kell – Lorcan Kell and Arthur Wilde were both apart of the same street gang when Arthur was growing up. Lorcan was older then Arthur by several years but both had grown up amid the Nettles. Arthur spent several years with the group until he witnessed Kell stab a man for not having enough money to satisfy him. Shortly there-after Arthur was arrested by Lionel Baxter who would later guide Arthur into joining the Risuri Army, giving the boy a chance to start over.
2) Lionel Baxter – Now retired, Lionel was the pivot that allowed Arthur to turn his life around. Lionel sees Arthur as something of an adopted son, despite the fact that Arthur’s real father is still alive. Following Arthur returning from the water, it was Lionel who privately told his friend and former partner Stover Delft about Arthur’s potential.
3) Vern Wilde – Arthurs blood father and a retired ironworker, Vern lived a hard life scraping the edge of poverty. As of later, the elderly man has begun to develop a lingering cough. The two rarely stay on contact, partially because Vern blames himself for not being a better father and also because he is too prideful to make the first step in finding some sort of closure between him and his son.
4) Arkady Ruminoff – A Drakyr mercenary who lead the unit of sappers that Arthur belonged to during the fourth Yerasol War. It was through Arkady that Arthur learned the tenets of Eschatology as well as the fundamentals of explosives.
Four memories, mannerisms or quirks Arthur possesses. 1) Gambler – Arthur usually keeps a deck of cards with him. As a way to pass free time, he practices card tricks and shuffling. Following his ordeal on Cauldron Hill, the young boy always found his hands shaking unless he forced them to constantly move. It was Arthur’s father Vern that first gave him a weather pack of cards. Starting first a rudimentary shuffling, the young boy found an enjoyment in the repetitive and mindless movements. This would later serve him well, while in the army he was able to pad his earnings with his after-hours games.
2) Smoker – From the time Arthur wakes up until the time he goes to bed, he is rarely without a smoke in his hand. Arthur finds that the Leaf of Nicodemus calms him and keeps his hands from shaking and that is something useful when you handle dangerous compounds on a daily basis.
3) Fear of the Dark – There are things in the dark that a child is afraid of. There are also things in the dark that can make a man’s blood run cold. Arthur knows these things. The irony of the fact that he was trained to work in the shadows is not lost on him.
4) Philosophical Musings – Throughout both his younger years and then during his time in the war as a sapper, Arthur has seen people die, often for no discernible rhyme or reason. In the Nettles, amid near poverty, Arthur saw those less fortunate die of disease, mal-nutrition or black-lung. Later as part of a street gang, Arthur participated in robberies, until one day the gangs leader Lorcan Kell stabbed a man for not having enough coppers to satisfy him. Later after his lucky arrest, Arthur watched the new weapons of war, explosives, destroy on a scale unthought-of of before. It was terrifying, all of that death without a reason behind it. That was until Arkady Ruminoff, a Drakyr dwarf and Arthurs primary trainer in explosives, taught him about Eschatology.