Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Bedlam smiles broadly as he follows Morthak into the room.
alchemical weapon ranged touch: 1d20 + 4 ⇒ (14) + 4 = 18 hehe...choo!:
Sneezing powder 2/
Source Ultimate Equipment pg. 107 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Adventurer's Armory pg. 19 (Amazon) Price 20 gp; Weight 2 lbs. Category Alchemical Weapons Description This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check. Construction Craft (Alchemy) DC 25 We be here to release yous from boredom!
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
At the suggestion of storming the room, Bedlam reaches for another iron vial from his bandolier.
mutagen:
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 Hefting the heavy pick off his shoulder, Bedlam moves beside Morthak.
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Peering intently at the ground around the northern passage, Bedlam looks for signs of trip wires, pressure plates, and the clue of other traps.
stone cunning:
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Bedlam glances at his googles, frowning. He takes a dirty hanky out of his pocket.
extract:
Heightened Awareness Source Advanced Class Guide pg. 183 (Amazon) School divination; Level alchemist 1, arcanist 1, bard 1, druid 1, hunter 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1, shaman 1, skald 1, sorcerer/wizard 1 Casting Casting Time 1 standard action Components V, M/DF (a coffee bean) Effect Range personal Target you Duration 10 minutes/level (D) Description You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check. Bedlam places the iron vial back in its place. He smiles at the group. Beginning again, he over-looks the area.
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Bedlam smiles broadly at Pedwyn.
He nods to the group, raising a full mug of stout.
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Bedlam nods in greeting to Pedwyn. He pushes the vials at each of the group before resecuring his pack. We be going in the morn, then? Me s'posse dat food be needed. The rugged dwarf looks at the empty mugs littering the table. Most happily take more of ya ale, misses!
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Bedlam then looks at Erigga and Red Feather. Delighted. Me be wanting to delve a dungeon, so this be Torag's will. He begins digging in his pack, which rests on the floor between his booted feet.
Dese be helpful, but they only last fer and hour. Yous mentioned The first day we encountered giant serpents and worms and centipedes., so me think that dis will be handy. He invites the group to each take one of two different colored liquid vials.
Bedlam smiles. Me own concoctions! 1 antitoxin and 1 antiplague each.
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Igneous Cobalt wrote:
Bedlam nods his head sagely. He raises an eyebrows as Igneous speaks. He smiles as he picks up another mug of ale (whose?), draining it while intently staring at the other dwarf.Setting down the empty mug with another loud belch, Bedlam says, Mmmm....aye....me be seeing your problem. Bedlam looks at the others of the group seated at the table.
Bedlam doesn't know...lol.
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Bedlam frowns as Morthak explains. He absently scratches his bearded cheek, studying the group before him. The rugged dwarf nods his hairy, googled head. I be believing that Torag weren't wanting dem types about; mussing up a perfectly decent dungeon and all! Bedlam takes another mug of ale (whose?). He drains it and he lets out a belch. I shall help you!
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Bedlam (having just sat down) immediately jumps up from his chair.
Aye? I be thinking that yer group delving deep?,
Bedlam then pulls up a chair.
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Olga a gleeful middle aged woman greets you at the door. " Welcome to Zelkor's ferry. I'm Amelia, and my husband Odo and I are the owners of this inn. I'm sorry all of you must be weary after the long boat ride, come take a seat by the fireplace." The dwarf bows his head at Olga.
The dwarf bows again as he enters the Inn.
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Bedlam has some alchemical items that he will pass out, once it is appropriate.
I originally purchased 2 potions of clw, but if allowed, I would like to "trade" those for more mundane equipment? A wand of clw being in the party is an attractive idea, although I completely understand the cost and I would concur with the continual flame idea. I am trying to gear him up as an expert dungeon delver...
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Walking up the dock, hefting a full backpack, and pointedly looking over the stone walls, is a 4'2 dwarf.
You be needing better walls ther them toddle toys.,
He stares up at the sun for a moment.
Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Thank you. Bedlam will be purchasing more equipment once his funds are...expanded a bit.
So i read the game thread over the weekend in order to get a feel for the party dynamic.
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