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About Berna "Mimi Pia" PirnazStatistics:
Female Human Alchemist (Grenadier) 2
CG Medium Humanoid (Human) Init +3; Senses Perception +5 ------------------------------ DEFENSE ------------------------------ AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex) hp 19 Fort +5, Ref +6, Will +1 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee +1 Ranged +4
Firebug:
Pragmatic Activator:
Feats Point Blank Shot
Throw Anything
Skills (22 points; 8 class, 8 INT , 2 Skilled, 4 Background)
*ACP applies to these skills
+1 Survival: Wilderness Survival (Machete) Languages Common, Dwarven, Halfling, Gnome, Elven Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Human Dual Talent
Alchemist (Grenadier): Alchemy (Su)
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 magic using 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” discovery below). 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 1st level 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):
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. Mutagen (Su):
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. Martial Weapon Proficiency:
Alchemical Weapon (Su):
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.
Precise Bombs (Ex):
Discoveries:
Infusion
Formulae:
------------------------------ Formula List ------------------------------ 1st (1/day) Adhesive Spittle
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS Studded Leather Armor
Money 6 GP 7 SP 0 CP
Appearance and Personality:
Height: 5'1" | Weight: 110 | Hair: Dark Brown | Eyes: Brown Berna/Mimi is short and rather small-framed. Her head is topped by a great mass of thick brown curly hair that comes over her shoulders. Her skin is tanned from plenty of time in the sun, which has freckled her cheeks and nose as well. Her nose is a prominent feature on her face, long and thin, and it can give her a slightly bird-like appearance. She is not unattractive, but she doesn't put any effort into highlighting her looks. She typically wears clothing that is practical for dirty and messy work. Tough durable fabrics like canvas in colors that do not show stains well are her choice because stains, burns, and other chemical mishaps wreck nicer clothes so easily. Dark brown trousers with boots, a loose black cotton shirt, and a pocketed vest of brown or dark green is what she can usually be found in. Berna/Mimi is not good with people. It's not that she is unfriendly or mean spirited, quite the opposite actually. She tries to make friends and she's helpful and considerate (to the extent her distractions allow her to recognize others' wants and needs). She is not good at reading people, so she usually misses the interpersonal cues people give in communicating. She is also very focused on her particular interests so while some few people might find alchemical processes and gadgetry interesting, she usually bores people without realizing it. Generally she is cheerful and positive in her outlook towards things. She is an optimist who rarely gives up without good reason. She is also not terribly concerned with, or necessarily aware of, many social rules and norms. This can mean companions or friends of hers must sometimes show patience with her and be willing to take the lead in dealing with strangers while finding a way to keep her quiet. Background:
Berna's mother Yassin was a camp follower and occasional prostitute in the train of a Csezan army. When she found herself pregnant, she left to settle in Safaga, a small trade city. As a child, Berna Pirnaz was left to herself mosty. Yassin worked whatever menial jobs she could find, which meant long hours away from home. They were very poor, and sometimes lacked for food and other basics. Their obvious poverty and position as relative newcomers kept them isolated, and Berna had difficulties making friends with other children. Not only was she excluded due to her status, but she was precociously intelligent, which made it difficult to relate well to other children. Instead Berna spent her time visiting the shops and workspaces of the craftspeople around the neighborhood. She was clever, curious, and caused them no trouble. In return, most of them were willing to let her watch them work, and talk to her about what they were doing. Occasionally they let her take scraps or cast offs away with her to play with. Berna was always careful not to wear out her welcome, so she never stayed too long, or asked too much at any one place. She rotated among several places learning a little of this and that over time. Berna's great ability was to take the bits and bobs of information she learned and weave them together into a coherent body of knowledge. While the other children played with each other, she was retracing the steps of what she had seen and heard with her scraps and, eventually, making things that worked. Alchemy was the craft that most captured her imagination and energy, and she took it the farthest. Of course all the time spent in such ways did little to develop her social skills. She continued to be an awkward outsider who did not understand how to connect with others. When Berna was 16 she left home to join Csezan's army as a sapper. She had learned all she could where was she, and she knew of no other way to learn more. At first she was delighted, if a bit overwhelmed by the things she learned and the close presence of so many people. A slightly older soldier in her company named Jovan took her under his wing, and they became friends. Her background led to her training in building and planting explosives. But before too long she found that the military was only interested in teaching her what they needed her to do, and exactly no more. Aside from Jovan, she remained a square peg who shared little with the other soldiers around her. When a tunnel undermining a fortress wall was counter-dug and collapsed by enemy sappers, she was buried alive for several hours, barely escaping with her life. That experience was enough to convince her to leave the army. At the age of 18 she adopted a new name, Mimi Pia, for a new life. Traveling to Siren's Bay she took up residence and started over. Now she works at an apothecary's shop, enjoying a more relaxed life for a while and mulling over what her next steps will be.
10 Minute Background:
10 Minute Background 1) Write five things about your character's concept and background - five things that you think are the most essential parts of your character. 1. Mimi is very, very smart. While she may have no formal education, she is very good at cobbling together an impressive body of knowledge about those things that interest her. 2. Mimi is very socially awkward. She doesn’t understand people and what makes them tick very well. She does try, but her jokes are complex and usually require special knowledge to understand. Her efforts to be nice or have conversations with people tend to result in the other party being put off for some reason, a perception of condescension, boredom, confusion, etc. 3. Mimi loves alchemy. While she is interested in machines and tinkering in general, it is chemicals and their reactions when mixed, along with the required precision of the work that gets her up in the morning. 4. Mimi is more practical and analytical than emotional. 5. Mimi is curious and interested in seeing or learning about new things, but she’s not particularly brave. She is never looking for a fight. If there is one, her goal is to end it as quickly and completely as possible to prevent herself or those with her from being injured. 2) List two goals for the character that you, as a player, think would be cool to see accomplished in-game. First to gain some sort of recognition for something she has invented, or more generally to be recognized for her intelligence in some positive way. Second, to make some friends who genuinely like her despite her awkwardness and foibles. 3) List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. I will also be creating a third secret which you as a player will not be aware of. (Known to Mimi) When she “left” the army she actually deserted. Cseza has little sympathy for deserters, thus her change in name and residence. The light punishment for desertion is slavery, while the typical punishment is death. (Unknown to Mimi) Cseza has very little sympathy for deserters and will go to great lengths to track them down and bring them to justice. Should agents of the Csezan military ever find out about her location, they would seek to capture her and bring her back. 4) Describe three people that are tied to the character through blood, romance, or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. 1. Her mother Yassin (Blood). She misses her mother, and would like to find some way to bring her to Siren’s Bay. 2. Herrik Rogenveen (Romance?). Herrik is Mimi’s only close friend in Siren’s Bay, though Mimi wishes they might become more. He is the son of a grocer, and has some of the same interests as Mimi, though not at the same level. They spend a good much of their free time together. 3. Jomeke Khepri (Honor, Romance?). Jomeke was a fellow soldier who was in Mimi’s company. They were on friendly terms, which may have developed into something more if Mimi had not suddenly disappeared. Jomeke is personally and professionally disappointed in Mimi for choosing to desert. He has since been promoted and reassigned to track and capture deserters. Mimi is assigned to him as one of his cases since he knows her by sight. 5) Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
(Age 7) Being told by a group of children that she could not play with them because she was dirty and her family lived off the scraps from their houses. (Age 10) Building her first working battery with a clay pot, scraps of iron and copper and soured wine. (Age 18) Briefly buried alive in a collapsed tunnel that was countermined and destroyed by enemy sappers during a siege. She was the first of the trapped found, and one of only two to survive. Also, think about your character as a person. What do they…
These are all covered in the “Appearance & Personality” section of the character sheet. |