Harpram Gavers

Brom Arrano's page

13 posts. Alias of Lekkric18.


Full Name

Brom Arrano

Race

HP 9/9 | AC 15 TAC 15 FAC 13 | Fort +2 Ref +4 Will +2 | CMB +0 CMD 12 | Martial Focus: Yes

Classes/Levels

Actions/Attacks:
Medical Training: heal [result-14] hit points | Splash Weapon: +3 vs touch, range 20, see item for details

Gender

Half-Elf Scholar (Doctor) 1 | Init +2, Perception +6 |

Size

Medium

Age

20

Alignment

Neutral Good

Languages

Common, Elven, Varisian, Thassilonian, goblin, halfling

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Brom Arrano

Half-Elf Scholar (Doctor) 1
NG Medium Humanoid (human, elf)
Init
+2, Perception +6
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AC 16, TAC 12, FAC 14
(+3 Armor, +2 Dex, +1 shield)
HP 9 (1 HD)
Fort +2, Ref +4, Will +2
BAB +0; CMB +0; CMD 12
Str 10(0), Dex 14(+2), Con 14(+2), Int 18(+4), Wis 10(0), Cha 8(-1)
Speed: 30 ft
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Common Actions

Medical Training: Standard Action, Heal check to heal [result - 14] hit points

Throw Alchemical Item: ranged touch attack +3 (incl. point blank shot), range 20 (bombchucker), see item for effects

Formulae prepared (4): Salve, Improved Alchemist's Fire x2, Improved Acid Flask

Innoculations: select [int] number of allies, they are immune to negative effects of alchemical items

Race:

Half-Elf
+2 int
immune to sleep, +2 to saves vs enchantment
bonus feat: skill focus (heal)
+2 perception
Blended View: has both low light vision and darkvision
Favored Class (scholar): +1 hp

Class Abilities:

Scholar (Doctor)
Alchemy and Scout Spheres

Martial Tradition (Chemist) Bonus Talents: Equipment (Fast Draw), Alchemy sphere (formulae package), Barroom sphere, 1 additional talent from Alchemy or Barroom

Medical Training: The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill. In addition, the scholar may expend one use of a healer’s kit and make a special DC 15 Heal check on an ally as a standard action that provokes an attack of opportunity; if this check is successful, the ally recovers 1 hit point +1 for each point by which the scholar exceeds the DC. If the scholar has at least 5 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability damage +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total.

Innoculations:Starting at 1st level, the doctor learns to protect her allies from the effects of her abilities. At the start of each day, the doctor can select a number of allies up to her Intelligence bonus (minimum 1); both the doctor and the chosen allies are immune to the negative effects, including hit point damage, of the doctor’s alchemical items and material impositions. Positive effects of alchemical items and material impositions, such as hit point healing, still affect the doctor and her allies normally.

Spheres and Talents:

Each Sphere may give 5 ranks + 5 ranks per talent to an associated skill in addition to other benefits of the sphere

Alchemy (Formulae)
Skill: Craft (Alchemy)
Salve (Formula)
Improved Acid Flask (Formula)
Aligned Liquid (Formula)

Barroom

Equipment
Quick Draw

Scout
Skill: Stealth

Formulae:

Save DC for all formulae (if necessary) is 10 + int + ranks in craft (alchemy)

Improved Alchemist Fire

Craft DC: 20
You create a flask of alchemist’s fire that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 fire damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of fire splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). All targets closer than the furthest splash damage ring catch fire and suffer an additional 1d6 points of fire damage again on each subsequent round. Affected targets can use a full-round action to attempt to extinguish the flames before taking this additional damage with a successful Reflex save; rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).
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Improved Acid Flask

Craft DC: 15
You create a flask of acid that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 acid damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of acid splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 25, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).
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Salve

Craft DC: 15
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.

Traits and Feats:

Skills:

Adventuring Skills
Total ranks: 12

Acrobatics: 7 (3 class + 2 dex + 1 trait + 1 rank)
Bluff: -1 (-1 cha)
Climb: 0 (0 str)
Diplomacy: -1 (-1 cha)
Disable Device: 2 (2 dex)
Escape Artist: 2 (2 dex)
Fly: 2 (2 dex)
Heal: 11 (3 class + 4 wis + 3 feat + 1 rank)
Knowledge (Arcana): 8 (3 class + 4 int + 1 rank)
Knowledge (Dungeoneering): 8 (3 class + 4 int + 1 rank)
Knowledge (Nature): 8 (3 class + 4 int + 1 rank)
Knowledge (Local): 8 (3 class + 4 int + 1 rank)
Knowledge (Planes): 8 (3 class + 4 int + 1 rank)
Knowledge (Religion): 8 (3 class + 4 int + 1 rank)
Perception: 6 (+3 class, +2 race, +1 rank)
Ride: 2 (2 dex)
Sense motive: 4 (3 class + 1 rank)
Spellcraft: 8 (3 class + 4 int + 1 rank)
Stealth: 6 (3 class, 2 dex, 1 rank) Free with Scout Sphere
Survival: 0 (0 wis)
Swim: 0 (0 str)
Use Magic Device: 8 (3 class + 4 int + 1 rank)

Background Skills
Appraise: 4 (4 int)
Craft (Alchemy): 8 (3 class + 4 int + 1 rank) Free with Alchemy Sphere
Handle Animal: -1 (-1 cha)
Knowledge (Engineering): 4 (4 int)
Knowledge (Geography): 8 (3 class + 4 int + 1 rank)
Knowledge (History): 8 (3 class + 4 int + 1 rank)
Knowledge (Nobility): 4 (4 int)
Linguistics: 4 (4 int)
Lore: 4 (4 int)
Profession: 0 (0 wis)
Sleight of hand: 2 (2 dex)

Equipment:

Carried
Backpack (2 lb)
2 Bandoliers
Healer's Kit (1 lb)
Bombchucker (1 lb)
Studded Leather armor (20 lb)
Buckler (5 lb)
3 flasks of acid (3 lb)
dagger (1 lb)

Mule
pack saddle
Healer's kit
Alchemy crafting kit
2 Waterskins
10 trail rations
bedroll, blanket

18g 4s
Total Encumbrance: 33
Encumbrance: Light 33, Medium 66, Heavy 100

Background:

Brom Arrano grew up in his father’s successful alchemy shop in Magnimar, Arrano’s Elixirs. He was always fascinated by the way his father could mix a few different herbs, dusts, or fungi together to create something entirely new and useful. As a child, he spent all his free time in the shop, watching his father work and talking to the customers. Growing up, he began to go along with his mother on her trips outside the city to gather the various ingredients for his father’s concoctions. It was another fascinating world to him; there was so much to learn, and his quick mind absorbed everything.

All was well in his young life until one day he and his mother were picking mushrooms in a birch grove just a few miles outside the city and were beset by a large rabid wolf. Thinking quickly, he threw a handful of spores into the face of the beast, causing it to stop its attack and begin sneezing fitfully. It was only temporary though, and as they were running away to the safety of the city walls the animal soon returned to the hunt and quickly gained on them. They thought it was all over and had turned to try defending themselves when a single arrow flew out of the woods to the side, putting the sick animal down for good. Panting heavily, leaning on each other for support, they saw a slender elf woman come out of the woods to the side of the road and casually pull the arrow from the wolf’s chest, clean blood off the arrowhead and put it back in her quiver. It was the most beautiful thing he’d ever seen.

That’s how he met Shalelu Andosana; running for his life and being saved at the last moment. Since then he has made an attempt to get closer to her, but was rebuffed. As soon as he was able, he took to the roads; travelling with caravans not as a guard, but as a healer. It was an opportunity not just to expand his horizons and learn from new experiences, but to give back a little, save other travelers as he’d once been saved. He’s only recently arrived in Sandpoint, passing through on his way home to Magnimar.

Appearance:

Brom is a young half-elf, slightly taller and thinner than average. He has longish brown hair that sometimes falls forward over his brown eyes, and a long pointed chin. He's usually seen wearing his brown pocketed overcoat, which may be clinking with all the vials and other bottles in his pockets.