Diseased Rat

Burahl Narnec's page

288 posts. Alias of Rocan.


Full Name

Burahl 'The Frail' Narnec

Race

Ratfolk

Classes/Levels

Alchemist 5

Gender

Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10

Size

Small

Alignment

TN

Location

Korvosa

Languages

Common, Varisian, Halfling, Gnome, Dwarven

Occupation

Alchemist and Shopkeeper

Strength 12
Dexterity 17
Constitution 13
Intelligence 20
Wisdom 14
Charisma 11

About Burahl Narnec

Burahl 'The Frail' Narnec:

Burahl ‘The Frail’ Narnec
Male Ratfolk Alchemist 5
TN Small Humanoid (Ratfolk)
Init +3; Senses: Perception +10, Darkvision

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DEFENSE
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AC 17, touch 14, flat-footed 14. . (+1 size, +3 Dex, +3 Armor) +2 Dodge vs animals
HP 38 (8 +4d8+5+5)
Fort +6, Ref +7, Will +3 (+4 saves vs Poison)

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OFFENSE
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Speed 20 ft. (Light Armor)
Melee: Quarterstaff +5 (+1 Size, +1 Str, +3BAB)(1d4+1/x2)
Ranged: Bomb +8(+9 within 30 feet)(+3 Dex, +1 Size, +3 BAB, +1 Throw Anything) (3d6+5)(+1 damage when within 30 feet), splash (3+5) DC 17 Reflex to halve
Mwrk Light Crossbow +7 (1d6/19-20/2x)(40 bolts)
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STATISTICS
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Str 12, Dex 17, Con 13, Int 20, Wis 14, Cha 11
Base Atk +3; CMB +2; CMD 15 (10 +1 Str +3 Dex -1 Size +2 BAB)
Feats: Brew Potion (Bonus Feat), Throw Anything (Bonus Feat), Extra Bombs, Extra Discovery (Precise Bombs), Point Blank Shot (5th)
Traits: Resilient (+1 Fort Save), Secret Knowledge (+2 Knowledge (Local)) Knowledge (Local) becomes a class skill.
Skills: Appraise 5 rank (+13), Craft (Alchemy) 5 rank (+15), Heal 5 rank (+10) Knowledge (Local) 5 rank (+15), Knowledge (Arcana) 4 rank (+12), Knowledge (Nature) 5 rank (+13), Perception 5 rank (+10), Spellcraft 4 rank (+12), Disable Device 4 ranks (+10), Stealth no ranks (+7, +3Dex +4Size), Fly 3 ranks (+9).
Languages: Common, Varisian, Halfling, Gnome, Dwarven
Combat Gear: Quarterstaff (2lbs), mwrk Studded Leather Armor (175gp, 10 lbs), mwrk Light Crossbow, 40 bolts (185+2gp, 2+2lbs)
Other Gear: Pouch Belt (1gp, 0.125lbs), Waterskin (1gp, 1lbs), Bandolier (5sp), Spell Component’s Pouch (5gp, 2lbs), 5 potion of CLW, 2 Flasks of Acid (4lbs), 4 Flasks of Alchemist’s Fire (6lbs), 2 Bandages of Rapid Recovery (2x200gp, 2lbs), 5 Vials of Medium Spider's Poison (2 used on crossbow bolts)(Medium spider's venom. Frequency 1/round for 4 rounds, injury poison, Fort DC 14, 1d2 Str damage, cure 1 save)
Encumbrance: 33,25 lbs; Light Load, (Light Load up to 43lbs)
Money: 160gp left
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SPECIAL ABILITIES
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Extracts 5/day (lvl 1), 3/day (lvl 2)
Bombs: 12/day (CL+Int+2), 20 ft range 3d6 points of fire damage +5 (Int), Splash damage (3+5=7) to creatures in 5 ft range of square hit. Reflex DC17 to halve splash damage
Bonus Feats: Throw Anything, Brew Potion
Mutagen: 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.
Alternative Racial trait: Unnatural; +2 Dodge bonus to AC vs animals, -4 penalty on all Cha based skills to affect creatures of the animal subtype. An animal’s starting attitude towards it is one step worse than normal
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Poison Resistance +4
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Discovery:
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Precise bombs: An Alchemist can target which tiles to hit with her splash damage.
Explosive Bombs: Bombs now have a 10 foot radius and creatures hit with a frontal hit of the bomb catch fire.

Favored Class Bonus: Alchemist (+5HP)
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EXTRACTS
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1-level extracts known (3+1+4 Int=7) DC 16
Shield: +4 AC shield bonus
Detect Secret Doors
Bomber’s Eye: +10 ft range for bombs, +1 att
Crafter’s Fortune
Cure Light Wounds
Enlarge Person
Expeditious Retreat
Shock Shield (learned 3rd level)
Keen Senses (Learned from Fredo)
True Strike (learned from Raijinn)
Disguise Self (4th level)
Targeted Bomb Admixture (5th level)

2-level extracts known DC 17
Lesser Restoration (4th level)
Cat's Grace (learned from Raijinn)
Invisibilty (learned from Fredo)
Barkskin (5th level)

Background:

Burahl grew up in Korvosa, in the district known as Old Korvosa. Part of a reasonably large family of ratfolk inside the city, about 30 members spread out among 5 families. Life was rough for his parents and his 4 siblings, two older brothers, an older sister and a younger sister. They lived in old buildings, basements and other cramped spaces, usually with another family of his kin, sometimes with some other cramped up citizens, like gnome, though they were not preferred. Living life relatively inconspicuous, he and his family were at a reasonable good place.
Until his family was approached by a man from Gaedren, a local man in ‘power’. His brothers were soon recruited to gang-life, ‘The Little Lamms’, his father was offered a spying job on military activity in the East Shore district, this had become fatal to him as he was caught on an unlucky day and sentenced to death. His sisters however were spared such lives, just like him, the man of Gaedren had looked at him and laughed at the frail ratfolk boy, announcing that he would not need someone as weak of body as him. His younger sister, Thissi, the one he loved the most, eventually got addicted to a drug named Shiver, spread by Gaedren’s dealers. Watching as his favourite person slip away into a life of dependence on it, he tried to get her out of it. To that aim he stole a book out of a shop once, titled: Alchemy: Ingredients, preparation and usage or ‘How to heal ailments, transform, bombard and turn lead into gold. The last part, he found, was a hoax. Initially he stole it to try and cure Thissi of her dependence. He had created a small lab under the Old Korvosa streets, an old basement of a collapsed building. Concealing the entrance to it and making a new way in and out took him a few months. Later, when he found and made a simple elixir that should do the trick, he rushed over to his old house on the other side of Old Korvosa, only to find his mother sobbing over the lifeless body of Thissi, she had overdosed on Shiver.

Vowing revenge on Gaedren Lamm for his sister, father and his brothers, which are still active as strong-men for him now, he waits patiently for a chance to strike out at the crimelord. Burahl has also set up a shop in Old Korvosa, selling some of his potions, substances and such in his secret basement, known mostly among ratfolk across the city that have a grudge against Gaedren. A small crude mark and signs at the rubbled building in a combination of Gnome, Halfling and Varisian cryptically describes the shop: Visit the Bee and his Nectar, flutter around the clock and descent into heaven through the pollen. Appearing as a madman’s ramble, it describes to get to Burahl Nernac’s shop, go clockwise around this sign, and descent the concealed stairs among the rubble. When someone gets inside, Burahl will welcome them with him saying:”Finest potions available”

The latest news he had heard was that someone he had rescued and helped recover, did his old adversary Gaedren Lamm in. His revenge had been successful, though not in the way he had imagined it to be. Burahl now finds himself being contacted by the guards via others, they had learned of his healing and helping the wounded during the time that disease had run rampant throughout Korvosa. Now he has been summoned through one of his regulars to meet with Marshall Kroft. He had been hesitant at first to answer the invitation, but eventually showed up along with some other fighters and mercenaries.

Personality:

Burahl is a reclusive character, bent on improving his work and exacting his vengeance (eventually). He has some outside information coming into his shop, and a few regular visitors of his shop who’s company he enjoys. His work and lifestyle give him a bit of a asocial mannerism towards others that are not so dedicated as him. Others usually feel the same way, though many of them acknowledge his knowledge and skill of alchemy, arcane and the natural world, often common folk come to him for advice on such things.
Though lately he has been less reclusive than before, helping victims of the riots in Korvosa, wealthy and poor alike. He still has a soft spot in helping others carry on.

Appearance:

He is 4 feet 1, lean and scruffy looking. He weighs slightly less than other ratfolk, at 72lbs. Mostly he wears robes when working, though when travelling through the city he dresses himself as a common traveller, with a leather armour under his robes and a quarter staff in his hands which he appears to lean on. Hiding a few of his mixtures under his robes to not seem conspicuous to guards throughout the city.