Alchemist

Daen Aarland's page

17 posts. Alias of profburns.


Race

HP 15/15, AC 16, Init +2, Perc +0/+1 traps | F+2, R+2, W+3, CMB+1, CMD 13 | Spells 1: na/3

About Daen Aarland

Daen AarlandGmail Doc
Level 2 Human Artificer
S 10; D 14; C 13; I 18; W 10; C 12)
Init +2; Perception +0/+1 Traps

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DEFENSE
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  • AC 13, touch 12, flat-footed 12 (reinforced tunic, everyday wear)
  • AC 16, touch 12, flat-footed 12 (hide, when experiments are cranking up or field work)
  • AC 17, touch 12, flat-footed 12 (hide + shield, cracking heads)
  • HP 15 (8 1st level class + 5 2nd level rolled d8 + 2 2 levels of CON)
  • Fort +1, Ref +2, Will +3
  • Others DC -1 for Intimidating Daen
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    OFFENSE
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  • Speed 30 ft.
  • +6 Ingenuity Points
  • Melee (dagger): +1 = +1(CMB)
  • Melee Damage (dagger): 1d4+1, 18-20, x2
  • Ranged (crossbow): +3 = 1 BAB + 2 DEX
  • Ranged Damage (crossbow): 1d6, 1d8, 19-20/x2, 80 ft

    Crunch:

    Daen Aarland
    Male 2nd level Human Artificer
    NG Medium Build
    Init +2; Perception +0/+1 traps
    S 10; D 14; C 13; I 18; W 10; C 12)
    BAB +1; CMB +1 (+1 BAB + 0 STR); CMD 13 (10 + 1 CMB + 2 DEX)
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    Traits/Drawbacks
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    -Pragmatic Activator (use INT instead of CHA for Use Magic Device - reflects his analytical approach to breaking down magic)
    -Eldritch Auditor (+2 Spellcraft and Will to identify true properties - tied to his skills as a general auditor)
    -Secret Shame (-1 save against fear and DC intimidate checks to demoralize Daen are reduced by 1 - tied to the death of his previous master)
    -Elemental Accident (Electricity - once per day can receive resistance 10 for 1 round - tied to the death of his previous master)
    -(2 given, plus character drawback and 3rd trait)

    Feats: 3 (including bonus feat)
    -Skill Focus (Use Magic Device +3)
    -Point Blank Shot (+1 bonus on attack rolls and damage within 30 ft)
    -Precise Shot (No penalty shooting into melee)

    Skills: 22 ranks (4+4 lvl 1 + 4+4 lvl2 + 2 human bonus lvl 2 + 4 extra) (limited 2 ranks)
    -Acrobatics +2 (0 R + 2 DEX)
    -Appraise +6 (2 R + 4 INT)
    -Bluff +1 (0 R + 1 CHA)
    -Climb +0 (0 R + 0 STR)
    -Craft - Armor +6 (2 R + 4 INT)
    -Craft - Mechanical +6 (2 R + 4 INT)
    -Craft - Weapons +5 (1 R + 4 INT)
    -Craft - Sculpture +5 (1 R + 4 INT)
    -Craft - Jewelry +5 (1 R + 4 INT)
    -Craft - Alchemy +6 (2 R + 4 INT)
    -Diplomacy +1 (0 R + 1 CHA)
    -Disable Device +4/+5 (2 R + 2 DEX/+1 Magic Traps)
    -Disguise +1 (0 R + 1 CHA)
    -Escape Artist +1 (0 R + 1 CHA)
    -Fly +2 (0 R + 2 DEX)
    -Heal +0 (0 R + 0 WIS)
    -Intimidate +1 (0 R + 1 CHA)
    -Knowledge - Arcana +6 (2 R + 4 INT)
    -Knowledge - Engineering +6 (1 R + 4 INT)
    -Knowledge - Religion +6 (2 R + 4 INT)
    -Perception +0/+1 (0 R + 0 WIS/+1 Traps)
    -Perform +1 (0 R + 1 CHA)
    -Ride +2 (0 R + 2 DEX)
    -Sense Motive +0 (0 R + 0 WIS)
    -Spellcraft +6/+8 (2 R + 4 INT/+2 determine true properties of magical item)
    -Use Magic Device +10 (2R + 4 INT(Not CHA)+ 3 Skill Focus + 1 Artisan Bonus)

    Special Abilities
    -Artificer Knowledge - can create spell trigger, spell completion, power trigger and power completion items without having to cast the necessary spells or have the powers
    -Artisan Bonus = + ½ level to UMD
    -Brew Potion - use up to ½ price of materials (potions by level )
    -Ingenuity +6 = 2 level + 4 INT - Ingenuity points can turn touch to close range infusions
    -Scribe Scroll - Create a scroll of any spell that you know - raw materials costing half of the base price (see extraordinary artisan)
    -Trapfinding +1 Perception to locate traps and + 1 Disable Device
    -Bonus Feat (Extraordinary Artisan - see above)
    -Rugged Craftsman - gains full benefit of 4 hours per day creating magical items while adventuring instead of normal two
    -Unravel (suppression) - Use ingenuity points to disrupt magical energies that power magical items

    Spells
    -Unlimited cantrips
    -3 1st level infusions
    -Useful Links
    [**]Infusions by level
    [**]Sorceror/Wizard Spells
    [**]Druid Spells
    [**]Cleric Spells

    Equipment (200 gp base)
    -Reinforced Tunic (+1 AC, +5 Max DEX Bonus, AC Penalty 0, 5 pounds, worn) (5gp)
    -Hide Armor (+4 AC, +4 Max DEX Bonus, AC Penalty -3, 25 pounds, at shop) (15gp)
    -Light Wooden Shield (+1 AC, AC Penalty -1, 5 pounds, at shop) (3gp)
    -Light Crossbow (1d6, 1d8, 19-20/x2, 80’ range, 4lbs, at shop) (35gp)
    -Bolts (20, 1lb) (2gp)
    -Dagger (1d3, 1d4, 19-20/x2, 10’ range, 1lb, carried) (2gp)
    -Tools, Artisan (common, sculpting, 5lbs, at shop) (5gp)
    -Tools, Artisan (common, jewelry, 5lbs, at shop) (5gp)
    -Tools, Artisan (common, machinery, 5lbs, at shop) (5 gp)
    -Tools, Artisan (common, weaponsmithing, 5lbs, at shop) (5 gp)
    -Tools, Artisan (common, armorsmithing, 5lbs, at shop) (5gp)
    -Scrivener’s Kit (ink, ink pen, spare pen nibs, pigment for making ink, tiny knife, blotter, ruler; at shop) (2gp)
    -Gear Maintenance Kit (polish, small file, a leather paring knife, conditioning oil, two cloths, extra leather straps, a sewing needle, a few buttons; at shop) (2gp)
    -Spell Component Pouch (at shop) (5gp)
    -Merchant’s scale (+2 appraise for metals or weights; at shop) (5gp)
    -Alchemy Crafting Kit (Extracts, Mutagens, and Bombs material; at shop) (25gp)
    -Dungeoneering Kit (at shop, packed in backpack, including fresh notebook [character goal, learning knowledge engineering; 25lbs) (20gp)
    -Mess Kit, Deluxe (1gp) (*this means something - we don’t know what yet!)
    -Ink, Black (at shop) (8gp)
    -Ink, Prominent Color of Agency Logo (16gp)
    -Canvas, 10 square yards, cut into 40 15”squares (at shop) (1gp)
    -Grease, to protect canvas (at shop) (1gp)
    -Parchment (50 pieces; at shop) (10gp)
    -Stationary (3 blank; at shop) (3gp)
    -Stationary (3 made up with Agency Logo; at shop) (5gp)
    -Various gems and beads with metal wire, hemp twine, and leather cords (at shop) (10gp)
    -Polished river quartz (1.5” diameter) (found during a scouting expedition with his old master; carried on him)

    Desired Equipment
    -Potion Bracer!
    -Warforged Repair Kit

    Fluff:

    - Daen has spent the last several years training as an artificer under Master Maril Thorn of Sharn. Madam Thorn was a minor member of House Vadalis but bragged of studying under the masters of House Cannith. She always claimed that her knowledge, expertise, and house knowledge made Baron d’Cannith reconsider access to other house members. She was an excellent teacher, but was torn between the teachings of the two houses and was always secretive. In the months leading up to her death, it was even worse. Recently, she had been angry with her old colleagues and had claimed House Vadalis’ star was rising. Shortly after was the accident that killed Miril Thorn. Following the accident, Daen was released from his contract and no one else was willing to pick him up. Either due to the nature of Miril’s death of something else, it was as if a black mark had been placed on Daen’s head. He carries a secret shame related to his master’s work and/or death, and is terrified that others will discover it (-1 against fear or DC intimidate checks to demoralize). This is also where the resistance bonus trait comes from (Electricity - once per day can receive resistance 10 for 1 round)
    - When the opportunity to join Sebastian’s limited liability agency, Daen jumped at the chance. He brings the punch and can provide situational aids to help the group investigate. With the new warforged on the team, Daen is excited to see what they can do together. With his witty negotiation, Daen now has a workshop/bedroom at the agency. Unfortunately, what he didn’t realize was that this now put him at call all night long.
    -Unfortunately, the new agency hasn’t taken off as they all expected. Because of his secret shame, Daen can’t take on the big jobs and opportunities available to someone of his training. Instead he is relegated to selling small charms and potions through a proxy (who takes a cut) and minor repairs/appraisal work that are also directed to the agency (with ads noting that he is available late). If he was properly registered and prepared to do business openly, these activities would bring considerably higher levels of income, but there are benefits of living on the edge too. Daen doesn’t want to bring too much attention to himself and his past. (This lifestyle would bring in approximately 7.5gp a week, but I imagine all of this is poured back into supplies and cost of living).
    -Recently Daen found an unusual warforged near the shop. He felt like he should be able to recall his individual, or maybe something about the incredible carapace that it had been built. He is friendly with the new companion that he shares his room with, but he also fears that this newcomer might be related to his old life. For his old, dead master had been talking about discovering one of the secrets of Baron Merrix’s new construction methods. Daen had thought that it was limited to the energy they were imbuing upon the warforged, but maybe he had meant a whole new construction material.