Harsk

Dundin Larringfass's page

265 posts. Alias of Chainmail.


Full Name

Dundin Larringfass

Race

Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

About Dundin Larringfass

background:

Dundin grew up in Highhelm born to a family that made the finest weapons and armor in the clan. The young dwarf did not show aptitude with the blacksmith tools, and was a great disappointment to his family.
He used this as an excuse to join trade expeditions to sell the family goods and explore the world. He was fascinated with machinery and alchemy, and after meeting an dwarf inventor from Alkenstar, began to learn to craft items that the inventor was proficient with: potions and explosives. He earned the respect of the dwarf craftsmen in the area, but his family did not share his enthusiasm for "strange inventions". He also made a homonculus familiar using his own blood and hair from his beard, which was unsettling to his family.
Dundin has spent time with both Iruxi and elves, and is proficient in their language. He has traded with many underground races and has learned the undercommon language and a HATRED for dark dwarves who attacked him on one of his trade missions.
Dundin is a follower of Torag, and just as he believes Torag made all dwarves, he feels the power of Torag any time he makes something. His alchemical familiar, though produced by Dundin, he believes to be infused with the divine spark of Torag.

Dundin Larringfass
Alchemist 1 (Mutagenist)
Ancestry: Dwarf (Forge Dwarf)
Dwarf Ancestry w Ancestry Feats:

You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Ancestry Feat Level 1 = Eye for Treasure
Ancestry Feat Level 1 = Dwarven Lore

Background Conservator:

Some history survives only so long as its physical remains
do. You’ve developed robust museum skills to identify relics,
preserve artifacts, recreate ancient technologies, and even
rebuild shattered treasures—often with painstaking patience,
a steady hand, and even a little magic. Your contributions
don’t end there, as whether you’ve mastered diligent
recordkeeping or helped uncover smuggling rings that are
looting archaeological sites, you’ve made an impression.
Hearing of your promising abilities, representatives from
Clan Tolorr contacted you, inviting you to study with their
museum masters and share your own techniques, all while
helping preserve over 10,000 years of history!
Choose two ability boosts. One must be to Dexterity or
Intelligence, and one is a free ability boost.
You’re trained in either the Crafting skill or the Thievery
skill, and you’re trained in either the Accounting Lore or the
Underworld Lore skill. If you selected Crafting, you gain the
Quick Repair skill feat. If you chose Thievery, you gain the
Assurance (Thievery) skill feat.
Connection: Ria, an oread gnome curator who studies
rivethun traditions
Reputation Points: +1

Alignment Neutral Good [Diety = Torag]
Languages Common, Dwarven, Undercommon, Iruxi, Elven, Draconic
Perception +5 (Trained)

appearance:
Dundin is a small, wiry dwarf with a carefully braided beard. He carries a bandolier of potion bottles to make it easy to get to his creations as well as a belt with many belt pouches.
Dundin also carries a spear on his back with a sling.

crunch:

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Statistics
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Str 10, Dex 14, Con 14, Int 18, Wis 14, Cha 8

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Actions
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Speed 20 feet
Ranged bomb +5
Ranged sling +5 (1d6B, propulsive, 50' range)
Melee clan dagger +5 (1d4P, agile, versatile S, finesse)
melee spear +3 (1d6P, thrown 20') +5 ranger
Quiver of 20 sling bullets (.02gp)

defenses:

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Hit Points 20
AC 16 (leather armor, trained)
AC 19 with Drakeheart Mutagen
Fort +7, Ref +7, Will +5

Skills:

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*Acrobatics +5
*Arcana +7
*Athletics +3
*Crafting +7 (+8 recall know)
Deception -1
Diplomacy -1
Intimidation -1
*Lore (Dwarven) +7
*Lore (Underworld) +7
*Medicine +5
*Nature +5
Occultism -1
Performance -1
*Religion +5
*Society +7
*Stealth +5
*Survival +5
*Thievery +5

Feats and Abilities
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Alchemist Feat 1: Alchemical Familiar
familiar Mini D:

Homonculus
5 hp, 25ft move, size tiny
Familiar abilities = independent
Master abilities = additional reagents

Daily reagent use:

4 drakeheart mutagens
2 bottled lightning
4 skunk bombs

skunk bomb:

Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target is sickened 1 and slowed 1 while sickened.
Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened.

Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent.
PFS Standard
Skunk Bomb (Lesser)
Item 1
Source Treasure Vault pg. 45 1.1
Price 4 gp
Bulk L
The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15


drakeheart mutagen:

Drakeheart Mutagen
Item 1+
Alchemical Consumable Elixir Mutagen Polymorph
Source Advanced Player's Guide pg. 253 2.0
Usage held in 1 hand; Bulk L
Activate [one-action] Interact
Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow.

Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action.

Activate [one-action] Final Surge ; Effect You Stride twice. The drakeheart mutagen's duration ends.

Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.
PFS Standard
Drakeheart Mutagen (Lesser)
Item 1
Source Advanced Player's Guide pg. 253 2.0
Price 4 gp
Bulk L
The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first.

SKILL FEATS:
Background: Quick Repair : You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
Crafter's Appraisal (from Ancestry feat): Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.

stuff:

WORN: Backpack, Signal Whistle

WEAPONS: spear (B1), clan dagger (L), sling (L)

Armor: Leather (2gp, B1)
WORN:

Adventurer’s pack (1.5gp), thieves tools (3gp), replacement picks x2 (.6gp), repair kit (2gp, B1)
backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Compass (1gp), 10 Candles (.1gp), signal whistle (.08gp), caltrops x2(.6gp)
Formula Book: Drakeheart Mutagen, Warblood Mutagen, Alchemists Fire, Bottled Lightning, Skunk Bomb, Elixir of Life (minor)

WEALTH:

Perception – Trained
Simple weapons, alchemical bombs – Trained
Unarmed – trained
Martial -
Advanced -

Unarmored, light, medium - Trained
Alchemist class DC - Trained

Fortitude – Expert
Reflex – Expert
Will – Trained