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About Dundin Larringfassbackground:
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:
-------------------- Statistics -------------------- Str 10, Dex 14, Con 14, Int 18, Wis 14, Cha 8 --------------------
defenses:
-------------------- Hit Points 20 AC 16 (leather armor, trained) AC 19 with Drakeheart Mutagen Fort +7, Ref +7, Will +5 Skills:
------------------- *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 ------------------- 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.
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.
SKILL FEATS:
stuff:
WORN: Backpack, Signal Whistle WEAPONS: spear (B1), clan dagger (L), sling (L) Armor: Leather (2gp, B1)
Adventurer’s pack (1.5gp), thieves tools (3gp), replacement picks x2 (.6gp), repair kit (2gp, B1)
WEALTH:
Perception – Trained
Unarmored, light, medium - Trained
Fortitude – Expert
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