Esmeralda d'Vown's page

38 posts. Alias of Eminem80.


Human Alchemist 3 | HP 21/21 | AC:17 Tch:13 FF:14 | CMD: 17 | Fort +4 Ref +7 Will +3 (+2 Divination) | Init +3 | Perception +6

About Esmeralda d'Vown

GM Mason's Full Submission-Human Alchemist Flavored as an Artificer

First and foremost I am looking for commitment. Given the slow pace of pbps, this game could run for years into the future. This will not be a problem. I am active on the boards and post multiple times daily.

Secondly, I am looking for interesting characters. Well-written backstories, personalities, and motivations will improve your chance of being selected. Working on that now. I love Eberron, so I will have a background that flows well with the campaign setting and allows you opportunity to use it in future situations.

If you are the kind of player who likes having the plot spoon-fed, this is probably not the game for you. While I have written out a considerable amount of plot for this campaign in my notes, I wing things a lot and get my GMing energy from what the players do. I GM two Eberron Campaigns on these boards. I love creativity in RPing. Not following a strict AP is very inviting!

Character story stuff: Submissions should include a backstory, your character's goals/motivations, and a brief description of your character's personality. Optionally, include your characters greatest fears. See below

My current Eberron Games:
Queen of the Dead
Rise of the Vampire King


Esme d'Vown
Human Alchemist (Grenadier) 3
NG Medium humanoid (human)
Init +3; Perception +6


AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 21 (3d8+3)
Fort +4, Ref +7, Will +3 (+2 vs divination)


Speed 20 ft.
Melee dagger +4 (1d4+2/19-20) and
longspear +4 (1d8+3/×3)
Ranged bomb +7 (2d6+3 Fire) and
frost bomb +7 (2d6+3 Cold) and
masterwork composite longbow +7 (1d8+3/×3)
Special Attacks bomb 6/day (2d6+3 fire, DC 14), discoveries (frost bomb, infusion)
Alchemist (Grenadier) Spells Prepared (CL 3rd; concentration +6):
1st—cure light wounds, cure light wounds, shield, targeted bomb admixture
Formula Book:
1st Level: Bomber's Eye, CLW, Endure Elements, Enlarge Person, Reduce Person, Shield, Target Bomb Admixture


Str 14, Dex 16, Con 10, Int 17, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 17

Feats Extra Discovery, Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot, Throw Anything
Traits Pragmatic Activator, Carefully Hidden

Skills Craft (alchemy) +10 (+13 to create alchemical items), Heal +6, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +6, Spellcraft +9, Survival +6, Use Magic Device +9; Racial Modifiers alchemy

Languages Common, Dwarven, Other Language, Other Language

SQ alchemical weapon, fast poisoning, mutagen, precise bombs, swift alchemy

Combat Gear acid (4), alchemical solvent (2), alchemist's fire (2), weapon blanch (cold iron), weapon blanch (silver)
Other Gear bandolier x 2, formula book, mithral chain shirt, dagger, longspear, masterwork composite longbow, arrows (60) blunt arrows (20), cloak of resistance +1, backpack, masterwork, chalk, ink, black, inkpen, mug/tankard, portable alchemist's lab, scroll case, signal whistle, spring loaded wrist sheath, sunrod (2), waterskin, 87 gp, 7 cp (Total Weight 101.88)

Special Abilities

Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+3 (6/day) (DC 14) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Emseralda was born to the prestigious d' Vown family in Cyre. She was the younger sister of Elaydren d' Vown and first cousin to Baron Jorlanna d'Cannith. She, like her sister, was expected to develop the Mark of Making early. Unfortunately, it never happened. In turn, she spent most of her childhood trying to escape her older sister's shadow.

Esme was sent to Morgrave University to learn the art of crafting. She excelled in crafting alchemy. As a matter of fact, her thesis on combining alchemical solutions to Warforged plating was published in House Cannith's Journal of Making. For the first time in her life, she had succeeded in her family's eyes. Her Father Janoir d' Vown called for her to return to Cyre following graduation. Upon her return, she quickly began working in the creation forge, testing her theories. The next year was incredible. She worked hand in hand with her father creating Warforged.

After finally receiving her father's favor, she she realized it was not as fulfilling as she had hoped. Wanderlust set in. Without her parents permission, Esme signed up to join the Cyre military. She joined a platoon of Warforged and provided ranged support as an archer as well as mechanical support to the Warforged soldiers. During her time with the Warforged she had helped create, a love developed for them. The horrors of war proved to be worse than she had ever expected though. After a long year in the field, she longed to return home and see her family.

Her platoon was camping in the Talenta Plains when the Mourning occurred. Even miles from the border, the sound of devastation reached them. They quickly mobilized and were horrified by what they saw at the border to their country. With no country to return to, she found herself in New Cyre. Needing answers to the devastation that rocked her life and country, she soon reported to House Cannith. The House was doing its best to work through the loss of so many of its members. She has been unable to locate any of her family. She now travels to Dvaarnava as a representative of House Cannith to research the rumors that the answer to what happened on the Day of Mourning may well lie hidden there.


Esme feels like she owes a debt to House Cannith and her family name. She enjoyed her time with the Warforged and takes great pride in her ability to communicate with them and meet their health needs. During the last year in New Cyre, she was introduced to the faith of Olladra. Attempting to escape the horrible memories of war, she has take full advantage of the faith's love for gambling and spirits. She has become quite well known in New Cyre for her ability to win at bones. She has also been known to drink quite a few men under the table.

This is just a way of escape though. She has a major desire to make her life significant and discover what happened to her family. The tragedy of the Day of Mourning has haunted her since the end of the Last War. Many of her friends and family disappeared that day. Though she presents herself as charismatic and happy-go-lucky, she is a perfectionist at heart and takes her profession serious. She wants to make her family name proud.

Her primary motivation is to find the reason for the Mourning and recover as many House Cannith artifacts as possible. Rumors of exotic schemas abound and she wants to be the one to find them!


Esme fears the horrors of the Mourning. Many of her friends died that day. She still has nightmares of the landscape of the Mournlands as her platoon traveled through the edge of the mist on their way to New Cyre. She wants to learn everything she can to protect herself and others from ever going through that type of tragedy again.

****Here is the new submission changed from archaeologist bard to an alchemist. If I am accepted, I plan to provide support for the group through generalist infusions including healing, cures, and restoration.****