Alchemist

Grima Skuldafn's page

12 posts. Alias of Jubal Breakbottle.


Gender

Male

About Grima Skuldafn

APPEARANCE:
Grima looks like an average dwarf. He’s of average height, 4-feet 2inches, and average weight. His beard his thick and black as soot. His eyes are pale blue, the color of fine steel. His head is severely balding above his forehead but shaved bald for fashion.

If he was not a Skuldafn, he would be unremarkable. As a Skuldafn, he is dull, weak, and nothing more than a disappointing dwarf compared to his father and older brother Vigar. Everyone knows it especially Grima.

Lawful Neutral Male Dwarf

Alternate Racial Trait:
Craftsman (Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.)

Class Gunslinger (gun tank) 1 / Inquisitor (infiltrator) 1
Favored Class Inquisitor
Age 65 Height 4-ft, 2-in Weight 200 lb.
Hair Bald Eyes gray

GAME MECHANICS:
Initiative +1; Senses Perception +10, Darkvision, Stonecunning (Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.)

==DEFENSE==
AC 20, touch 11, flat-footed 19 (+9 armor +1 dex)
HP 24 (1d10 +1d8 +3x2 Con)
Fort +7, Ref +3, Will +7
Armor Full Plate Armor
Defensive Abilities
- Defensive Training (Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.)
- Hardy (Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.)
- Stability (Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.)
- Birthmark (+2 trait bonus on all saving throws against charm and compulsion effects)
- Dwarven Boulder Helmet (+2 AC to confirm criticals)
- +1 Will vs. lie detection (Necessary Lies)
Special Defenses
- Gun Tank Resolve

==OFFENSE==
Speed 20 ft/x3 (Heavy armor)
Melee Dwarven Longhammer +3 (2d6+3) 20/x3
Melee Cold Iron Boarding axe +3 (1d6+2) 20/x2
Melee Dwarven Boulder Helmet +3 (1d4+2) 20/x2
Ranged Touch +1 Musket +2 (1d12) 20/x4 Range 40-ft.
Offensive Abilities
- Hatred (Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.)
- Weapon Familiarity (Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.)
Special Attacks
- Power Attack –1 attack, +2/3 damage one/two handed melee
- Justice Judgment +1 attack

==STATISTICS==
Str 14, Dex 12, Con 16, Int 10, Wis 20, Cha 5
BAB +1, CMB +3, CMD 14

Feats
Dynasty Founder – story
Armor Proficiencies (Light, Medium, Heavy) – Gunslinger (gun tank)
Shield Proficiencies (including tower shields) – Gunslinger (gun tank)
Weapon Proficiencies (Simple and Martial) – Gunslinger (gun tank)
Gunsmithing – Gunslinger (gun tank)
Power Attack - 1st

Traits
Rich Parents (social)
Birthmark (faith)

Skills 4+6 = 10 ranks
(1) Bluff +14 (Guileful Lore & Charm of Wisdom)
(1) Craft (alchemy) +4
(1) Diplomacy +14 (Guileful Lore & Charm of Wisdom)
(1) Heal +9
(1) Intimidate = +14 (Guileful Lore & Charm of Wisdom)
(2) Perception +10 (+12 Stonecunning)
(1) Profession (soldier) +9
(1) Sense Motive +9
(1) Spellcraft +4
* = Armor Check Penalty –6 (Full Plate Armor, Heavy)

Languages Common, Dwarven

ABILITIES:

Deeds & Grit 5 Grit points per day
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gun Tank’s Resolve (Ex): At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. At 10th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While a gun tank’s resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.

Conversion Inquisition Charm of Wisdom (Ex) (You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks)

Misdirection Always set to Neutral. At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).

Guileful Lore At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

Forbidden Lore While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).

Necessary Lies An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.

Judgment 1 per day, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
- Healing: The inquisitor is surrounded by a healing light, gaining fast healing 2.
- Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
- Resistance: The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

SPELLS:

Spell-casting
Caster level check to overcome spell resistance +1
Concentration check +6
Spell DC = 15 + spell level
Spells reset at dawn to honor the Oath-Keeper

Spells Known
0th level: (at will) Create Water, Detect Magic, Sift, Stabilize
1st level: (3/day – 0 used) Cure Light Wounds, Keep Watch

EQUIPMENT:
Gear
Worn 96 lb.
(100 gp) Signet ring
(free) Explorer’s outfit – 8 lb.
(1,500 gp) Full Plate Armor – 50 lb.
(70 gp) Dwarven Longhammer – 20 lb.
(20 gp) Dwarven Boulder Helmet – 10 lb.
(12 gp) Cold iron boarding axe – 3 lb.
(free) Musket – 3 lb.
(0.2 gp) loaded shot
(0.5 gp) bandolier
(1 gp) signal horn – 2 lb.

backpack
(9 gp) Fighter’s kit – 29 lb.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
(1 gp) Grooming kit – 2 lb.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
(0.5 gp) waterproof bag – ½ lb.
. (30 gp) alchemical cartridges (5)
. (116 gp) alchemical paper sheets (20)
(9 gp) powder horns (3) – 3 lb.
. (3 gp) black powder doses (30)
(3 gp) pouch of bullets (30) – ½ lb.
(10 gp) journal – 1 lb.
(8.3 gp) ink and inkpen (3)
(2 gp) scroll case (2) – 1 lb.
(2 gp) folding chair – 10 lb.

(15 gp) medium treasure chest – 50 lb.
. (75 gp) Noble’s outfit – 10 lb.

Currency 5 sp

Carrying Capacity 117 – 175 lb.= Heavy load
Load 173 lb., Heavy load

BACKGROUND:

Vigar Skuldafn casts a long shadow. Before Grima apprenticed, the consensus of the community was that he would always pale beside his older brother and never measure up to his father. Grima never enjoyed learning in school, probably because he always stewed in the terrible treatment of his peers. They tormented him, because they were jealous of the Skuldafn family and because Grima let them. Grima accepted the community’s assessment of disappointment in him and trudged on.

For his apprenticeship, the Skuldafn family could afford anything but the low expectations inhibited almost everything. His father sent him to the battle-masters to train him to be a soldier, so at least he could bring glory to Skuldafn in a worthy death. Grima accepted the judgment and persevered. He learned the power of command, orders, and discipline. He did not graduate at the top of his class, but he wasn’t at the bottom either. It was there that his ambition grew; he was a Skuldafn, too. Not everyone could be dazzling diamond like his brother, Vigar. Maybe there were other tunnels to the mother lode.

Grima prayed for inspiration. In his childhood, he accepted the divine patron of Kols, because leadership and nobility was what the community judged that he lacked. He prayed for guidance. His praying increased in frequency and fervor the older he got. The night that his father died, his prayers were answered. The morning after he pledged his soul for the abilities to lead and persuade, he awoke marked on his hand and blessed with a proverbial silver tongue. The mark (birthmark) that he would show his fellow dwarves looks like a hammer, but he doesn’t told anyone that it changes shapes.

The effects of his silver tongue started to change his life slowly. He had decades of reputation to overcome. Eventually, the elders began to take notice; even his brother recognized the transformation. He became a key supporter and fixer for his brother and angled himself to lead the soldiers and be chief spymaster on the mission.

PERSONALITY:

His life of social torment made a Grima an introvert, comfortable alone and socially isolated. His mind is calculating and ambitious in the use of his parsimonious talents. However, the gods have now granted him a proverbial silver tongue with the power of almost, mind control. His current project has been to successful launch his family’s Skuldafn Expeditionary League.

ADVANCEMENT:

3rd level: Inquisitor - Cornugon Smash
Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time.

4th level: Inquisitor
Solo Tactics At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
5th level:
6th level: Add Bane; Invisibility & Ear Piercing Scream
7th level: Add Escape Route & Cornugon Smash; add Resist Energy & Expeditious Retreat

POSTING HABITS:

During the weekday, I usually can post frequently between 9am to 4pm and 8pm to 10pm. During the weekend, I usually can only post at the very beginning of the day and at the end of the day. All times Eastern time zone.