Half-Orc

Gromsch's page

84 posts. Alias of Stephan Neufang.


Full Name

Gromsch

Race

Half-Orc

Classes/Levels

Alchemist (Grenadier) 5 | AC 17 T 12 FF 15 | HP 19/28 | F +5 R +7 W +3 | Init +2 | Perc +11

Size

Medium

Age

26

Alignment

CG

Deity

Bear Totem

Languages

Abyssal, Aquan, Common, Draconic, Dwarven, Elven, Minkaian, Orc, Varisian

Occupation

Shaman

Strength 10
Dexterity 14
Constitution 10
Intelligence 23
Wisdom 12
Charisma 7

About Gromsch

Gromsch
Male Half-Orc Alchemist (Grenadier) 5
CG Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 Dex)
hp 28 (5d8)
Fort +5, Ref +7, Will +3
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Offense
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Speed 30 ft.
Melee Masterwork Spiked gauntlet +4 (1d4/x2)
Ranged Bomb +6 (3d6+8 Fire/x2) and
. . Masterwork Composite longbow (Str +0) +6 (1d8/x3) and
. . Smoke Bomb (5 rds) +6 (Smoke) and
. . Stink Bomb (5 rds) +6 (Stench)
Special Attacks bomb 3d6+6 (11/day) (dc 20), discoveries (infusion, smoke bomb [5 rds], stink bomb [5 rds])
Alchemist (Grenadier) Spells Prepared (CL 5):
2 (4/day) Cure Moderate Wounds, Cure Moderate Wounds, Bull's Strength, Invisibility
1 (6/day) Reduce Person (DC 17), Shield (x2), Enlarge Person (DC 17), Cure Light Wounds, Bomber's Eye
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Statistics
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Str 10, Dex 14, Con 10, Int 23, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 15
Feats Ability Focus (Bomb 3d6+6), Extra Discovery, Martial Weapon Proficiency (Longbow), Splash Weapon Mastery, Throw Anything
Traits Accelerated Drinker, Deadeye
Skills Appraise +10, Craft (alchemy) +15 (+20 to create alchemical items), Diplomacy +3, Disable Device +10, Heal +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +10, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +11 (+13 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Ride +3, Spellcraft +14, Stealth +7, Survival +5, Swim +1, Use Magic Device +6; Racial Modifiers +2 Appraise, alchemy +5, scavenger
Languages Abyssal, Aquan, Common, Draconic, Dwarven, Elven, Minkaian, Orc, Varisian
SQ alchemical weapon (move action), fast poisoning (move action), mutagen (dc 18), precise bombs, swift alchemy
Combat Gear Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Potion of Heroism; Other Gear Mithral Chain shirt, Mithral Buckler, Masterwork Composite longbow (Str +0), Masterwork Spiked gauntlet, Handy haversack (10 @ 30.5 lbs), Headband of vast intelligence +2 (Diplomacy), Bedroll, Chalk, Flint and steel, Ink, black, Inkpen, Portable alchemist's lab, Signal whistle, 2 Tanglefoot Bags, Travelling spellbook, Twine (50'), Waterskin, 644 GP
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TRACKED RESOURCES
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Bomb 3d6+6 (11/day) (DC 20) (Su) - 0/11
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Potion of Heroism - 0/1
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+6 (11/day) (DC 20) (Su) Thrown Splash Weapon deals 3d6+6 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 min.
Potion of Heroism Add this item to create a potion of a chosen spell.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Smoke Bomb (5 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (5 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
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.

Portrait

Description
Gromsch is an rather short white haired half-orc whose face is rutted by age. He wears long robes which are protected from the nasty substances of his trade by an leather apron. On his back he has a bulky backpack on wich all kinds of strange devices are strapped.

Background
GGromsch was born as an child of the Dead Eye Clan in the Kodar Mountains. His father was the shaman of his village and his mother was a human slave.
Having a natural talent for mixing potions he was taken by his father as apprentice and after death of his father he became the shamen of his village.
One day, his chieftain ordered Gromsch to brew a potion to make him more impressive at a thing with the chieftain of the neighbor village.
Gromsch ordered his apprentice Drulsk to gather several herbs and mixed the potion. To his misfortune, the apprentice plotted to take his position as shaman and replaced a herb with another to change the effect of the potion.
When the thing came, the chieftain drank the potion and dwindled to the size of an goblin.
Gromsch and his apprentice had to flee and was chased by several orks. His flight led them to the south to Varisia, where they knew that his pursuers wouldn't be welcome. After months of hiding and running, they lastly arrived in Kaer Maga. Thinking that they had shaken off his chasers, Gromsch settled then in Kaer Maga and founded there an alchemy shop, finishing the education of his apprentice. One year later, Drulsk left Gromsch and moved on to stand on his own feet.
2 years later, a letter from Druslk arrived. In it Gromsch read that Drulsk had found an employment as an assistant of a Cyphermage scholar for some time and that they were in a village named Doyle's Run unraveling a relucant mystery. Furthermore Drulsk wrote that they could use Gromsch's help determining what substance was used to poison the well of the village.
Gromsch packed his bags and took the road to Doyle's Run, leaving his shop in the hands of his new apprentice Tazrak.