Gambler

Jirrik 'Jiri the Bomb' Jaederl's page

24 posts. Alias of Aubrey the Malformed.


Full Name

Jirrik Jaederl, aka Jimi the Bomb

Race

Dwarf

Classes/Levels

Alchemist (Crypt Breaker/Trap Breaker) 2

Gender

M

Size

M

Age

45

Alignment

CN

Deity

The Traveller

Strength 12
Dexterity 16
Constitution 14
Intelligence 17
Wisdom 12
Charisma 6

About Jirrik 'Jiri the Bomb' Jaederl

Height: 3’2”
Weight: 36 lbs
Eyes: Brown
Hair: Thick, unkempt brown hair and beard
Skin: Ruddy
Region of Origin: Karrnath

Level: 2
Xp: -

Total Hit Points: 19 (8 + 5) + (+4 CON)
Damage received: 3

Speed: 20'

Armor Class: 17 (10 +3 DEX +4 armour)*
Touch AC: 13*
Flat-footed: 14
*Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Initiative modifier: +3

Fortitude save: +5* (3 base +2 CON)
Reflex save: +6* (3 base + 3 DEX)
Will save: +2* (0 base +2 WIS)
*Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

BAB: +1
CMB: +1 (+1 BAB +0 STR)
CMD: 14 (10 +1 BAB +0 STR +3 DEX)*
*Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Special:
Darkvision: Dwarves can see in the dark up to 60 feet.
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.
Alkahest Bombs: 7/day, save DC 14
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Crypt Breaker’s Draught (Su): Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.
Trap Sense (Ex): A crypt breaker gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the crypt breaker reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Attacks(1):
Staff (+2 attack, 1d6+1 damage, crit x2, bludgeoning)
Light Crossbow (+4 attack, 1d8 damage, piercing)
Bomb (+5 attack, 1d4+3 (1d8+3 v corporeal undead and constructs) acid damage, range 20', crit x2, splash)
(1) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Feats: Extra Bombs, Medium Armour Proficiency (B), Throw Anything (B)
Traits: Bruising Intellect, Vagabond Child
Discoveries: Trap Sense

Hero Points: -

Languages: Dwarf, Common, Undercommon, Draconic, Goblin

Skills (4 ranks + 3 INT + 2 background +1 favoured class)
Appraise +8 (2 ranks + 3 INT + 3 class skill) (1)
Craft (Alchemy) +8 (2 ranks +3 INT + 3 class skill)
Craft (Traps) +8 (2 ranks +3 INT + 3 class skill)
Disable Device +11 (2 ranks +3 DEX +3 class skill +1 trait +1 level +2 tools -1 ACL)
Intimidate +8 (2 ranks + 3 INT + 3 class skill)
Knowledge (Dungeoneering) +5 (2 ranks +3 INT)
Knowledge (Engineering) +5 (2 ranks +3 INT)
Knowledge (Local) +5 (2 ranks +3 INT)
Perception +7 (2 ranks +2 WIS +3 class skill) (2)(3)
Sleight of Hand +8 (2 ranks +3 DEX +3 class skill)

(1) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
(2) Dwarves receive a +2 bonus on Perception checks to potentially 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.
(3) A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.

Equipment: Masterwork Armoured Coat (Max Dex +4, ACP -1), Staff, Light Crossbow, 20 bolts, Concealable Thieves Tools, Formula Book, Belt Pouch, Bandolier x2, Alkali Flask x2, Iron Pellet Grenade x2, Holy Water x2, Flash Powder x2, Antitoxin x2, Bladeguard x2, Sunrod x2, Tindertwig x5, Cheap Cigars

Magic items: Potion of Barkskin (CL3), Potion of Cure Moderate Wounds (CL3), Potion of Invisibility (CL3)

Encumbrance: 42lbs/Light
Money: 200gp

Prepared infusions
Save DC: 10 + 3 (INT) + infusion level
1st level: Bomber's Eye (*), Cure Light Wounds (*), Crafter's Fortune ( ), Disguise Self ( ), Expeditious Retreat ( ), Shield (*)

Profile: Jiri's family were exiled by political enemies in the wake of the Mror Succession, and as refugees they ended up turning to crime on the margins of Karrnathi society to make ends meet. Jiri's father became in-demand as the best tomb robber in Korth, and in time Jiri followed in his footsteps. Together they used their understanding of mechanics, alchemy and subsurface survival to raid the sepulchres of many rich nobles, dragging themselves up from the gutter to live a good life on the proceeds. Jiri embraced the criminal life with gusto, mixing easily with cutthroats, cutpurses and fences. However, in Karrnath the dead do not necessarily rest in peace, and the activities of Clan Jaederl drew the attention of the Emerald Claw. One fateful night, Jiri's family disappeared and he fled Karrnath, getting as far away as he could to finally wind up in Sharn.

Jiri has long and wild unkempt brown hair and beard, which he doesn't bother to groom like most dwarves. He wears a scruffy leather coat and a battered black broad-brimmed hat, and is rarely without a smoking cigar. Given the circumstances of his family's exile, he identifies little with dwarven society and values and instead sees himself as part of the criminal fraternity, albeit a skilled professional and more than few steps up from a common pickpocket or enforcer. He has a fairly sour disposition and is generally happy in his own company, brewing some explosive concoction or finessing a mechanism. Anyone who crosses him receives a savage tongue-lashing and he is enough of a dwarf to bear grudges long and hard.