Azmur Kell

Magnes Coalbrow's page

737 posts. Alias of Movin.


Full Name

Magnus Coalbrow

Race

Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Size

Medium

Age

59

Strength 17
Dexterity 14
Constitution 15
Intelligence 17
Wisdom 13
Charisma 11

About Magnes Coalbrow

Magnes Coalbrow
Male Dhovarr Alchemyst 3
N Medium Humanoid (Dwarf)
Init +4; Senses: Dark vision 60 Perception +7 (+9 vs stonework) Hero points: 1
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Defense
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AC 17, touch 16, flat-footed 14 (+2 Dex, Armor+4 Shield+1) (dodge+3, superseded by armor.)
hp 20
Fort +5, Ref +5, Will +2
+3 vs spells/SLAs/psn (Trait, Glory of the old)
+5 vs PSN (Alchemist poison bonus)
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Offense
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Speed 30 ft.
Melee
(current weapons. Masterwork long spear, Battleaxe, Alc silver Warhammer)
Longspear +5 1d8+4 20x3
Ranged
Bomb (6xd) +4 2d6+3 fire 20ft
Sling +4 2d3+3 50ft

Under Moonshine Stupor (Ex) (+STR)
Longspear +7 1d8+7 20x3
Bomb 6xd 2d6+2 fire 20ft
Sling +4 1d3+5 50ft

Modifiers:
Summon monster 1 1/day

Alchemist extracts Prepared (CL 1):

1 (DC 15, 4/day) -Long arm, -CLW-, True strike , Monkey fish

Alchemist extracts Known (CL 1):
1st:
Ant haul, Crafter's fortune, Enlarge person, heightened awareness, cure light wounds, True strike, Longarm, Monkeyfish
Shield, endure elements, reduce person, bomber’s eye [APG], comprehend languages, jump, keen senses [APG], negate aroma [APG], touch of the sea [APG] Expeditious retreat. Stone fist[APG] Bouncy body, See Alignment
L2:
Alter self, bulls strength. blur, Alchemical allocation[APG], fire breath [APG], Resist energy, vomit swarm [APG]

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Statistics
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Str 17, Dex 14, Con 15, Int 17, Wis 13, Cha 11
Base Atk +0; CMB +3 CMD 17
Feats: Combat reflexes,
Traits: Accelerated drinker, Student of philosophy, Glory of the old
Drawback: Hedonistic

Skills
Craft:Alchemy +3/3/3/3* +12
Craft:Coom +3/1/3 +7
K:Arcana +3/2/3 +8
K:nature +3/3/3 +9
Perception +1/3/3 +7
Spellcraft +3/3/3 +9
Disable device +2/2/3 +7
Diplo +3**/2/3 +8
Stealth 2/1/3 +6
*bonus from alchemy class ability.
**Int to Diplo, does not apply on gather info just to change someones opinion.

Languages Common, Dwarf, Gelben, Damaskarn, Malaborian
SQ
+1 circumstance bonus in sunlight

Gear

Purchase prices.:

Kit, Alchemists 15gp
-10 torches +.1gp
Kit, Alchemy crafting 25gp
Kit, Gear maintenance 5gp
Grooming kit 1gp
Fishing kit .5gp
Mighty fine hat 1gp
1 cask (2 gallon storage)
2gallons of Dhrovarr stout (4gp)
Hide shirt 20gp
Club. 0
Gauntlet, spiked 5gp
Sling 0gp
Acidx 3 10
2 vials of Acid
Iron flasks

2 flasks of mead
3 flask (now full of moonshine)
1 empty rum bottle

Current items from loot.
Potion of bulls strength.
Battleaxe
Gambling: +50gp, 2 potions CLW.

Anytool 250gp
Alembic of blah-blah. 500gp
Mstrwk Living steel buckler 265
Spell learned from the spellbooks/potions we collected:
130gp in writing costs.
Chain shirt 100gp
Alchemical silver War hammer 102gp
Mstrwk longspear 305gp
replacement lamp oil 10 vials .33gp
Alchemist fire x6 40gp
Acid x1 3.33gp
Healy Myrrhx3 25gp
Anti tox/plauge x2 each 66gp.
Twitch tonic x1 15gp


Gear:
Alchemical silver war hammer
Battle axe
Club
Spiked gauntlet
Masterwork longspear
Masterwork living steel buckler
Chain shirt
Alchemist kit
gear maintenance kit
fishing kit
grooming kit
Mighty fine hat
Myriad empty flasks and casks.

Magic:
Travelers anytool
Alembic of learning stuff
Potion of CLW x2
Potion of bulls strength

Alc items:
Alc fire x6
Acid x6
Healy Myrrh x3
Anti toxin x2
anti plauge x2
Twitch tonic x1
Lamp oil x5 (was 10)

105.83GP

Dhorvar traits:

Darkvision: Dhouvarr can see perfectly in the
dark up to 60 feet.

• Dhouvarr Artisanry: Dhouvarr gain a +2 racial
bonus to Stonecraft, Smithing and Appraise
(metals or gemstones) checks.

• Hardy: Dhouvarr gain a +2 racial bonus on
saving throws against poison, spells, and spell-
like abilities.

• Stability: Dhouvarr gain a +4 racial bonus to
their Combat Maneuver Defense when
resisting bull rush or trip attempt while
standing on the ground.

• Stone Glide: Dhouvarr ignore difficult terrain
rules when traveling in rocky terrain.

• Stone Sense: Dhouvarr gain a +2 bonus on
perception checks to notice unusual
stonework, such as traps and hidden doors.
They receive an automatic check to notice
such features whenever they pass within 10 feet
of them.

• Weapon Familiarity: Dhouvarr are proficient
with battleaxes, heavy picks, and warhammers,
and treat any weapon with the word
“dhouvarr” in its name as a martial weapon.

Alchemist abilities
Alchemy, Bombs, Moonshine stupor.

Moonshine Stupor (Ex)

A moonshiner's body and mind handles alcohol differently from other people, mixing with his innate magical energy to astounding effect. As a move action, that does not provoke an attack of opportunity, the moonshiner can drink a tankard of ale or similar quantity of alcohol to enter into an intoxicated state for a number of rounds per encounter equal to 3 + his Intelligence modifier. At 2nd level, and every two levels thereafter, the duration of the moonshine stupor increases by 1 round. Upon entering into a moonshine stupor, the moonshiner gains a +2 dodge bonus to his AC and may apply a +4 alchemical bonus to his Strength, Dexterity, or Constitution, at the cost of a penalty to a mental ability score. He may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. If the moonshiner applies a bonus to his Strength, a –2 penalty applies to his Intelligence. If he applies a bonus to his Dexterity, a –2 penalty applies to his Wisdom. If he applies a bonus to his Constitution, a –2 penalty applies to his Charisma. Temporary penalties to Intelligence, such as those gained from the moonshiner's intoxicated state, do not decrease the total number of rounds that a moonshiner can remain in his intoxicated state. At 8th level, and again at 15th level, the dodge bonus of a moonshine stupor increases by +1 and the alchemical bonus increases by +2.

While in a moonshine stupor, the moonshiner can drink a potion, an extract, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion or extract has its normal effect, while an alcoholic drink allows the moonshiner to maintain his stupor that round without expending a round of moonshine stupor for the encounter (instead of the alcohol's normal effects). For each alcoholic drink consumed while in a moonshine stupor (including the drink that initiated the stupor), the moonshiner is sickened for a number of rounds equal to 2 times the number of rounds spent in the stupor. If the moonshiner enters into a moonshine stupor while sickened, the sickened condition is suppressed for the duration of the stupor, but then the moonshiner becomes nauseated instead of sickened after the stupor ends. The moonshiner cannot enter into an inebriated state while nauseated. This ability replaces mutagen.

Poison resistance +2

Signature Brew (Ex) (Lost poison use.)

Starting at 2nd level, when the moonshiner creates an extract he can infuse a bit of alcohol with the extract. When consumed, a signature brew is treated as both an extract and an alcoholic drink. When creating a signature brew, one tankard of ale or similar quantity of alcohol is consumed in the process. This ability replaces poison use.

Mystworld stuff.

Infans Solaris (Ex): Alchemy derives a large portion of its power from the sun, and as a child of the sun, so too
does an alchemist. When the alchemist is in natural
sunlight, he gains a +1 circumstance bonus to all rolls
he makes.

Abiogenesis (Sp): By combining the elements around Abiogenesis (Sp):
him and willing them to animation with a little push,
an alchemist can recreate the effects of a summon
monster spell once per day. At the end of the ability's
duration, the creature crumbles in the elements that
were used to create it.

Hermetic Seal (Sp): Sometimes an alchemist deals with
dangerous substances that should not be accessible to
ordinary people. To protect that which is his, and to a
lesser extent would-be trespassers, three times per day
an alchemist may expend a standard action to replicate
the effects of either a hold portal or gentle repose spell.

Fermentation (Ex): In food processing,
refers to the process by which carbohydrates are
anaerobically converted into alcohols or acids. For an
alchemist it can be a little different. By forcibly
burning carbohydrates stored within his own body, an
alchemist can create an acid effect outside his body.
Using fermentation deals one point of lethal damage to
the alchemist for every spell level recreated (acid arrow
would deal two points of damage, zero level spells deal
the effects of either a hold portal or gentle repose spell.
one non-lethal damage) or one point of lethal damage
per power point that would be expended. For every five
points of damage dealt to the alchemist in this manner
(lethal or non-lethal), he takes one point of temporary
Constitution damage, which can be restored by eating.
One meal restores one point of damage. An alchemist's
level must be double the level of any spell or effect he
re-creates in this manner. Unlike the classical
elements, fermentation is limited only by how much
damage the alchemist can take, not his class level. If a
spell would put an alchemist's hit points at or below
zero, the spell fails and the alchemist is reduced to one
hit point.

Backstory:

Born in the last true city Magnes (been called Magnus for so long even he hardly remembers the correct spelling for his name. Perhaps his grandfather was drunk when he named him.)
Past of the Coalbrow family, who once had another name long ago but many centuries ago they lost that knowledge along with much else of the family name as refugees. They settled in Pheombar and proved the monkier that became their name was apt. A smith family by name with only one black sheep barring Magnes, his grandfather Bismat who vanished for fourty years only to return at the head of a full cart with two oxen. The cart stacked with gold and precious metals.
Bismat never spoke of the hows or whys but in the presence of such wealth the Coalbrow family welcomed their lost one and didn't pry terribly deep. They even let the odd man choose a name for their second grandson when he was born many years later.
Apparently the man drank quite heavily though thus Magnes (yes with an E) was named. The perk of being a secondborn was to be permitted to lag some in his studies of the family business. The young dwarf finding quiet company in his grandfather compared to the hustle the rest of his family went about their day with.
Then one day Bismat died, they held his wake and sorted through his pockets.
Magnes found the old mans personal journals and discovered that he hadn't just been a dwarf with a penchant for strong liquor, he had also been an alchemist of fair skill, the coot had written memoirs and instructions about his learning with Magnes specifically in mind. Magnes followed Bismat's request to not inform the family what he was and MAgnes took up the art of Brewmaking.
His family was displeased with his vocation choice but in the end they relented and let him pursue it.
So loaded with brewers gear and his grandfathers books secreted away the dwarf traveled from the land of his home into a world he had never before seen.

The Dhouvarr now travels the roads seeking landmarks and people his grandfather had wrote on.