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About Marilwenn "Runyon" GaladruinnonMarilwenn "Runyon" Galadruinnon
Traits and Special Qualities:
Bomb (Su) 6/Bombs per day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, the bomb inflicts 1d6+5 points of fire damage. Splash damage 6 points with Reflex save DC 15 for half damage. Discovery: Precise Bomb Bombs can exclude up to five adjacent squares from damage. Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks. Mathematical Prodigy (Knowledge (Arcana)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. Mutagen (Su) At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time - if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a -2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. 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. Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. Poison Resistance +2 bonus on all saving throws against poison. Poison Use Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon. History:
They found her at the edge of the woods.
She was clutching an abacus and looking a bit wan and weary, but was otherwise in good health, and the village took her in with every intention of sending her on her way once spring came. Of her unpronouncable name they made a mangled but more manageable moniker; the inelegant and frankly vegetal "Runyon." The town's hedge wizard, widowered some years ago, took a shine to the bright and bright-eyed elf orphan, and his attentions were rewarded when she proved to have no small amount of magical talent, and a voraciously questing intellect. She read everything that anyone in the village owned that could be read, even town meeting minutes and crop reports, the latter of which she charted and graphed and cross-referenced with the almanacs to help increase planting efficiency. Or so was her intent, anyways. Spring turned into summer, which became fall and winter and a year which grew into several years. The hedge wizard passed away, leaving the girl everything he had, which was little indeed but at least enough to get her to a city, where she found university life agreed with her tremendously. Many years and many degrees later, she has now finally left the safety of academia with an eye for starting a business, if she can just get the capital together, and get to the right area; an area with many hauntings, somewhere with heavy astral activity. Appearance:
At a table in the corner of the coffeeshop is a tall elven woman. Her long green hair is tied up carelessly and sticks out at odd spikey angles and her glasses(!) reflect the light of the candles on the table and the fire roaring in the fireplace. She expertly works a well-worn abacus with her left hand and is writing on one of the many sheets of paper strewn about the table in front of her. Her mouth moves as she works; mutterings in many languages can be heard escaping under her breath. Her boots are solid and rough, like those a human or dwarf might wear, and her clothes are likewise very un-elven in make and manner. Mud-crusted pant cuffs peek out from under the hem of a battered and ancient leather trenchcoat, and her forest-green tunic clashes terribly with her hair and eyes.
=================== Her figure is angular and graceful, but quite skinny, even for an elf, and her mantis-like gait is emphasized by those heavy boots and almost a little unnerving to see.
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