Cheiton

Marn Stonewood's page

90 posts. Alias of Cuàn.


Race

Dwarf

Classes/Levels

Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

Gender

Male

Size

Medium

Age

63

Alignment

Neutral

Deity

Besmara, Gozreh, Qi Zhong

Languages

Common, Dwarven, Giant, Gnome, Polyglot

Strength 14
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 8

About Marn Stonewood

Base Stats:

HP: 14
Initiative: +2
Speed: 30 ft

Attack
BAB: +1
Melee: +3
Ranged: +2
CMB: +3

Defenses
AC: 15 FF: 13 T:12
CMD: 12
Fort: +4
Ref: +5
Will: +1

Attacks:

Warhammer: +3 (+5 with mutagen), 1d8+3/3, x3

Skills:

[ ] Acrobatics +1
[C] Appraise +3
[ ] Bluff -1
[ ] Climb +1
[C] Craft [Alchemy] +10 (trained)
[C] Craft [Carpentry] +9 (trained)
[C] Craft [Shipbuilding] +8 (trained)
[ ] Diplomacy -1
[C] Disable Device +1
[ ] Disguise -1
[ ] Escape Artist +1
[C] Fly +1
[ ] Handle Animal -1
[C] Heal +6 (trained, 1)
[ ] Intimidate -1
[C] Knowledge [Arcana] +3
[C] Knowledge [Nature] +8 (trained)
[ ] Linguistics +3
[C] Perception +6 (trained)
[ ] Perform [] -1
[C] Profession [Sailor] +8 (trained)
[ ] Ride +1
[ ] Sense Motive +1
[C] Sleight of Hand +6 (trained, 1)
[C] Spellcraft +3
[ ] Stealth +1
[C] Survival +1
[ ] Swim +1
[C] Use Magic Device -1

Traits & Feats:

Traits
Ships Surgeon:
Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer's kit, and you begin the campaign with it, regardless of your starting circumstances.
You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

Grounded:
You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Feats
Level 1: Splash Weapon Mastery
Class 1: Throw Anything

Racial Abilities:

Saltbeard:
Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones.

Surface Survivalist: Hot weather
Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe.

Greed:
See Saltbeard for modification

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.

Stubborn:
Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails.

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.

Class Abilities:

Favored Class: Alchemist ; Bonus: 2/4 NA when using Mutagen

Armor Proficiency: Light
Weapon Proficiency: Simple

Alchemy (Su):
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Extracts

Spoiler:

In many ways, extracts behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Throw Anything
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Bomb (Su): 1d6, 4/day, DC: 13

Spoiler:

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Mutagen (Su): +4 Dex, -2 Wis, +2 NA

Spoiler:
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.

Martial Weapon Proficiency: Dwarven Longhammer
At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

Alchemical Weapon (Su):
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Precise Bombs (Ex):
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.

Discover(Su): DC: 14

Spoiler:

At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Precise Bombs (free):
Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Feral Mutagen:
Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.


Extracts:

Extracts known
Level 1: 5 DC: 14

Cure Light Wounds
Disguise Self
Enlarge Person
Stone Fist
Targeted Bomb Admixture
Touch of the Sea

Extracts prepared:
Level 1: 3
Enlarge Person
Targeted Bomb Admixture
Touch of the Sea


Equipment:

Armor:
Studded Leather

Weapon:
Warhammer

Other Equipment:
Explorer's Outfit
Adventurer's Sash

Backpack
Waterskin
Mug

Alchemist's Kit
Artisan's Tools (Carpentry)
Artisan's Tools (Shipbuilding)

Hooded Lantern
Lamp Oil (3 flasks)

Healer's Kit (10 charges, will remain after Draft)

2 G 6 S 8 C

Background:

Born in the city of Taggoret in the Five King Mountains Marn grew up in a family consisting of both smiths and carpenters, the result of which was that they were known to produce the best and sturdiest wagons in the city.

Shortly after he was born Marn's family left Taggoret in one of their own wagons. His father and uncle were being hired by the Andoran navy, leaving the family business in the hands of Marn's grandfather and other aunts and uncles. For the navy they were initially hired to build wagons big and strong enough to transport smaller ships over land. While his uncle continued working on this Marn's father's attention was soon drawn to the actual building of ships. His mother, being the smith of the family, simply followed her husband in the knowledge that her skill would get her work wherever they lived. Together his parents took Marn and his five brothers and sisters with them to settle in Almas, soon to be joined by his uncle and his family after the wagon project had fallen flat.

Together his parents and aunt and uncle started their own small wharf building river boats. At first their only clients were Dwarven merchants who wanted a Dwarven built ship to transport their goods up and down the Andoshen river they soon drew the attention of the Steel Falcons who liked the sturdiness of their vessels for travels along wilder rivers but also liked their small size, which made them easy to transport on larger, sea going ships. It was in this wharf, building ships for merchants and Steel falcons alike, that Marn spent most of his youth. There he, his siblings and his cousins learned their way around the hammer in a manner uncommon among Dwarves.

Marn was only 30, a very young age for a Dwarf, when he joined the Grey Corsairs as an on board shipwright. While most of his family now built large ships in addition to their sturdy river boats he wanted to see what their ships were actually used for. On this ship, the Winged Maiden, Marn sailed for more than half a dozen years. In these years he became very close to the ship's surgeon, a Tien man named Suryo. Together they fitted more than two dozen prosthetics over those years, both for the crew and for freed slaves who had lost appendages.

After the years aboard the Winged Maiden Marn returned to the wharf but could not get the sea out of his mind, resulting in him signing on with the Gray Corsairs permanently.

Since then Marn has spent most of his days at sea. First as shipwright but later also as the ship's surgeon. While the privateers freed slaves from slaveships Marn worked below deck, keep the ship in one piece and taking care of the wounded. Once they had secured the slaves most time would be needed to patch them up.

Every time they delivered newly freed slaves at Almas he would visit his family's wharf and help out for a few days to bridge the time until he set sail again. As such he knows of the secret project his family is working on for the Eagle Knight: The Ironclad. It's a ship fully plated with the finest mithral, despite the name, and with an adamantine spike on the front to ram enemy ships. The ship would be propelled by two large wheels at the sides of the rear end of the boat, though they still had problems finding a decent way to power these wheels.

They were nearing a breakthrough when Marn was called away again. This time they would be impersonating a Chelish navy ship in order to get information on a slave deal in the Shackles.

While the others were busy working after landing in Port Peril Marn was given shore leaf for the time being. On the first night of he shore leaf he decided to go for a drink in an inn called the Formidable Maid, the name somehow bringing back fond memories of the first ship he had sailed on.