Corsair

Mhazruk Kruhl's page

412 posts. Organized Play character for Agent Eclipse.


Full Name

Mhazruk "Rook" Kruhl

Race

| HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield

Classes/Levels

Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Gender

CN Half-Orc Alchemist 4

Size

Medium | 5' 8" | 180

Age

20

Special Abilities

Familiar: Dr. Needles

Alignment

CN

Deity

Haagenti

Location

Urglin and The Hold of Belkzen

Languages

Abyssal, Celestial, Common (Shoanti), Draconic, Giant, Gnoll, Goblin, Ignan, Infernal, Orcish, Shadowtongue, Sylvan

Occupation

Alchemical & Siege Weapons Merchant

Homepage URL

Information Spreadsheet

Strength 10
Dexterity 16
Constitution 10
Intelligence 22
Wisdom 10
Charisma 7

About Mhazruk Kruhl

#54329-1 Mhazruk Kruhl
Male Half-Orc Alchemist (Grenadier) 4
CN Medium Humanoid (Human, Orc)
Init: +3; Senses: Darkvision 120ft; Perception: +8
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Defense
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AC 22, touch 13, flat-footed 19 (+5 armor, +3 Dex, +2 natural, +2 shield)
HP 23 (4d8)
Fort 4, Ref 9, Will 0
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Offense
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Speed: 30 ft.
Melee: Masterwork Cold Iron Syringe Spear +4 (1d8/x3)
Ranged: Bomb +8 (2d6+10 Fire) or Frost Bomb +8 (2d6+9 Cold)
Special Attacks: Bomb 10/Day (DC 18)
Alchemist (Grenadier) Extracts Prepared: (CL 4th; Concentration +10)
• (1) CLW
• (1) Expeditious Retreat
• (1) Reduce Person
• (1) Heightened Awareness
• (1) Shield
• (2) Targeted Bomb Admixture
• (2) Targeted Bomb Admixture
• (2)

Formula Book:

1st Level:
• (Base) Crafter’s Fortune
• (Base) Cure Light Wounds
• (Int) Disguise Self
• (Int) Endure Elements
• (Int) Enlarge Person
• (Int) Expeditious Retreat
• (Int) Heightened Awareness
• (Int) Reduce Person
• (2) Monkey Fish
• (3) Targeted Bomb Admixture
• (Copied from Pathfinder) Comprehend Languages
• (Copied from Pathfinder) Shield

2nd Level:
• (4) Alchemical Allocation
• (Copied from Scroll) Bull’s Strength

3rd Level:
• (Copied from Scroll) Remove Disease


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Statistics
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Str 10, Dex 20, Con 10, Int 22, Wis 8, Cha 7
Base Atk +3; CMB 3; CMD 18
Skills:
• Acrobatics +6 (3 Dex + 3 Familiar Bonus)
• Appraise +10 (1 Ranks + 3 Class Skill + 6 Int)
• Bluff -2 (-2 Cha)
(+6 to lie (as a result of using Int instead of Cha))
(Additional +2 against Lycanthropes)
• Craft (alchemy) +13 (4 Ranks + 3 Class Skill + 6 Int)
(Additional +2 when near Alchemical Lab)
(+19 to create alchemical items)
• Diplomacy 0 (2 Ranks + -2 Cha)
(+8 to persuade others but not to gather information (as a result of using Int instead of Cha))
(Additional +2 against Lycanthropes)
(Additional +2 against Dwarves)
• Disable Device +12 (4 Ranks + 3 Class Skill + 3 Dex + 2 Masterwork Thieves’ Tools)
• Disguise -2 (-2 Cha)
• Escape Artist +3 (+3 Dex)
• Fly +7 (1 Rank + 3 Class Skill + 3 Dex)
• Heal +4 (1 Rank + 3 Class Skill)
• Intimidate -2 (-2 Cha)
• Knowledge (Arcana) +13 (4 Ranks + 3 Class Skill + 6 Int)
(Additional +1 in Grand Lodge)
• Knowledge (Nature) +13 (4 Ranks + 3 Class Skill + 6 Int)
(Additional +1 in Grand Lodge)
• Linguistics +10 (4 Ranks + 6 Int)
• Perception +7 (4 Ranks + 3 Class Skill)
• Profession (Merchant) +4 (1 Rank + 3 Class Skill)
• Sleight of Hand +10 (4 Ranks + 3 Class Skill + 3 Dex)
(+13 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects))
• Spellcraft +13 (4 Bonus Ranks from Headband of Vast Intelligence + 3 Class Skill + 6 Int)
• Survival +4 (1 Rank + 3 Class Skill)
(+6 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
• Survival 0
• Use Magic Device +5 (4 Ranks + 3 Class Skill - 2 Cha)
Languages: Abyssal, Celestial, Draconic, Giant, Gnoll, Goblin, Ignan, Infernal, Orc, Shadowtongue, Shoanti, Sylvan
Weapons: Syringe Spear
Armor: +1 Mithral Chain Shirt, Darkwood Heavy Wooden Shield
Magical Items: Headband of Vast Intelligence +2, Discerning Wayfinder
Gear: Masterwork Backpack, Hybridization Funnel, Alchemist’s Lab, Chalk (100), Chalkboard, Courtier’s Outfit, Eyeglasses, Hip Flask, Hot Weather Outfit, Iron Vial (10), Masterwork Thieves’ Tools, Pocketed Scarf, Rook’s Formula Book, Silk Rope (50ft), Smelling Salts
Wands: CLW 50/50
Wallet: 310 gp
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Traits
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• (Social) Student of Philosophy
• (Magic) Focused Burn
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Feats
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• (Alchemist) Throw Anything
• (Grenadier) Martial Weapon Proficiency (Syringe Spear)
• (1) Point-Blank Shot
• (3) Precise Shot
• (5)
• (7)
• (9)
• (11)
• (13)
• (15)
• (17)
• (19)
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Class (Alchemist) Abilities
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• (1) Alchemy: +4 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
• (1) Bomb (10/Day, DC 18)(Su): Thrown Splash Weapon deals 2d6+8 fire damage.
• (1) Brew Portion (Ex): Replaced by Grenadier.
• (1) Mutagen (Su): Mutagen adds +4/-2 to Physical/Mental attributes, and +2 nat. armor for 40 minutes.
• (1) Throw Anything: Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
• (2) Discovery: At 2nd level, then again ever 2 levels thereafter.
• (2) Poison Resistance (Ex): Replaced by Grenadier.
• (2) Poison Use (Ex): Replaced by Grenadier.
• (3) Swift Alchemy: Construct alchemical items in half the normal time.
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Alchemist Discoveries
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• (Grenadier) Precise Bombs (Su): Exclude up to 6 squares from splash damage of your bombs.
• (2) Tumor Familiar (Ex):
• (4) Frost Bomb (DC 18) (Su): Bomb deals cold damage and staggers foe next round (Fort Negates).
• (6)
• (8)
• (10)
• (12)
• (14)
• (16)
• (18)
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Archetype (Grenadier) Abilities
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• (1) Martial Weapon Proficiency (Syringe Spear): At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
• (2) 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. This ability replaces poison resistance.
• (2) Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.
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Tumor Familiar Abilities
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• (Monkey) Familiar Bonus: +3 bonus on Acrobatics checks.
• (Tumor) Attach (Standard Action): Fuse or separate from master.
• (Tumor) Fast Healing 5: When attached.
• (1) Alertness: Replaced by Sage.
• (1) Improved Evasion: Replaced by Figment.
• (1) Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
• (1) Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
• (3) Deliver Touch Spells: Replaced by Figment.
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Familiar Archetype (Figment) Abilities
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• (1) Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time it's master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has. This replaces improved evasion.
• (3) Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions. This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.
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Familiar Archetype (Sage) Abilities
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• (1) Sage Skills: A sage treats all Knowledge skills as class skills.
• (1) Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
• (1) Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.
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Race (Half-Orc) Abilities
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Darkvision:
Intimidating:
• Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity
Weapon Familiarity:
• Human-Raised: Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.
• Skilled: Half-orcs with this trait gain 1 additional skill rank per level.
• Favored Class Bonus (Alchemist): Add +1/2 to the alchemist's bomb damage.
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Pathfinder Society Reputations
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• Current Fame: 18
• The Exchange: 18

• Total Prestige: 18 (Current: 12)
•• Wand of Cure Light Wounds: -2 PP
•• Discerning Wayfinder Enhancement: -4 PP (Reduced by Confirmed Field Agent)
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Boons
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Faction Journal Season 9 (The Exchange):

• Current Goals: 5

Rewards:
• [ ][ ][ ] APSIS PROFITEER (2+ goals):
You have learned to spin others’ frustration against the Aspis Consortium into profit. When you participate in a scenario that features the Aspis Consortium, ask your GM to initial a box before this boon. Once per adventure, you can cross off an initialed box to obtain an item whose gp price is no more than 75 gp × the number of goals you have completed. These items have a resale value of 0 gp.

• SHOWMANSHIP (4+ goals):
Once per adventure, you can use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill.

• UNPARALLELED SUPPLIER (7+ goals):
Your access to superior resources makes your team deadlier. You can re-roll a total number of your or your allies’ weapon or spell damage dice per day equal to your number of goals completed; you must use the new result.

---

Goals:

• [ ] Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level.

• [X] Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.

• [X][X] Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.

• [X][X] Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.

• [ ][ ] Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Polyglot. If you do so, check both of this goal’s boxes.

• [X] Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check with a DC equal to 15 + your character level.

• [X][X] Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.

• [X][ ][ ]/[ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Chronicle Boons:

Welcome to Pathfinder:
• Initiate’s Edge ([ ] Tattoo of the Open Road):
You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hit point damage would kill you.

Pathfinder Tales: Prince of Wolves:
• Prince of Wolves:
Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.

Pathfinder Tales: Plague of Shadows
• Master of Shadows:
You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
• Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise.

Pathfinder Tales: Winter Witch
• Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
• Enemies of the North:
Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

Pathfinder Tales: Master of Devils
• Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
• Temple Trained:
Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

Pathfinder Tales: Song of The Serpent
• Five Kings Negotiator:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
• Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

Pathfinder Tales: Death’s Heretic
• Faithless:
Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
• Supernatural Investigator:
A history of solving mysteries and sniffing out renegades has trained you to look in all of the right places. You gain a +1 competence bonus on Knowledge, Perception, and Survival checks to find clues, locate hidden compartments, and identify tracks, lasting until the end of the scenario in which the boon is used. When this bonus is used, cross it off your Chronicle

Pathfinder Tales: Called to Darkness
• Unwitting Spelunker:
You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
• • Subterranean Slayer:
You allow nothing to stand in the way of your goals, and as a result, you tend to leave very little standing. You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it off the Chronicle sheet.

Pathfinder Tales: Queen of Thorns
• Choose one of the following boons for your character and cross the other off the Chronicle sheet.
• Desperate Bargain: Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

Pathfinder Tales: City of The Fallen Sky
• Fugitive from Numeria:
You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
• Shameless Opportunist:
Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.

Pathfinder Tales: Blood of The City
• Attuned to the Citysong:
Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
• Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks

Pathfinder Tales: Nightglass
• Nidalese Apostate:
Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
• • Strix-Slayer:
Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.

Pathfinder Tales: Nightglass
• Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

The Confirmation:
• Confirmed Field Agent:
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
• Explore, Report, Cooperate:
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name -such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item- would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contribute to meeting a secondary success condition), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle Sheet.
• Friend of Janira Gavix:
The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

The Sun Orchid Scheme:
• Infiltrator:
Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronice sheet.

Between The Lines:
• Inner Struggle:
Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.

School of Spirits:
• New Recruit (J. Dacilane):
Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J’s caster level is equal to your caster level -3 (minimum 2), and her WIsdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle sheet.

The Segang Expedition:
• Ragdya’s Blessing:
Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

What The Helms Hide:
• A Torch in the Dark [Legacy]:
• [ ][ ][ ] Impressive Find:
• Dark Life Ring:

The Hao Jin Cataclysm:
• Savior of the Tapestry:
• [ ][ ] Radiant Ruby Feathers:


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Completed Scenarios
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#5-08 The Confirmation (Repeatable)
#7-21 The Sun Orchid Scheme
#7-01 Between the Lines
#6-15 The Overflow Archives
#7-05 School of Spirits
#6 Black Waters (GM Credit)
#10-06 What the Helms Hide
#10-00 The Hao Jin Cataclysm
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Description
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Rook is a half-orc of smaller stature than most. His skin is grey and nearly holds the appearance of charred meat. His fingers are even darker, blackened through explosions and chemicals.

He wears a black leather duster with a multitude of pockets filled with tools and supplies and under the coat are bandoliers covered in prepared bombs. His hair is a fiery red, often slicked back under a bandanna unless his familiar has recently climbed out of it.

In high-society situations, he wears a monocle and trades the bandanna for a tophat with a lid that opens for his familiar. He also sports his wayfinder in a silvered case along with matching silver cufflinks.

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Background
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Mhazruk "Rook" Kruhl and his twin brother, Rokhan, are the product of Urglin raiding parties on Shoanti camps. However, they were not the product of a powerless woman succumbing to orcs. Their parents were the only two survivors of a fierce battle and rather than kill one another, their orc father and shoanti mother spent the night together before parting. Even though the mother found a new tribe the boys were seen as monstrosities. At the age of maturity they were thrust into the wilds of the Hold to fend for themselves...perhaps by luck or a curse, the raiding party that picked them up saw them as potential recruits rather than monsters. They were taken back to Urglin for training.

Being half bloods the Hold of Belkzen was a dangerous upbringing but their talents kept them alive. Rook was skilled with tinkering and fire. He was placed as an apprentice to the Steel Eaters. The clan were masters of siege engines and his teacher was another old, half-orc named Grun the Firemind.

Grun taught him the skills needed to master bombs and other alchemical tricks but he also taught him how to survive as he had. His most important lesson was to find a way out of the orcish lands which Rook did.

On a trip to sell their siege engines and devices he overheard that a group of Pathfinders were making their way through the area. He waited for them and offered his services if they would let him join. After being accepted he returned to find his brother offering him the same salvation.