Mhazruk Kruhl's page

310 posts. Organized Play character for Agent Eclipse.

Full Name

Mhazruk "Rook" Kruhl


| HP: 24/24 | AC: 18 T: 13 FF: 15 | CMB: 3, CMD: 16 | F:4 R:7 W:1 | Init: 7 | Speed 30ft | Active conditions: Mutagen (+4 Dex/-2 Wis/+2 AC)


| Bombs: 8/9 | Extracts: (1st): 4/5 | Extracts: (2nd): 2/2


CN Male Half-Orc Alchemist (Grenadier) 3


Medium | 5' 8" | 180



Special Abilities

Darkvision 120 ft.






Urglin and The Hold of Belkzen


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


Alchemical & Siege Weapons Merchant

Strength 10
Dexterity 15
Constitution 10
Intelligence 20
Wisdom 10
Charisma 7

About Mhazruk Kruhl

Mhazruk Kruhl
Male half-orc alchemist (grenadier) 4 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex, Ultimate Wilderness 211, 213)
CN Medium humanoid (human, orc)
Init +7; Senses darkvision 120 ft.; Perception +9
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 24 (4d8+1)
Fort +4, Ref +7, Will +1
Speed 30 ft.
Melee mwk cold iron syringe spear +4 (1d8/×3)
Ranged bomb +8 (2d6+8 fire) or
. . frost bomb +8 (2d6+7 cold)
Special Attacks bomb 9/day (2d6+6 fire, DC 17)
Alchemist (Grenadier) Extracts Prepared (CL 4th; concentration +9)
. . 2nd—bull's strength, fox's cunning
. . 1st—crafter's fortune[APG] (DC 16), cure light wounds, heightened awareness[ACG], reduce person (DC 16), targeted bomb admixture[UC]
Str 10, Dex 16, Con 10, Int 20, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 16
Feats Alertness, Martial Weapon Proficiency (syringe spear), Point-Blank Shot, Precise Shot, Throw Anything
Traits focused burn, student of philosophy
Skills Acrobatics +4, Appraise +11, Bluff -2 (+5 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +12 (+16 to create alchemical items), Diplomacy -2 (+5 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +8, Fly +7, Heal +4, Knowledge (arcana) +12, Knowledge (nature) +12, Linguistics +7, Perception +9, Sense Motive +2, Sleight of Hand +9, Spellcraft +12, Survival +4 (+6 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Use Magic Device +5
Languages Abyssal, Draconic, Giant, Gnoll, Goblin, Ignan, Orc, Shadowtongue, Shoanti
SQ alchemical weapon, alchemy (alchemy crafting +4), discoveries (frost bomb, precise bombs [5 squares], tumor familiar[UM]), manifest dreams, mutagen (+4/-2, +2 natural armor, 40 minutes), orc blood, recurring dream, swift alchemy
Other Gear mithral chain shirt, darkwood buckler, mwk cold iron syringe spear, hybridization funnel[UE], wayfinder[ISWG], alchemist's lab, basic maps (major landmarks only), chalk (100), chalkboard[APG], courtier's outfit, eyeglasses, flint and steel, hip flask[UE], iron vial[UE] (10), knife, utility (0.5 lb), masterwork thieves' tools, mess kit[UE], pocketed scarf[UE], rook's book of boom, waterskin (2), 3,651 gp
Special Abilities
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+6 (9/day, DC 17) (Su) Thrown Splash Weapon deals 2d6+6 fire damage.
Darkvision (120 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Frost Bomb (DC 17) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Manifest Dreams (Su) You can reshape your familiar every morning.
Mutagen (DC 17) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Mhazruk "Rook" Kruhl was born from a raiding party on a Shoanti settlement along with his brother, Rokhan. The mother survived after the raiding party was held off but the young half-orcs were exiled from the Shoanti when their orcish traits started growing stronger. They were soon picked up by a roaming band and taken back to the Hold of Belkzen.
Being half bloods the Hold of Belkzen was a dangerous upbringing but their talents kept them alive. Rook was skilled with explosives and had an affinity for fire. It was evident their was dragonblood in his veins which had him placed as an apprentice to the Steel Eaters. The clan were masters of siege engines and his teach 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.

Alchemical & Siege Weapons Merchant


Needle CR –
Rhamphorhynchus (sage) (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 6 (1d8)
Fort +4, Ref +9, Will +3
Defensive Abilities evasion
Speed 10 ft., fly 40 ft. (good)
Melee bite +3 (1d3-2)
Space 2½ ft.; Reach 0 ft.
Special Attacks sudden swoop
Str 6, Dex 17, Con 11, Int 9, Wis 14, Cha 11
Base Atk +3; CMB +4; CMD 12
Feats Lightning Reflexes
Tricks Aid, Break Out, Bury, Come, Deliver, Fetch
Skills Acrobatics +3 (-5 to jump), Fly +11, Knowledge (arcana) +1, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +13, Knowledge (religion) +5, Linguistics +0, Perception +6; Racial Modifiers +8 Knowledge (planes)
Languages Shoanti (can't speak)
SQ aid, break out, bury, come, deliver, empathic link, fetch, manifest dreams, recurring dream, sage’s knowledge +2
Special Abilities
Aid [Trick] Aids specified creature on command.
Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Bury [Trick] Buries an item in its possession
Come [Trick] The animal will come to you on command.
Deliver [Trick] Delivers item to indicated point or person.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fetch [Trick] The animal will get a specific object.
Fly (40 feet, Good) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifest Dreams (Su) You can reshape your familiar every morning.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Sage’s Knowledge +2 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.

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