Dwarf Wizard

Panros the Tinkerer's page

280 posts. Alias of FratManCy.


Full Name

Panros Grunyar Lorearthen

Race

Dwarven

Classes/Levels

Alchemist 3 ( Grenadier ) +2 Initiative, +6 Perception, AC 17 / Touch AC 14 / Flat Footed AC15 (+4 Dodge vs Giants), Saves F+4(+5 vs Poison, Spells & Spell Like abilities )/ R +5 / W +2 ( +2 vs Charm & Compulsion ) HP:19/26

Gender

Male

Size

Medium

Age

154

Alignment

CN

Deity

Angradd

Location

5 Kings Mountain

Languages

Common, Dwarven, Orc, Goblin, Terran

Occupation

Brewer

Strength 12
Dexterity 15
Constitution 12
Intelligence 16
Wisdom 13
Charisma 7

About Panros the Tinkerer

Inspiration 1

Inspiration 2

Panros the Tinkerer
Male Dwarven Alchemist 3 ( Grenadier Archetype )
CN Medium humanoid
Init +2; Perception +5 (+3 stone cutting)
Darkvision 60ft
-Defense---------------------------------
AC 1517, touch 1214, flat-footed 1315 (+4 dodge bonus vs Giants)
hp 20 (3d8 +3 favored class +2 con)Current: 16 19 / 20 26 Nonlethal:1
Fort +4 (+5 Poison,spells & spell-like abilities), Ref +5, Will +2 (+2 vs charm & compulsion)
-Offense---------------------------------
Spd 20 ft.
Melee Warhammer +3(1d8+1|x3)
Ranged Light Xbow +4(1d8| 19-20/x2)

Alchemical Formulae Known
1st (3/day) - Shield, Targeted Bomb Admixture, Comprehend Languages, Expeditious Retreat, Cure Light Wounds, Endure Elements
Prepared: Shield, Cure Light Wounds, Comprehend Languages, Ant Haul
Mutagen Prepared: CON

-Statistics------------------------------
Str 12, Dex 15, Con 12 16, Int 16, Wis 13, Cha 7 5
Base Atk +1; CMB +2; CMD 15, +4 vs Bull Rush / Trip
Feats: Brew Potion, Point Blank Shot
Skills: Craft: Alchemy +11 / Clockwork +8 / Traps +8, Disable Device +7, Heal +5, Knowledge Arcana +7, History +5, Nature +4, Perception +6, Profession (Brewmaster) +5, Sleight of Hand +6, Spellcraft +7, Survival +5, Use Magic Device +3 All skills listed are class skills
Traits: Dangerously Curious: +1 UMD, UMD is a class skill. Strong Willed: +2 vs Charm & Compulsion effects
Languages Common, Dwarven, Goblin, Orc, Terran
Combat Gearwarhammer, mwk light crossbow, 10 bolts,
Special Abilities:
Bomb +3(2d6+3) 6/day. 0 remaining
Explosive bomb: Bombs have a splash of 10ft, 1d6 fire dmg / round until fire is extinguished. full round action to fire go away.
Precise Bomb: Int mod = how many squares are unaffected by bomb attack.

Class Abilities:

- - -

AlchemyCompetence Bonus on Craft (Alchemy) = Alchemist Level
Can use Craft (Alchemy) to identify a potion as if using detect magic. Must hold for 1 round to make such a check.

ExtractsSpells in potion form.Alchemist level = Caster Level. Extraction becomes inert when away from Alchemist's possession or unused after 1 day. It takes 1 minute to prepare an extract.

Bombsclass level + int mod [3 + 3 ] 6 bombs / day 6 / 6 used
+3(2d6+3). | Reflex 14DC 1/2 dmg.

Mutagen1hr to produce a mutagen.
+2 natural armor, +4 alchemical bonus to particular stat, lasts 10mins.
-2 Mental score.

Throw AnythingBonus damage = Int Mod

Martial Weapon Proficiency: Warhammer

Alchemist's Discovery:
Explosive bombs The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Precise bomb: Selected squares that aren't effect by bomb splash = Int mod

Swift Alchemy:At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Dwarven Racial Abilities:

Defense Racial Traits
- - - - - - - - - - - -
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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.

Feat and Skill Racial Traits
- - - - - - - - - - - -
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits
- - - - - - - - - - -
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits
- - - - - - - - - - - -
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.

Personality:
He's eccentric and stubborn that his ideas are best. He's strong about experimenting...despite it resulting in horrible...horrible explosions. Like his concoctions...Panros is unstable..and anything is bound to happen. Nothing gets him started off more than orc hatred and poor alchemy...and cheap drinks.

Appearance:
Panros is stout and short - standing at about 4'3" easily a burly 221 lbs. To put it simply, Panros looks like a walking mess. A tuft of brilliant red hair pokes under a handmade leather cap complete with goggles and small clasps of metal. Because of his profession, the Tinkerer reluctantly keeps his beard short and braided to afford less mishaps during an experiment.

Never knowing where his studies would take him, Panros has adopted to being on the move. Having a backpack complete with everything he'd need for a mobile laboratory, he is quick to set to work.

Quick Background:

Panros the Red Tinkerer is a whelp among dwarves, and has found much of his life trying to outdo his ancestors. Having grown up in an era long past its golden age, anything dwarven has steeped into decay – fewer sky citadels, dwindling amount of suitable dwarven fortresses and even crafstmanship hasn't had any major improvements and its for that reason, the Tinkerer is eager to relight the fire that has dwindled in dwarven culture.

Expanded Background:

Panros Grunyar Lorearthen is the proud son of a long line of dwarves who've been tempered as warriors, craftsmen and stewards of Torag's faith. Belonging to one of Highhelm's famed clans, the Lorearthen's had a special section of the famed Crown Jewel of Five King's Mountain. While each of his siblings have strived towards finding their place within the proud pantheon that is Dwarven culture, Panros felt lost. While his siblings were each talented in their own respect, there was little room for Panros to standout amongst the Lorearthen Clan and it was for this reason he needed to achieve something.

Being the runt wasn't easy, and often he was overlooked, which contributed to a loan self starting attitude. At the time of his gladdinggarsun he had taken a leap of faith and inscribed his rune next to a family legend - Grunyar the Ticking Clock - father of the cannon automaton. Unparalleled by his peers for sheer technical genius, he was an accomplished brewmaster and patriarch figure. Having his stone next such a magnificent icon, Panros had entered the biggest challenge of his life - to lead an extraordinary life.

Around passing his first century, Panros hadn't wasted a single day of his life. Finding his niche within alchemy, it was an unpredicable form of crafting that brought unlikely results. It was the science of change, and for that reason...Panros learned to change his life.

Alchemy granted the Tinkerer a way of expressing his ideas...which lead to an insatiable lust for knowledge. One such discovery was a text cluttered among the Great War's records...one that spoke of the wonders of black powder. Explosive, powerful and often magnificent...Panros had found his obsession.

Pitting everything towards becoming the master of black power and exploring its applications tied the dwarf towards his goals. Set upon a world round journey, Panros the TInkerer hopped aboard a caravan and traveled.

Goals
1. To research better applications of Black Powder and its effectiveness

2. To help inspire a new Golden Age for Dwarven Craft

3. To master Clockwork crafting and apply it to the battlefield

4 To Bring Glory to the Lorearthen Clan and become a Master Tinkerer

Gear:

Combat-
Warhammer 12GP
Light Crossbow 35 GP

Studded Leather Armor 25GP

Alchemist Toys
Hemp Rope (50ft), 1GP used as means to enter Witch Tower Ruin
Alchemical glue x2,1x 20gp (20)
Alchemical solvent x2 20gp (20)
Alchemist's Fire 20gp x3 (30)
Sunrod 2gp x7
Antitoxin 50gp x1 (25)

Misc
Backpack - 2 gp,
Outfit, Alchemist's
Alchemist's Kit 40GP
Thieve's Kit 30GP

Potion of Cure Moderate Wounds
2 Emeralds, 1 Ruby Appraised Low: 5gp each
5 Gems, 25GP Each
Scroll of Hypnotism CL1
MWK Shortbow
MWK Leather (Sized small)
Key Ring Belonged to Hunclay
15 fine cut gems Appraised High: 400gp

17 PP
318 GP
2,012 SP
9,250 CP

Extracts Book:

Spells per day I - 4 ( 3 + 1|bonus| )
Caster Level 1st

Level 1 Formulae:
Shield, Targeted Bomb Admixture, Comprehend Languages, Expeditious Retreat, Cure Light Wounds, Ant Haul

Prepared: Targeted Bomb Admixture used / Cure Light Wounds

Tactics:

The Mad Tinkerer
- - - - - - - - - - - - - - - - - -
Pre-Combat
If given enough space, Panros would try to create a boundary between him, and the enemy. Either through alchemy or deep insight, Panros discerns his enemy for weakness.
- - - - - - - - - - - - - - - - - - -
During Combat
- After having an idea of what he's against, Panros adjusts to the situation. Augmenting himself with extracts, Panros employs bombs and his light crossbow to dispatch enemies while playing support.
- - - - - - - - - - - - - - - - - -
Combat End
The Dwarf tries to avoid death at any point, but its his love for alchemy is what keeps him within the combat.
Because of his personal code, Panros picks and chooses of whom his loyalty lies – even if it means his survival.