Urchin Warlock of the Fiend 1, HP 8/8, AC 14, Init. +2, Perception +1, Spell DC 13
Ren froze for a moment at the Tiefling's comment, but quickly regained his composure and addressed the man directly. "That smell is from the burnt buildings I searched on the way here looking for anyone who needed help. Or, perhaps, what you smell might be closer to your nose than you realize, Ammon the Fiend." Deception: 1d20 + 5 ⇒ (20) + 5 = 25 Insight 25:
The Halfling shot a small but telling sideways glance toward Ammon as if to gauge his reaction to the story and the insult. "Nacha was it? I would be honored to see those blades in action." The exotic Halfling intrigued Ren and he wondered if he would be able to impress her somehow through the coming days. The roughed-up man's words sent shivers down Ren's spine. "What are you talking about, the Suffering? That's kind of ominous, don't you think?" The sheer ignorance dripping off of the wizard was palpable. He looked at the Guardsman and Mayor next, "I'm ready to go! Point out the trouble and I'll snuff it out!"
Urchin Warlock of the Fiend 1, HP 8/8, AC 14, Init. +2, Perception +1, Spell DC 13
"Ahem." Ren said aloud, clearing his throat. "As important as this 'siege' is. What I'd like to know is who everyone is. By that I mean introductions are in order. I'll start!" Adjusting his hat and straightening his robes, he declared, "My name is Ren Marthan, top of my class in Wizardry and Arcane studies at the Academae of Magic in Baldur's Gate. After hearing about the increased Dragon activity in the area I decided to apply my skills toward ending the crisis. My sturdy staff and book of spells will be quite a match for those who seek to harm the innocent." He turned to face the Halfling woman, changing languages to his native one. ["And protect beautiful women such as yourself from harm..."] He dipped low in a bow before her after he spoke.
Urchin Warlock of the Fiend 1, HP 8/8, AC 14, Init. +2, Perception +1, Spell DC 13
You could hear the jangling first. It happened with every quick step. Ren rounded the corner and adjusted his trousers. "That's better!" He was happy to relieve himself. The pressure had begun to build. One would be surprised how few chamber pots were available in a time of crisis. He stood to face the group during their discussion. With hands on hips the "wizard" addressed them, "So, what're we doing?" Despite his obvious ignorance, the wide smile never left his face. Sorry everyone, I'm glad to be here! 0-Prestitigitation, Eldritch Blast. 1-Witch Bolt, Hellish Rebuke.
This is an Alias of Bodzilla with my official submission to the group. Character Sheet:
Ren Marthan
Male halfling alchemist 1/rogue (unchained) 2 CN Small humanoid (halfling) Init +3; Senses Perception +8 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) hp 22 (3d8+4) Fort +4, Ref +9, Will +2; +2 vs. fear Defensive Abilities evasion -------------------- Offense -------------------- Speed 20 ft. Melee dagger +5 (1d3-1/19-20) or mwk shortsword +6 (1d4-1/19-20) Ranged bomb +6 (1d6+3 Fire) Special Attacks bomb 4/day (1d6+3 fire, DC 13), sneak attack (unchained) +1d6 Rogue (Unchained) Spell-Like Abilities (CL 0th; concentration +0) At will—minor magic Alchemist Extracts Prepared (CL 3rd; concentration +6) -------------------- Statistics -------------------- Str 9, Dex 16, Con 12, Int 16, Wis 12, Cha 12 Base Atk +1; CMB -1; CMD 12 Feats Brew Potion, Point-blank Shot, Precise Shot, Throw Anything, Weapon Finesse Traits brigand, magical knack Skills Acrobatics +10 (+6 to jump), Bluff +6, Climb +6, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +6, Disable Device +12, Disguise +6, Escape Artist +9, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (nobility) +4, Perception +8, Sleight of Hand +9, Spellcraft +7, Stealth +13; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, brigand Languages Common, Elven, Halfling, Varisian SQ alchemy (alchemy crafting +1), hero points, mutagen (+4/-2, +2 natural armor, 10 minutes), rogue talent (minor magic), trapfinding +1 Other Gear +1 studded leather, dagger (5), mwk shortsword, preserving flask (1st level), alchemist's lab, alchemy crafting kit, backpack, bedroll, belt pouch, cart, flint and steel, ink, black, inkpen, masterwork thieves' tools, mess kit, pot, soap, torch (10), trail rations (5), waterskin, donkey, alchemical reagents (worth 200 gp, 4 lb), 42 gp -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage. Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fearless +2 racial bonus vs Fear saves. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Magical Knack (Alchemist) +2 CL for a specific class, to a max of your HD. Minor Magic (Hide, At will) (Sp) Gain the chosen cantrip as a spell-like ability. Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Back Story:
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Markis Grainweaver was born to poor farmer parents outside of New Stetven in a village known as Dawn's Grove. Their lives impacted few and few people bothered them in return. This held true for the first few years of Markis' life. It wasn't until a local Lord, Rickov of House Marst, took it upon himself to claim ownership of Dawn's Grove and it's people within who very quickly became indentured servants, toiling away for little reward. The poor farmers did what they always did and worked their fields tirelessly. When Markis turned 13 his life was altered permanently again when a barn fire claimed the lives of his parents before he was old enough to work his family land. He was left with little time to grieve as His Lordship removed the young halfling and placed him in one of his manor houses as a house servant. Markis used this opportunity to try to find a way out of his hated lifestyle and did everything he could to be a model house-boy while turning to the darkened corners of New Stetven's criminal underground to learn the skills he'd need to be free. The double life suited Markis as he learned to steal, lie, lockpick and hide. He became particularly good at pocketing items stolen from his marks, because of his strange ability to make small things literally disappear! A trick he had learned from winning a bet with a drunken Wizard. All the while gaining favor with Rickov's guests who would visit from time to time. One guest took a particular shining to our Markis, an Elf Potion Maker who saw the intelligent boy's potential. Falaris the Elf sought to teach Markis the wonders of Alchemy and the Elvish Language but, the little rogue was unimpressed. Unfortunately, Fate would change his mind... Tired from a long night of no-good, Markis stumbled into Falaris' chambers for it's morning cleaning only to find a bubbling alembic unattended in the room next to a book that read out a formula that was unfinished. "Distilled Saltwater with Iron Fillings + Bat Guano + An Arcane Catalyst = ?". Intrigued, Markis put the black and grey powder he assumed to be the Guano into the clear liquid just as Falaris entered the room. The bottle shook and started to glow, the Elf flew in the room while throwing the boy out of the door before the thunderous explosion consumed the Alchemist and set the manor ablaze. Markis ran, and ran, and ran as servants and nobles panicked in terror. He ran to the stables and collected Falaris' donkey-drawn cart and the animal it was made for, a weathered grey mule named Squeak. Once he was far enough to not hear the screams and bells he stopped the cart to collect himself. He rummaged the interior and found a rudimentary Lab, an ornate bottle with green-gold filigree, some coin and a letter from the Sword Lords of Restov that had gone unanswered. He took a new name, Ren Marthan and sought to change luck finishing his Alchemy training in the process. Personality:
Ren has a secret he is willing to keep at any cost and that has made him a little subdued and paranoid. He keeps these tendencies mostly in-check by delving deeper into his businessman persona who is helpful, crafty and great with money. Should he or Squeak, his only friend, be put in danger, he'll utilize the full extent of his abilities to remove the threat or remove himself in retreat. Thank you for you consideration. I'm free to answer any questions you may have. |