Ageless Master

Sarrus Twynn's page

32 posts. Alias of Helio (RPG Superstar 2015 Top 32).


Full Name

Sarrus Twynn

Race

Human

Classes/Levels

Alchemist 2 / Tactician Fighter 2 | AC (17), T (12), FF (15) |HP: 32/32 (0 NL) | F +5, R +6, W +4 | Init +5, Perc +8 |CMD 18

Gender

M

Size

M

Age

25

Alignment

N

About Sarrus Twynn

Sarrus Twynn
male human alchemist 2 fighter (tactician) 2
N Medium Humanoid (human)
Ini +5; Senses Perception +8

--Defense--

AC 17, Touch 12, Flat-Footed 15 (+2 Dex; +5 Armor)
HP 32 (2d10+2d8+4+2FC) ; Current : 32/32
Fort +5, Ref +6, Will +4
CMD 18

--Offense--

Speed 20
Melee +1 Fire-Forged Steel Longsword +7 (1d8+4/19-20) or Dagger +6 (1d4+3(-1)/19-20)
Ranged Dagger +5 (1d4+3(-1)/19-20) [10 ft.]
Special Attacks Bomb +6 (1d6+2+Smoke/x2) DC 13 Reflex, 4/day [20 ft.]

Extracts Prepared(CL 2nd, 3/day)
1st--Shield, Expeditious Retreat, Disguise Self

Extracts Known:
Shield, Cure Light Wounds, Expeditious Retreat, Keen Senses, Disguise Self

--Special Qualities--

Spoiler:

Alchemist:

Bomb (Su)
1d6+2, DC 13 Reflex, 4/day

Mutagen (Su)
+2 Natural Armor, +4 Ability Score, -2 penalty to corresponding score

Discovery (Su)

Smoke Bomb - When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.

Poison Resistance (Ex)
+2 on all saving throws vs. poison

Poison Use (Ex)
Cannot accidentally poison self when poisoning weapons.

Fighter:

Strategic Training (Ex)

A tactician gains 4 skill ranks + a number of skill ranks equal to his Intelligence modifier at each level, instead of the normal 2 skill ranks + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician.

This ability replaces the bonus fighter combat feat gained at 1st level.

Bonus Feats

A tactician may choose Skill Focus or any teamwork feat, in addition to Combat Feats, as bonus feats.

Tactical Awareness (Ex)

At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).

This ability replaces bravery.

Race:
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

--Stat Block--

Str 16 / Dex 14 / Con 13 / Int 14 / Wis 12 / Cha 12
Base Attack +3 CMB +6 (+8 Dirty Trick) CMD 18 [20 vs. Dirty Trick]

Feats:
Combat Expertise - Take -1 on melee to gain +1 Dodge AC
Equipment Trick (Torch) - A number of super cool torch tricks
Brew Potion - Brew potions!
Throw Anything - Throw anything!
Iron Will - +2 on Will Saving Throws
Improved Dirty Trick - +2 to Dirty Trick CMB/CMD, No attacks of Opportunity

Traits:
Canter: Anyone who attempts to use Bluff to send you a secret message gains a +5 bonus on the Bluff check. When attempting to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Reactionary: +2 Initiative

Skills:
Craft (alchemy) +10, Diplomacy +5, Disable Device +6, Intimidate +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +9, Knowledge (engineering) +7, Knowledge (geography)+7, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +4, Profession (soldier) +6, Sense Motive +5, Survival +7

Languages:
Common, Varisian, Shoanti, Tian, Orc, Giant, Undercommon

Gear:

-- Gear --
Offense:

+1 Fire-Forged Steel Longsword 2915 gp
1x Cold Iron Dagger 4gp
1x Alchemical Silver Dagger 22gp
1x Dagger 2gp

2x Liquid Blades 40gp
2x Acid Flasks 10gp
2x Alchemist's Fire 20gp
2x Shard Gel 25gp
2x Thunderstone 30gp

Defense:

+1 Armored Coat 1200 gp
Cloak of Resistance +1 1000 gp
Other Gear:

Alchemist's Kit 40gp
+Mwk Backpack 48gp
Everburning Torch 110 gp
Keros Oil (10 uses) 5 gp
5x Paper Candle Fireworks 5gp
2x Alchemical Grease 5gp
2x Antiplague 50gp
2x Antitoxin 50gp
2x Alchemical Glue 20gp
2x Alchemical Solvent 20gp
10x Tindertwig 5gp
2x Smokestick 20gp
2x Potion of Cure Light Wounds 50gp
2x Potion of Expeditious Retreat 50gp

Strength Mutagen (+4 Str, -2 Int)

Gold : 259gp, 0s, 0c

Torch Tricks:

Torch Equipment Tricks

In addition to the feat, skill, or other prerequisites for each of these tricks, you must have the Equipment Trick (torch) feat to use a trick. You may use these tricks with any torch, including magical variants such as an everburning torch. Certain tricks may function with torches that do not emit heat or deal fire damage, as an everburning torch.

Unless otherwise stated, a torch must be lit to be used for a trick. Lighting a torch with flint and steel is a full-round action.

Delver (Knowledge [dungeoneering] 3 ranks): With a torch in hand, you're ready for any dangers that might lurk in the darkened depths. While holding a torch, you gain a +1 competence bonus to any Knowledge check involving subterranean creatures or hazards (such as dangerous fungi or oozes). The competence bonus increases to +2 if the subject of your Knowledge check is within range of your torch.

Flame Flinger (Throw Anything): You can treat torches as ranged throwing weapons with a range increment of 10 feet. On a critical hit, the target must succeed a successful DC 15 Reflex save or catch fire. This trick cannot be used with an everburning torch.

Improvised Torch (no prerequisites): Your knowledge of how to best wrap and prepare a torch allows you to turn almost anything into a proper torch. With 10 minutes of preparation, you can add a torch effect to any non-wooden weapon, such a greatsword, longsword, or metal-hafted light mace. When lit, this modified weapon sheds light as a normal torch and deals damage as normal for a weapon of its kind plus 1 point of fire damage.

Steady Burn (Survival 3 ranks): You can improve the performance of your torches. A single torch now lasts for 2 hours and illuminates a 30-foot radius with normal light, improving the light level by one step for an additional 30 feet beyond that area.

Backstory:

A man of mixed human ancestries, Sarrus was born and bred in Kaer Maga. Though fortunate enough to grow up someplace other than the Warrens, his life was still often defined by the shadow war between the factions of the Oriat. Contented enough with the status quo to grow into a capable young man, he was trained by his parents as an alchemist.

Finding the work somewhat bland and the life of a merchant a little too consistent for his liking, he began to branch out across all of Kaer Maga in search of something more exciting. After making friends with a few of the nigh-legendary guardsman that protected the city against everything below it, Sarrus eventually found himself in the employ of the Duskwardens.

A natural at the work, he put his alchemical training to use building weapons and protections for his comrades against the beasts and worse that lurked in the dark tunnels below Kaer Maga. But now, with his home district of the Oriat in an uproar, he turns his attention back to the surface in hopes of keeping his city from tearing itself apart even in the light of day.

Appearance and Personality:

Sarrus is a relatively handsome young man, though his appearance is often marred by scrapes and scabs resulting from clambering through the darkness below Kaer Maga.

He stands of average height, muscular enough to look the part of a warrior. Shoulder-length black hair drapes down beside well-groomed facial hair. He stands with a mischievous glint in his eye, a blade at his side, and often a torch in hand. A bandoleer of various vials and tinctures runs from shoulder to hip. A few daggers are tucked into various spots on his person.

Sarrus' first love is his city. Despite all of its faults, Kaer Maga is his home and he takes its security upon his shoulders as a Duskwarden. Though very serious about his job, he tends toward the spirit of adventure and excitement. Where other Duskwardens may tend away from danger, Sarrus leans into it--perhaps foolishly, at times. Yet above the tunnels and in the heart of the city, he knows that it is not always the strongest sword arm that wins the day--often it is a well placed word or an intimidating glare that prevail in Kaer Maga's streets.

Even in such encounters, though, he tends to be upfront and direct with his words--there is often little sense in wasting time dancing about the matter at hand, especially when everyone already knows. Consequently, Sarrus has mastered reading the ridiculous thieves' cant of Kaer Maga so that he can speak in plain language. This refusal to play by their rules often puts him at odds with the criminal element of the city, even as his position as Duskwarden earns a begrudging respect.