Illia Ean

Stenne Deepmug's page

78 posts. Alias of e-terah earthenchild.


Full Name

Stenne Deepmug

Race

Dwarf

Classes/Levels

Alchemist (Moonshiner)/2

Gender

Female

Size

Medium

Age

47

Special Abilities

Throw Anything,Extract,Moonshine Stupor (Ex)

Alignment

CN

Deity

N/A

Languages

Common, Dwarven, Undercommon,Goblin

Occupation

Wandering peddler,practicing chemist,opportunist, moonshiner

Strength 11
Dexterity 14
Constitution 15
Intelligence 17
Wisdom 13
Charisma 8

About Stenne Deepmug

3'7" 122lbs

Apperance:
Fair skinned with bags under her eyes from lack of sleep,freckles pepper her narrow high cheeked features.Droopy hazel eyes.A curly afro of dirty blonde hair tops her head. Apple cheeked and a ruddy,button nose. A pair of goggles sits tucked under her chin. Small,slender,almost built like a wiry mongoose where other dwarves resembled burly badgers.

Wears a headband,a leather overtunic riddled with pockets and straps,an apron befitting a blacksmith,thick leather gloves,what seemed to be a pair of wood and leather clogs, and a most out-of-place saddlebag strapped to her waist bulging with items.The clink of glass and steel vials follows her every step. Almost always sips from a flask she produces from her person.

Crunchy:
Dwarf Alchemist 1(Moonshiner); Chaotic Neutral Medium Init: +3 Senses Darkvision Perception: +8 DEFENSE AC 15, touch 12, flat-footed 14, ( +3 armor +2 dex) hp 16 (10-10) Fort +7 Ref +5 Will +2 OFFENSE Speed 20 ft. BAB +1 Melee punching dagger+1(1d4 20/x3);morning star +1(1d8 20/x2); Ranged 4/day Bomb +4(2d6 +3 fire(4 splash),20ft. Splash dc 16;Throw Anything +1
Extracts prepared (CL 2; concentration +6) Adhesive Spittle,Expeditious Retreat,Enlarge Person,Firebelly.1st LVL (4/day)
2nd LVL Fire Sneeze(1/day)
3rd Lvl Fire Trail(1/day)
Ranged Bomb +5, 20 ft. Fire (2d6+3 fire, splash DC 16), Acid +5, 10 ft (2d6+3 acid),Intoxicating Bomb (2d6+3,splash dc 16,staggered and sickened)

STATISTICS Str 11, Dex 14, Con 15, Int 17, Wis 15, Cha 8 Base Atk +1; CMB 0; CMD 12
Feats Brew Potion; Throw Anything; Skills Perception +9; Survival +7; Knowledge (nature) +7; Profession (brewer) +7; Heal +7; Disable Device +7; Sleight of Hand +7; Craft (brew) +8; Craft (aalchemy) +9;

Adventuring Skills: Knowledge (nature), Knowledge (alchemy), Perception (+1 trait bonus,darkvision),Survival,Profession (Brewer)+1,Heal,Disable Device,Sleight of Hand,Craft (alchemy)+10
Other usable Adventuring skills: Bluff, Climb, Diplomacy - 1 (other dwarven brewers), Disguise, Escape Artist,Intimidate, Stealth.

Background Skills: Artistry(brewing), Knowledge (nature),Appraise,Lore(taverns in a region),Lore (Alcoholic Beverages),Craft (Alchemy),Craft (Brewing),Profession(Brewer),Profession(Merchant)

TRAITS:
Brewmaster: Your family brought the secrets of dwarven brewing to non-dwarven lands. Though this has given you skill in the brewer's craft, it's also earned you distrust among dwarven purists. You gain a +1 trait bonus on Profession (brewer) and Craft (alchemy) checks, but you take a —1 penalty on Diplomacy checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves.

Militant Merchant (Dwarf):You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger.
Benefit: You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

SPECIAL ABILITIES Bomb +1d6; Mutagen; Alchemy; Stability; Defensive Training; Greed; Stonecunning; Darkvision; Slow and Steady; Weapon Familiarity; Hardy; Hatred;
EQUIPMENT: Alchemist's kit, Alchemist's lab (portable),Formula book; Outfit, Explorer's;studded leathers, dagger,morning-star,13gp

Kit, Alchemist’s
Price 40 gp; Weight 24 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Moonshine Stupor (Ex):A moonshiner’s body and mind handles alcohol differently from other people, mixing with his innate magical energy to astounding effect. As a move action, that does not provoke an attack of opportunity, the moonshiner can drink a tankard of ale or similar quantity of alcohol to enter into an intoxicated state for a number of rounds per encounter equal to 3 + his Intelligence modifier. At 2nd level, and every two levels thereafter, the duration of the moonshine stupor increases by 1 round. Upon entering into a moonshine stupor, the moonshiner gains a +2 dodge bonus to his AC and may apply a +4 alchemical bonus to his Strength, Dexterity, or Constitution, at the cost of a penalty to a mental ability score. He may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. If the moonshiner applies a bonus to his Strength, a –2 penalty applies to his Intelligence. If he applies a bonus to his Dexterity, a –2 penalty applies to his Wisdom. If he applies a bonus to his Constitution, a –2 penalty applies to his Charisma. Temporary penalties to Intelligence, such as those gained from the moonshiner’s intoxicated state, do not decrease the total number of rounds that a moonshiner can remain in his intoxicated state. At 8th level, and again at 15th level, the dodge bonus of a moonshine stupor increases by +1 and the alchemical bonus increases by +2.

While in a moonshine stupor, the moonshiner can drink a potion, an extract, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion or extract has its normal effect, while an alcoholic drink allows the moonshiner to maintain his stupor that round without expending a round of moonshine stupor for the encounter (instead of the alcohol’s normal effects). For each alcoholic drink consumed while in a moonshine stupor (including the drink that initiated the stupor), the moonshiner is sickened for a number of rounds equal to 2 times the number of rounds spent in the stupor. If the moonshiner enters into a moonshine stupor while sickened, the sickened condition is suppressed for the duration of the stupor, but then the moonshiner becomes nauseated instead of sickened after the stupor ends. The moonshiner cannot enter into an inebriated state while nauseated. This ability replaces mutagen.

Signature Brew (Ex):Starting at 2nd level, when the moonshiner creates an extract he can infuse a bit of alcohol with the extract. When consumed, a signature brew is treated as both an extract and an alcoholic drink. When creating a signature brew, one tankard of ale or similar quantity of alcohol is consumed in the process. This ability replaces poison use.

Tempered Resilience (Ex):At 3rd level, a moonshiner gains a bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well. This ability replaces persistent mutagen.

Good for What Ails You (Ex):Starting at 6th level, while in a moonshine stupor, the moonshiner who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting him: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If he succeeds at the save, the effect is suppressed for the duration of the stupor. He also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect. This ability replaces swift poisoning.

Moonshiner Discoveries:
Intoxicating Bomb*: When the moonshiner creates a bomb, he can choose to infuse it with strongly intoxicating alcohol instead of dealing damage. Creatures that take a direct hit from an intoxicating bomb are staggered and sickened for 1 round per damage die of the bomb. A Fortitude save negates the staggered condition, but the creature is still sickened for 1 round. Creatures in the splash area that fail their saves are sickened for 1 round; those who make this save are not sickened at all. Creatures with the scent ability take a -2 penalty to their saving throw to resist this bomb.

Liquid Courage: While in a moonshine stupor, the moonshiner ignores the penalty to Will saves while taking a Wisdom penalty from his stupor. Furthermore, he gains a +1 morale bonus on saving throws against mind-affecting and fear effects for each alcoholic drink he consumes during his stupor (including the drink that initiated the stupor), to a maximum of +1 per four moonshiner levels.

Noxious Belch: While in a moonshine stupor, the moonshiner may expend 2 rounds of his stupor to expel noxious fumes from his stomach into an adjacent opponent’s face. The target must make a Fortitude save (DC 10 + 1/2 the moonshiner’s level + his Intelligence modifier), or be nauseated for 1d4+1 rounds. If the save succeeds, the creature is instead sickened for 1 round.

Staggering Stupor: While in a moonshine stupor, a moonshiner may move 5 feet as a swift action. This movement does not count against the moonshiner’s ability to make a 5-foot step. Furthermore, he gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink he has consumed during his stupor (including the drink that initiated the stupor), to a maximum of +1 per four moonshiner levels.

Social Drinker: Whenever the moonshiner would be able to enhance a physical ability score when entering into a moonshine stupor, he can instead choose to enhance his Charisma ability score. If he does, the –2 penalty for the moonshine stupor applies to his Constitution ability score.

Complimentary Discoveries The following discoveries complement the moonshiner archetype: breath weapon bomb, combine extracts, staggering stupor, intoxicating bomb, precise bombs, social drinker, spontaneous healing.

Bio:

Ostensibly for the good of the people, most centralized governments heavily regulate commerce and science. Some of the most explicit restrictions are placed on mind- and body-altering liquids. Hillfolk have rebellion in their bones, however, and many make it their business to distill and deliver the goods to anyone who wants a taste—free of taxes and pesky ingredient guidelines. Using hand scrawled recipes and unorthodox methods, moonshiners create wondrous effects in the form of potent liquids which affect the imbiber. Years of ‘taste-testing’ allow the moonshiner to metabolize and employ their brew in interesting ways.

Tales are told of moonshiners breathing fire to spook lawmen, and brewing potions allowing them to double in size or harden their skin. They get their name by largely employing their craft ‘by the light of the moon’ to avoid legal entanglements. Anywhere the law restricts imbibed substances, a moonshiner is sure to be close.

Stenne simply calls herself a Moonshiner when asked her name.An oddly quiet woman, she seems to be small,frail,and nonthreatening but her half-lidded eyes gleam full of sharp wit. She wanders from place to place,making just enough money to keep moving,never settling too long in one area.

She detests the cold,packing up and moving to warmer weather whenever signs of so much as a snowflake falls.Despite her small size, she carries what appears to be a bulging saddle bag around her waist filled with vials and other odd things people are unfamiliar with. She is never defenseless,which many unfortunate enough to attempt to prey upon her discover once she reaches into her saddlebags,ever the militant merchant.

She has been spotted wandering alone combing over deserted battlefields,scavenging corpses of those slain in battle or unearthing lost treasures to sell or keep. Even the most unlikely item she has been known to pick up and chuck at someone to use as an effective projectile.

She usually interacts with others simply to sell her homebrews and other curious items--items that mimic magic but can be used by others without the talent for it.Other times she simply assists random travelers on a whim,to experiment with how her newest creations work and how others react to them. She does not speak about her past, although she seems to scoff at the thought of religion and gods but respects those who have faith. She thinks of nobles as fools to dupe and bled of their gold and commoners as sheep to either be preyed upon or guided for their own good.

Her reasoning for being here? She got drunk on a new homebrew and set off a rather spectacular chain of disasters that ended with setting a caravan on fire. To set things right, she agreed to mercenary herself out for a few favors. This happens to be one of them.

With a pleasant, somewhat sly smile that feels as if she's quietly laughing at you because she knows something you don't,eyes glittering behind half-lidded eyes, the Moonshiner gestures with flask and belches under her breath,"Wanna nip? You're gonna need it before we're halfway through!"