Kaigon the Miscreant

Vrunyar Magmabeard's page

280 posts. Alias of tomtesserae.


Full Name

Vrunyar Magmabeard

Race

Dwarf

Classes/Levels

Alchemist (Vivisectionist/Chirurgeon) 5 HP 39:39 | AC:17 T:12 FF:15 | CMD 17 | F:+6 R:+6 W:+3 | Init: +2 Per: +7

Gender

M

Size

M

Age

57

Alignment

Neutral Good

Languages

Common, Dwarf, Orc, Undercommon, Aquan, Polyglot

Occupation

Chirurgeon

Strength 14
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 11

About Vrunyar Magmabeard

Background:
Vrunyar is an alchemist from the Five Kingdoms. His mother Agna is an alchemist. Indeed, there’s at least one alchemist every generation in his family tree for at least 1,200 years. His father, Harsk, is the administrator of the family’s alchemy school. His family expected Vrunyar to become an alchemist like his older sister. At first, he studied alchemy with little concern or dedication. His sister was already an alchemist. He didn’t feel like he’d be letting his family down if he did something else. It wasn’t until the initial forays into the healing aspects of alchemy that Vrunyar knew this was his future. Fascinated and excited by the work, he didn’t have any doubts about becoming a chirurgeon.

After finishing school, he left to do some independent study in Absalom. Settling into the Wise Quarter, he soon made a variety of friends at the Arcanamirium. His best friend was Yennard Duthane, a Sargavan from Eleder, in his last year of study. They shared quarters with an elven philosophy student.

Eventually Yennard told Vrunyar the truth. His name was Yennard Robbins. He was actually the nephew of a Free Captain of the Shackles. His whole family was involved in piracy. He was born in Eleder, but grew up in the Shackles for the most part. His grandpap was Free Captain Coral-mace Robbins. Yennard’s father and two uncles were pirates. His Uncle Berldon was the family leader despite being the youngest son of Coral-mace.

Part of the reason he was in Absalom was due to trouble between his family and the Bakers. Homnus Baker had sailed with Berldon until they had a falling out, and now the two families were engaged in a long simmering feud. Three years ago, he met by accident Zolene Baker. They fell in love and wanted to get married. Both sides of the family prevented this. Her brothers attempted to kill him for dishonoring their sister. A scar on his back is a souvenir of that encounter. He knows Zolene had his child, but not whether it is a boy or girl. His family sent him to Absalom to study at the Arcanamirium, hoping distance would cool his ardor.

When Yennard graduated their circle of friends threw him a large party. There was so much drinking Vrunyar had trouble finding his bed. He was woken by shouting from Yennard’s room. Late morning light blinded him from the window. Staggering into the door frame, he saw his friend’s pale corpse on the bed. Apparently Yennard had died during the night, choking on vomit. Vrunyar howled and hugged his friend tight wishing that this was some horrible nightmare. Vrunyar didn’t believe it. They had had epic nights of drinking before. How could Yennard have passed so tragically? He was going to be a great wizard. They were going to adventure until old age made them retire. Now, instead new plans were to be made.

As Vrunyar cleaned him, he noticed a small puncture wound on his upper arm. He ran some tests and determined that poison was the cause of death. He thought of the time two months ago, when Vrunyar had asked about the scar on Yennard’s back, and Yennard had explained about the feud between the Robbins and Bakers, his lost love, and natural-born child. Vrunyar shook his head in dismay, the Bakers must have killed him.

Over the next few days he sold nearly all his possessions to finance a trip to the Shackles to return Vrunyar to his family. Yennard’s teacher donated a bag of holding to help transport the casket. Not really caring about his comfort, Vrunyar took the first ship he could find.

Vrunyar is mistaken about the killers. Yennard was killed on his cousin’s orders. Mazius is the son of Berldon and has quietly been eliminating potential rivals for leadership of the family when his father dies.

Appearance:
Leather sandals. Cerulean cotton pants. A red, yellow, and black plaid sash matched to a vest in the same pattern. Eggshell white silk shirt, sleeves rolled to his elbows and the top three buttons open to help him keep cool in the tropical heat. His short hair (shaved on the sides) and beard is fiery red, but well groomed. Beard often in a braid that touches the top of his chest.

Personality:
Though not a joke-teller or prank-player, he’s boisterous and loves to laugh, except when he’s healing people; then he’s focused and mutters to himself. Due to his hair color and extroverted personality, people sometimes assume that he is a hot-head and easily riled. Not at all. He hates yelling at people. He actually can take a good amount of verbal abuse before deciding that a conflict is worth the trouble. He prefers not to lie, but doesn’t mind bending the truth when necessary in his view. While not overly meticulous, he will measure and weigh ingredients two or three times before doing alchemy. He’s interested in the engineering aspects of ships, like the design and materials, especially the siege equipment.

Character Sheet:
Vrunyar Magmabeard
Male Dwarf Alchemist (Vivsectionist/Chirurgeon) 5
NG Medium Humanoid (dwarf)
Init +2; Senses Darkvision, Perception +7
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+4 Studded leather +1, +2 Dex, +1 Natural armor)
HP 39 (5d8 + 10 con +3 favored class)
Fort +6, Ref +6, Will +3
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OFFENSE
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Melee Battleaxe +5 (1d8+2/x3)
Melee Dagger +5 (1d4+2/19-20/x2)
Ranged Light Crossbow +5 (1d8/19-20/x2)
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SPELLCASTING
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5th level: 5 Level 1 extracts/day; 3 Level 2 extracts/day
Formulae Known: Level 1: Crafter’s Fortune, Cure Light Wounds, Identify, Long Arms, Polypurpose Panacea, Shield, True Strike
Level 2: Barkskin, Bull’s Strength, Cure Moderate Wounds, Defensive Shock, Protection from Arrows
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STATISTICS
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Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 11
Base Attack +3; CMB +5; CMD 17
Feats Steel Soul, Extra Discovery (Spontaneous Healing), Master Alchemist
Traits Goldsniffer, Hedge Magician
Skills 32 points (20 class + 10 Int bonus + 2 favored class )
Trained Skills (2) Appraise +3+2 = 7
(1) Climb +2 =3
(5) Craft (alchemy) +3 +2 + class level bonus =15
(4) Heal +3+2 + 3 Anesthetic class bonus = 12
(2) Linguistics (aquan, polyglot)
(3) Knowledge (arcana) +3+2 = 8
(1) Knowledge (nature) +3+2 = 6
(3) Profession (chirurgeon) +3+2 =8
(2) Perception +3 +2 = 7
(1) Sense Motive +2 =3
(1) Slight of Hand +3 +2 = 6
(1) Spellcraft +3+2 =6
(1) Survival +3+2 =6
(2) Swim +2 = 4
(3) Use Magic Device +3 = 6
Untrained Skills Fly +2

Languages Common, Dwarven, Orc, Undercommon, Aquan, Polyglot
Age 57 Height 4’2” Weight 234 lbs


Special Abilities:

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SPECIAL ABILITIES
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Weapons & Armor Proficient in all simple weapons and light armor.
Alchemy When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work (30 seconds with swift alchemy)—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Brew Potion At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen (30 minutes with swift alchemy), and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save DC 13 (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Sneak Attack +3d6 Replaces bomb.
Throw Anything Bonus feat; no penalties to thrown improvised weapons; +1 if splash weapon
Preserved organs x2 50% chance.(Ex) When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). This ability replaces poison use.
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.
Spontaneous Healing The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
Craftsman +2 Craft or Profession when working with metal or stone.
Defensive Training +4 dodge bonus to AC against creatures of giant sub-type.
Hardy +2 saving throws against poison; +4 spells and spell-like abilities
Hatred +1 attack against orcs and goblins.
Stability +4 CMD when resisting bullrush or trip.
Stonecunning +2 Perception checks to notice unusual stonework.
Weapon Familiarity Proficient with battleaxes, heavy picks, warhammers, and “dwarven” weapons are considered martial.