Damiel

Yaynil Flamesprin's page

5 posts. Alias of Skorn.


Full Name

Yaynil Flamesprin

Race

Dark Sun Elf

Classes/Levels

Alchemist (Grenadier) | HP 10/10 | Init +7 | AC 18 | T 15 | FF 13 | Fort +4 | Ref +8 | Will +3 | Perception +8 with Low light Visiion

Gender

Male

Size

Medium

Age

40

Special Abilities

Elf Stuff

Alignment

CN

Deity

None

Languages

Elven and the local Common +4 more plus dwarven

Occupation

Alchemist

Strength 12
Dexterity 21
Constitution 12
Intelligence 19
Wisdom 14
Charisma 7

About Yaynil Flamesprin

Backstory:

Yaynil Flamesprin is greedy and ambitious. He is smarter than most people he meets and can be quite manipulative. Just recently he has completed a forced apprenticeship, earned his title as a journeyman alchemist and wants to go out into the world and seek his fortune where he hopes to master his chosen craft and become rich.

He feels less tribal connections and desires for such bonds than most elves. He was abandoned by his tribe as a youth on a failed caravan raid. His foot had been stepped on and crushed by one of the large wagon pulling beasts and when retreat was called he could not run. At age 16 his family left him to be taken captive by a caravan out of Urik. This caused his paranoia and ended his tribal way of life. But subconsciously he still desires those strong bonds. If he could only trust again… Any potential friend will have to be tested many times.

Captured by the caravan guards he was actually never enslaved as would have normally been the case. One of the merchants in the caravan was an alchemist working for House Eannatum and in need of an apprentice. He bargained for Yaynil and the elf became an indentured bondsman and student of alchemy. This was in effect only one small step up from slavery but did have a contract end date.

His early years were full of sweeping and cleaning of lab equipment. It was during this time that he managed to fall into a vat of acid and burn himself badly. But over the years his intellect was enough that his master began to teach him small things. Only in the last few years has his roll actually become that of a true apprentice due mostly to his master’s increasing age and frailty. As the master’s age increased so did the freedoms allowed Yaynil and he more and more was expected to do the work of the shop, and sometimes even directly for Master Ninshabur.

After 20 long years Yaynil’s contract is complete and Master Ninshabur has requested that perhaps Yaynil, a trusted servant for these long years, will do one last small thing for house Eannatum before he sets off on his own. Yaynil is apprehensive as he leaves the shop to head to the meeting spot. He is early of course as he knows better to keep Master Ninshabur waiting.

Yaynil Flamesprin
Male elf alchemist (grenadier) 1
CN Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +8

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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 10 (1d8+2)
Fort +4 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +8, Will +3; +2 vs. enchantments
Immune sleep

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Offense
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Speed 40 ft.
Melee longspear +1 (1d8+1/×3)
Ranged bomb +6 (1d6+4 fire) or
longbow +5 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Grenadier) Extracts Prepared (CL 1st; concentration +5)
1st—cure light wounds, heightened awareness

Psionic Power: Far hand:

Discipline psychokinesis
Level cryptic 0 (see note), marksman 0, psion/wilder 0
MANIFESTING

Display Visual
Manifesting Time 1 standard action
EFFECT

Range Close (25 ft. + 5 ft./2 levels)
Target A non-magical, unattended object weighing up to 5 lb.
Duration Concentration, up to 1 min.
Saving Throw None; Power Resistance No
Power Points psionic focus or 1

DESCRIPTION
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.

Augment You can augment this power in one or both of the following ways. Alternatively, if you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the power cannot be augmented by either of the following options.

1. For every 2 additional power points you spend, this power’s range increases by 5 feet.

2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.

3. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0)

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Statistics
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Str 12, Dex 21, Con 12, Int 19, Wis 14, Cha 7

Base Atk +0; CMB +1; CMD 16

Feats Martial Weapon Proficiency (elven curve blade), Point-Blank Shot, Run, Throw Anything

Traits accelerated drinker, student of philosophy, trap finder

Skills:
Acrobatics +5 (+9 to jump with a running start, +9 to jump)
Bluff +0 (+6 to lie (as a result of using Int instead of Cha))
Craft (alchemy) +8 (+9 to create alchemical items)
Diplomacy +0 (+6 to persuade others but not to gather information (as a result of using Int instead of Cha))
Disable Device +9
Escape Artist +4
Fly +4
Heal +6
Knowledge (arcana) +8
Knowledge (nature) +8
Linguistics +5
Perception +8
Ride +4
Sense Motive +2
Spellcraft +8 (+2 to identify items)
Stealth +4
Survival +6
Racial Modifiers silent hunter

Languages Common, Dwarven, Elven +3 more

SQ alchemy (alchemy crafting +1)
desert runner
+2 on Perception Checks
mutagen (+4/-2, +2 natural armor, 10 minutes)
paranoid

Gear
studded leather

arrows (20)
longbow
longspear

alchemist starting formula book
alchemy crafting kit
backpack
belt pouch
thieves' tools
waterskin

Crafted:
Acid
Alchemist Fire

Coin on hand: 5 gp, 7 sp, 1 cp

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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes. Paranoid Aid Another DC 15 for attempts to help you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com p1 Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.