Kurin Norad

The Master Alchemyst of Shrike's Perch, Councilman, and Heir to the Throne of Mount Norad.

Description:

Name: Alchemist Kurin Norad aka Berzerker Bill
Race: Dvergar
Class: Alchemist 7/Master Chymist 9
Alignment: Lawful Good or Neutral Good
Player: NPC
Quote: “We must do it for the good of the Town!” or “Well listen up ____, you’re goin down!”

ST: 12 +1 Bill: 18 + 4
DX: 12 +1
CO: 12 +1 Bill: 16 + 3
IN: 20 +5 Bill: 18 + 4
WI: 12 +1
CH: 10 +0 Bill: 8 -1

HP: 125/ 125 AC: __ SR: 21
BAB: +14 (Melee: +15/ _ Ranged: +15).
F/R/W: +11 /11 /6

Kurin: Mace 18/13; d8 + 5/Interference*; x2 Critical. Pistol: 18/13; d10 3/Interference*.
Bill: Mace +21/
16; d8 + 15/Interference*; x2 Critical. Pistol: 18/13; d10 +3/Interference*.
*Interference: Acts as a Bane Weapon against Fey to Include anyone with the Fey Magic racial ability; and Causes ‘Interference’ to any spellcaster wounded by the attack rather than simply disrupting the spell…

2 Con, +2 Wis, -2 Cha.
Medium
Slow and Steady: base speed of 20’, never modified by armor or encumberance.
Darkvision: 60’
Deep Warrior: +2 Dodge Bonus against, and +2 CMB against Abberations.
Craftsman: +2 to all Craft/Profession Skills when creating objects from metal/stone.
Enmity: +1 to attack vs. Alfar Subtype. (Includes Dokkalfar).
Magnetoglobin: SR = 5Character Level; this cannot be lowered voluntarily. Blood sticks to iron!
Stability: +4 to CMD when resisting Trip/Bull Rush while Standing on the Ground.
Stonecunning: +2 to perception to detect unusual/dangerous stonework; passive search checks!
Weapon Familiarity: Battle Axes, Heavy Picks, Warhammers, All Firearms and Dvergar (Dwarven).

Feats (8 Base): Quick Draw, Power Attack, Bloody Assault (-5 to hit, to add d4 Bleed Damage), Furious Focus (No Power Attack Penalty on 1st attack/round), Cleave, Great Cleave, Skill Focus (Diplomacy), Skill Focus (Alchemy).
Class Feats: WGP (Simple Weapons, Bombs), AGP (Light). Throw Anything!

Skills (4al or 2mc class+ 5int+ 1favClass = 10al or 7mc):
Skill (Rank + Attribute + Misc) = +__.
Appraise (7 + 5 + 3) +15
Craft (Alchemy) (16 + 5 + 16) +37
Diplomacy (16 + 0 + 8) +24
Disable Device (16 + 1 + 3) +20
Knowlege (Nature) (7 + 5 + 3) +15
Knowlege (Technology) (16 + 5 + 3) +24
Perception (16 + 1 + 3) + 20
Profession (Magistrate) (16 + 1 + 3) +20
Survival (7 + 1 + 3) +10
Use Magic Device (7 + 0 + 3) +10
Sense Motive (9 + 1 + 3) +13
Stealth (9 + 1 + 3) +13

Class Abilities:
-Alchemy (Add Class Level to Alchemy Checks; Bombs, Mutagens, Extracts)
-Mutagen: Strength 6, Constitution +4, -2 Intellegence and Charisma.
-Bombs (8d6 Fire Damage!) Class Level + Int Mod/day = 21 Bombs/Day!
-Brew Potion
-Discovery (3): Infusion, Dispelling Bomb, Rocket Bombs (Range Increment becomes 60’)
-Swift Alchemy (1/2 creation time of Alchemical Items)
-Poison Resist +4
-Swift Poisoning
-Advanced Mutagen (4): Greater Mutagen, Evasion, Burly (
4), Restoring Change (d8+lvl heal).
-Mutagenic Form: Berzerker Bill (Suffer a Crit Hit or Fail a fort save = Will DC25 or transform)
-Mutate 4/day.
-Brutality: +6 Simple Weapons and Natural Attacks.
-Persistent Mutagen: Mutagen effects last for 1 hour/level!
-Extracts (lv. 13): 1(7), 2(6), 3(5), 4(4), 5(2).

Spell List: Kurin has access to all Formulae up to Level 5 in his lab, this is a combat load
1st: Bomber’s Eye, Shield, Stone Fist, Expeditios Retreat, Jump, Enlarge Person, Free Slot.
2nd: Alchemical Allocation x 2, Bull’s Strength, See Invisibility, Detect Thoughts, Free Slot.
3rd: Amplify Elixer, Draconic Resevoir, Fly, Cure Serious Wounds, Free Slot.
4th Cure Critical Wounds, Universal Formulae, Dragon’s Breath, Free Slot.
5th Transformation (+4 Physical Stats and AC, +5 Fort Saves, WGP: Martial, +16 BAB!), Free Slot.

Equipment (Encumberance: L-/ M-/ H-__):
Potion Bandolier, Pistol Belt with ammo, Alchemically Enhanced Dvergar Semi-Auto Pistol, Travel Alchemy Pack, Alchemically Enhanced Cold Iron Heavy Mace, Manabane Rounds (Cause Interference), Travel Tool Kit. The Rest is a Secret!

Bio:

Kurin Norad

From the Ashes of The Great Convergence GedofParagon