Morgrym Nimblefingers (Mr.Tinker)

__NOTOC__
===Basic Information===
note by Scott DeWar: Morgrym is laid up with a broken leg as of 24 June 2013 until Mr. Tinker returns, at which time he will be fully healed. player is MIA
 Race: Human
 Class: Alchemist (Beastmorph)
 Level: 1
 Experience: 0 XP (1,300 TNL)
 Alignment: CN
 Languages: Common, Seithr, HaGruut, Middle 
 Landellian
 Deity: None
 First Seen: The Dunn Wright Inn
 Location: The Dunn Wright Inn
 Background: Open
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 14 +2 (5 pts)
DEX: 14 +2 (5 pts)
CON: 14 +2 (5 pts)
INT: 16 +3 (5 pts) - Racial +2
WIS: 10 +0 (0 pts)
CHA: 10 +0 (0 pts)
===Combat Statistics===
== Normal ==
 
(Max-2) HP: 14 = [8 + CON (2) + FC (1) + Feat(3)] (Alchemist)
 AC: 14 = [10 + DEX (2) + Armor (2) + Shield (0) + Natural (0)
 + Size (0) + Misc (0)]
 AC Touch: 12 = [10 + DEX (2) + Size (0) + Misc (0)]
 AC Flatfooted: 12 = [10 + Armor (2) + Shield (0) + Natural (0)
 + Size (0) + Misc (0)]
 INIT: +2 = [DEX (2) + Misc (0)]
 BAB: +0 = [Alchemist (0)]
 CMB: +2 = [BAB (0) + STR (2) + Misc (0)]
 CMD: 14 = [10 + BAB (0) + STR (2) + DEX (2) + Misc (0)]
 Fortitude: +4 = [Alchemist (2) + CON (2) + Misc (0)]
 Reflex: +4 = [Alchemist (2) + DEX (2) + Misc (0)]
 Will: +0 = [Alchemist (0) + WIS (0) + Misc (0)]
 Speed: 30'ft
== Mutagen (Strength) ==
 AC: 16 = [10 + DEX (2) + Armor (2) + Shield (0) + Natural (2)
 + Size (0) + Misc (0)]
 AC Flatfooted: 14 = [10 + Armor (2) + Shield (0) + Natural (2)
 CMB: +4 = [BAB (0) + STR (4) + Misc (0)]
 CMD: 16 = [10 + BAB (0) + STR (4) + DEX (2) + Misc (0)]
 
== Enlarged ==
 AC: 12 = [10 + DEX (1) + Armor (2) + Shield (0) + Natural (0)
 + Size (-1) + Misc (0)]
 AC Touch: 11 = [10 + DEX (1) + Size (0) + Misc (0)]
 AC Flatfooted: 11 = [10 + Armor (2) + Shield (0) + Natural (0)
 + Size (-1) + Misc (0)]
 INIT: +1 = [DEX (1) + Misc (0)]
 CMB: +3 = [BAB (0) + STR (3) + Misc (0)]
 CMD: 14 = [10 + BAB (0) + STR (3) + DEX (1) + Misc (0)]
 Reflex: +3 = [Alchemist (2) + DEX (1) + Misc (0)]
== Enlarged & Mutagen (Strength) ==
 
 AC: 14 = [10 + DEX (1) + Armor (2) + Shield (0) + Natural (2)
 + Size (-1) + Misc (0)]
 AC Touch: 11 = [10 + DEX (1) + Size (0) + Misc (0)]
 AC Flatfooted: 13 = [10 + Armor (2) + Shield (0) + Natural (2)
 + Size (-1) + Misc (0)]
 INIT: +1 = [DEX (1) + Misc (0)]
 CMB: +5 = [BAB (0) + STR (5) + Misc (0)]
 CMD: 16 = [10 + BAB (0) + STR (5) + DEX (1) + Misc (0)]
 Reflex: +3 = [Alchemist (2) + DEX (1) + Misc (0)]
===Weapon Statistics===
== Normal ==
Dagger: Attack: +2 = [BAB (0) + STR (2) + Misc (0) + Magic (0)]
 Damage: 1d4+2, Crit: 19/x2, Special: Light Weapon
Morning Star: Attack: +2 = [BAB (0) + STR (2) + Misc (0) + Magic (0)]
 Damage: 1d8+2, Crit: 19/x2, Special: Light Weapon 
Sling: Attack: +2 = [BAB (0) + DEX (2) + Feat (0) + Magic (0)]
 Damage: 1d4+2, Crit: 20/x2, Special: Nothing 
Bombs: Attack: +3 = [BAB (0) + DEX (2) + Feat (1) + Magic (0)]
 Damage: 1d6+3 and 5 splash ,Crit: 20/x2, 
 Special: Ranged Touch, Splash 5ft, Fire. 
 DC 14 ref save for ½ splash damage.
== Mutagen (Strength) ==
Morning Star: Attack: +4 = [BAB (0) + STR (4) + Misc (0) + Magic (0)]
 Damage: 1d8+4, Crit: x2, Special: P/B damage
Bombs: Attack: +3 = [BAB (0) + DEX (2) + Feat (1) + Magic (0)]
 Damage: 1d6+2 and 5 splash ,Crit: 20/x2, 
 Special: Ranged Touch, Splash 5ft, Fire. 
 DC 13 ref save for ½ splash damage.
== Enlarged ==
Dagger: Attack: +2 = [BAB (0) + STR (3) + Size (-1) + Magic (0)]
 Damage: 1d6+3, Crit: 19/x2, Special: Light Weapon
Morning Star: Attack: +2 = [BAB (0) + STR (3) + Size (-1) + Magic (0)]
 Damage: 2d6+3, Crit: x2, Special: P/B damage
Sling: Attack: +0 = [BAB(0) + DEX(1) + Feat(0) + Size(-1) + Magic(0)]
 Damage: 1d4+3, Crit: 20/x2, Special: Nothing 
Bombs: Attack: +1 = [BAB(0) + DEX(1) + Feat(1) + Size(-1) + Magic(0)]
 Damage: 1d6+3 and 5 splash ,Crit: 20/x2, 
 Special: Ranged Touch, Splash 5ft, Fire. 
 DC 14 ref save for ½ splash damage.
== Enlarged and Mutagen (Strength) ==
Dagger: Attack: +4 = [BAB (0) + STR (5) + Size (-1) + Magic (0)]
 Damage: 1d6+5, Crit: 19/x2, Special: Light Weapon
Morning Star: Attack: +4 = [BAB (0) + STR (5) + Size (-1) + Magic (0)]
 Damage: 2d6+5, Crit: x2, Special: P/B damage
Sling: Attack: +0 = [BAB(0) + DEX(1) + Feat(0) + Size(-1) + Magic(0)]
 Damage: 1d4+5, Crit: 20/x2, Special: Nothing 
Bombs: Attack: +1 = [BAB(0) + DEX(1) + Feat(1) + Size(-1) + Magic(0)]
 Damage: 1d6+2 and 5 splash ,Crit: 20/x2, 
 Special: Ranged Touch, Splash 5ft, Fire. 
 DC 13 ref save for ½ splash damage.
 
===Racial Features===
Standard Racial Traits
* Ability Adjustments: +2 (Int)
* Size: M
* Speed: 30'
* Languages: Common
Feat and Skill Racial Traits
* Focused Study: At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
* Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Favored Class: Alchemist (+1 HP/lvl)
===Class Features===
Alchemist 1
* Armor/Weapons: Simple weapon and light armor Proficiency
* Alchemy: Bonus to Craft Alchemy skill checks, Identify Potions, Extracts
* Bomb 1d6: Ranged Touch attack, 1d6+3 fire damage and 5 splash damage, Frequency( int+lvl)/day.
* Extra Bombs: Gain the Extra Bombs feat.
* Mutagen: +4 to one physical ability -2 to one mental ability, +2 Natural Armor 10min/lvl
* Throw anything: Gain the Throw Anything feat and add int. bonus to damage with splash weapons.
===Feats===
* Skill Focus Bluff (Racial): Gain +3 to bluff, and +6 at 10 ranks.
* Throw Anything (Class): +1 to hit with splash weapons, no penalty with improvised ranged weapons.
* Extra Bombs (Class): Gain 2 extra bombs
* Toughness (level 1): +3 hp's at level 1 and +1 hp each level from level 4
===Traits===
* Capable (Bluff): Gain +1 bonus to bluff skills and bluff becomes a class skill
* Knowlegable (Nature and Dungeoneering): Gain +1 to Nature, Dungeoneering and dungeoneering is a class skill.
===Skills===
Skill Points: 7 = [Base (4) + INT (3)/Level; FC (0), Misc (0)] (Alchemist)
 
Skills Total Rank CS Ability ACP Misc
Acrobatics 2 0 0 2 -0 +0
Appraise* 3 0 3 3 +0
Bluff 8 1 3 0 +4 (trait + feat)
Climb 2 0 0 2 -0 +0
Craft (Alchemy) 8 1 3 3 +1 (class)
Diplomacy 0 0 0 0 +0
Disable Device* 0 3 2 -0 +0
Disguise 0 0 0 0 +0
Escape Artist 2 0 0 2 -0 +0
Fly* 2 0 0 2 -0 +0
Handle Animal 0 0 0 +0
Heal* 0 0 0 0 +0
Intimidate 0 0 0 0 +0
Knowledge (Arcana) 0 3 3 +0
Knowledge (Dngnrng) 8 1 3 3 +1 (Trait)
Knowledge (Engnrng) 0 0 3 +0
Knowledge (Geography) 0 0 3 +0
Knowledge (History) 0 0 3 +0
Knowledge (Local) 0 0 3 +0
Knowledge (Nature) 8 1 3 3 +1 (Trait)
Knowledge (Nobility) 0 0 3 +0
Knowledge (Planes) 0 0 3 +0
Knowledge (Religion) 0 0 3 +0
Linguistics 0 0 3 +0
Perception* 0 0 0 0 +0
Perform ( ) 0 0 0 +0
Profession* ( ) 0 0 3 +0
Ride 2 0 0 2 -0 +0
Sense Motive 0 0 0 0 +0
Sleight of Hand 8 1 3 2 -0 +2 (racial)
Spellcraft* 7 1 3 3 +0
Stealth 4 0 0 2 -0 +2 (racial)
Survival 4 1 3 0 +0
Swim 2 0 0 2 -0 +0
Use Magic Device* 0 0 0 +0
* = untrained class skill
Note: +4 racial bonus on Survival checks in urban and underground settings
===Formula Lists (Known)===
1 Level 
* Expeditious Retreat - Gain +30ft movement speed
* Targeted Bomb admixture - Bombs hit only 1 target, double int. damage
* Cure Light Wounds - Cure 1d8+1 hp's
* Shield - +4 shield ac and immune to magic missiles
* Enlarge Person - Becomes large. Gain +2 str & -2 to dex, -1 to hit & AC.
===Formula Lists (Prepared)===
1 Level 
* Shield 
* Enlarge Person 
===Mutagen (Prepared)===
Werewolf Extract:
Gain +4 to strength, +2 natural armor, -2 to intelligent 10 min/lvl 
===Equipment===
Equipment Cost Weight
Explorer's Outfit -- -- lb
Leather Armor 10 gp 15 lb
Dagger (Melee) 2 gp 1 lb
Morning Star (Melee) 8 gp 6 lb
Sling (Ranged) - gp - lb
Ammo (10) 0,05 gp 2,5 lb
Bomb Launcher x 2 (Ranged) 30 gp 1 lb
Container (e.g. Backpack) 2 gp 2 lb
 Rations, Trail x 5 2,5 gp 5 lb
 Formula Book - gp 3 lb
 sundrods x 1 2 gp 1 lb
 Cure light wounds Potion 50 gp 0 lb
 Alchemy Kit 25 gp 5 lb 
 Tar Bomb 15 gp 0 lb 
 ======== ======
 Totals: 148,55 gp 42,5 lb
 Light Medium Heavy 
Max Weight: 0-58 59-116 117-175
Consumed or Destroyed Items 
 Sunrod 2 gp
 ======
 Total Consumed: 0 gp
===Finances===
 PP: 0 Initial Character Money: +150 gp
 GP: 1 earned on first adventure: +0 gp
 SP: 5 ==========
 CP: 5 Career Earnings: 150 gp
 Carried Inventory: -148,55 gp
 consumed or destroyed items: -2 gp
 Gems/Jewelry/Other: living accommodations: -0 gp
 0000 Gambling: +0,1 gp 
 ==========
 Coinage: 1,55 gp
===Mini Stats ===
[sblock=Morgrym Nimblefingers]
AC: 14 (12 flat-footed, 12 touch)
HP: 14/14
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +0
Perception: +0
Initiative: +2
Current Weapon in Hand: No Weapon
Current Conditions in Effect: None
Mutagent (1/1): +4 to strength, +2 natural armor, -2 to int 10min/lvl 
Bombs (6/6):
Formula (Prebared)
lvl 1 - Enlarge Person:Becomes L. Gain +2 str & -2 to dex,-1 to hit & AC. 1min/lvl
lvl 1 - Shield:+4 Shield Bonus and immune to magic missile. 1min/lvl
[/sblock]
===Details===
Size:M
Gender:Male
Age:25
Height:177 cm
Weight:72 kg
Hair Color:Dark Brown 
Eye Color:Yellow
Skin Color:Caucasian 
Appearance: Wild hair that seems to point in every direction. Wears a leather armor, a fur cloak and a backpack. He also has several belts to store his mixtures and potions for easy access. He nearly always is covered in sod or ash, depending on his experiments that day. His most prominent feature, are his unnatural yellow eyes which he has gained by drinking far too many mutagents. 
Demeanor: Lazy, carefree, quirky, blunt, laddish and at times intelligent.
===Background===
Morgrym Nimblefingers was born in the Seithr Mountains. He can't remember his mother or his father that well and spend most of his childhood living on the streets in one of the rare, but poor districts in dwarf's capitol city. He knew that his family had traveled there to establish some sort of business but it proved too difficult to bargain with the dwarves and cultural differences were simply to vast. Before he knew it, everything was lost and he ended on the streets.
Living on the streets was difficult, but Morgrym managed to stay alive by stealing food and coin. Even though he knew that thievery was severely punished, starving seemed to be a far worse at the time. He was not the only outcast and joined a small gang of rogues sharing similar fates as his own. He quickly became known as Nimblefingers as he was one of the best pickpockets in the group.
It was not until he met Grimgorr that things changed. He was selling his wares in the trade district when Morgrym just so happened to pay him a visit. They boy had managed to create a clever diversion and nimbly snatched one of his more expensive potions on sale. Grimgorr had however seen through his rouse and managed the catch Morgrym just as he fled.
The soon to be no-fingers, managed to convince Grimgorr not to take him to the local constables in return for his servitude. This intrigued the dwarf and even though he knew the boy surely would run away at first chance, he made the deal. Besides he needed a helper and someone to test his products. To keep him at his shop, he kept Morgrym in chains. This did not make Morgrym happy but eventually the boy earned the Dwarf's trust to be without chains. Later on, he even became his apprentice in alchemy.
To expand his business enterprise, he finally sent Morgrym to Venza with some of his latest popular products, such as " Grimgorr's powerful hair re-fertilizer " and " Grimgorr's stop the evil scratch below ". Unfortunately for Morgrym, the dwarf had grown poor eyesight these last couple of years and accidentally labeled most of the potions wrongly. This, as you can imagine, created some problems for Morgrym. To make matters worse, almost all his supplies got stolen or lost, he is not sure how. Unwilling to return to his master empty handed, he would make it up to him and earn the gold needed for the products and show him that he is not a failure. That was the least he could do for his mentor.  
===Adventure Log===
[link=Twist Tree adventure here]
 XP Received: 0000
Treasure Received: 0000 GP
 0000 Gems/Jewelry
 Items
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) 
 +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
* Approval (March 13th, 2013) (Satin Knights - judge) Level 1
* Approval (3 April 2013) (Systole ~ Scalia Wannabe) Level 1
Category:Approved Characters