Dakkareth
First Post
Master Goldhand
Our captain has had this rule before I even joined: Meet the employer and take his measure. The real one. In person. For a small band like hours, more suited to shady jobs than to war like the real companies, this often meant lost opportunities, but I daresay it also saved our necks more than once. There’s strange folk trying to hire you nowadays ... but that’s a different story.
Anyway, we were in Garnet, squandering our money on the usual, when we were contacted by messenger. A job, assuredly easy and quite lucrative, but our Mr. Jewels would remain in the shadows. I said already, the captain doesn’t like that. Long story short, a week later he agreed to meet us. As was to be expected, it was some nondescript building, lots of hired muscle to keep us in line, us being the captain, Six-Fingers and me.
What I didn’t expect was an old, dusty man smelling of sulphur and telling us in that quiet voice of his to break into the palace of one of the high houses and get something for him. As if us accepting was a foregone conclusion. As if you could simply walk into the house of someone with more money to his name than some whole cities. It was almost surreal to watch the captain’s arguments being turned back on him as he tried to politely decline, make clear he didn’t like plans being made for him, and so on.
Usually Six-Fingers participates in the haggling, but this day he was really quiet. He never looks particularly sane, dealing with ghosts and whatnot as he is, but as we sat there he looked ready to crack, sweating like pig and twitching whenever our employer glanced at him. Maybe some nightmare from his past, I thought, but then he’d have warned the captain, who in the end agreed, though for a nice heap of silver.
We all understood on the way back, though. “He’s a wizard.”, Six-Fingers hissed. “Or worse. He doesn’t read to any of my spells, it’s like he isn’t even there.” Meaning that guy was more powerful than our witch-man by far. Not good. We also noticed, that pieces of our clothing were missing, probably cut off. Even worse.
For all our misgivings we’ve never had a run go more smooth than this one, though – the guy’s plan was flawless, down to the personal habits of the guards and our exploiting them. Scary stuff. We haven’t been to Garnet ever since.
Master Goldhand is a well-known figure in the higher society of Garnet, having taught at least three generations of noble children as private tutor. His high status, mild manners and notable reputation as a scholar have made him the first choice to teach languages, rhetoric and sometimes a titbit of alchemy to children of the aristocracy, who would look down on any ‘common’ teacher. As a figure never to appear in politics his neutrality is implicit.
Among academics Goldhand is known as an alchymikus of outstanding knowledge. Many of the better smiths and artisans of the city have improved their technique due to his (admittedly not inexpensive) help. Those old enough to remember the last war may also know him as the reluctant creator of choking gases and exploding liquids to aid in repelling the besieging army, but to most he is a harmless old tinkerer, an urban hermit with a weird occupation, who’s been there as long as anyone can remember.
All this is not far from the truth, it misses only two vital facts: Far more than a simple scholar Goldhand is an accomplished wizard and far from unpolitical. As a member of the secret society Circle of Dawn, he is neutral as far as the infighting between the merchant houses goes, his interest is solely in the safety and freedom of Garnet. To this end he uses his close connections to several houses as well as his own network of agents to ensure a state of balance within the city and thwart all attempts to bring Garnet under the control of any outside party. If push comes to shove, Goldhand is not above employing his formidable sorcery directly against threats to the city or the Circle.
About his person even less is known. Goldhand is mentioned in passing in letters dating back 70 years, but before that his past is a blank. Like most sorcerers he probably took measures to obscure his origin and of course name. Though he is over a hundred years old he still looks like a man in his thirties due to his magic and alchemical elixirs. His mild manners and distracted look is similarly a ruse; within Goldhand hides a will like steel and a determination that will not be swayed. Beside his considerable skill in crafting alchemical contraptions and working his sorcery into them Goldhand is also an accomplished summoner, often binding demons and spirits to his service or for specific missions.
The independent city of Garnet is ruled by a council made up by the representatives of the eight high merchant houses as well as a number of other men and women. Though most of them have only their own interests in mind, the infighting between the different parties (as well as some manipulation) allows for a balance, that benefits all people.
---
Master Goldhand is one of the most important men of Garnet and together with his circle of like-minded individuals (many of which have a measure of political or sorcerous power themselves) he represents a major obstacle to all would-be conquerors of Garnet. If the PCs’ employer has designs on the city, then finding out about the Circle of Dawn and breaking its power by scheming or force or both is their task.
Alternatively he could be an ally or even the PCs’ benefactor, directing them against key elements of corruption within Garnet or outside enemies.
Finally he could be in possession of a rare tome, any obscure knowledge, powerful alchemy or even invested items, which the PCs have to acquire by diplomacy or otherwise.
Master Goldhand (The Alchemist, Kurab Milossen)
Male wizard 10, academician 5, artificer 2; CR 17; Medium human; HD 17d6+34; hp 80; Mdt 31; Init +4; Spd 30 ft.; AC 10, touch 10, flat-footed 10, BAB +8, Grap +8, Atk +4 melee (1d6-1/17-20x2, Baruk’s rapier), Full Atk +4/-1; SQ second magnitude, expanded repertoire, improved research, expert artificer, spellcaster, reduced personal cost; AL The Circle of Dawn, Garnet; SV Fort +6, Ref +6, Will +16 ; AP 13; Str 8, Dex 10, Con 14, Int 18, Wis 15, Cha 22 (venerable age).
Background: Magician’s apprentice. Concentration, Detect Magic, Magic Use and Prestidigitation are always class skills. Baruk may add his Intelligence modifier to all Magic Use checks and gets a +1 bonus to Detect Magic and Prestidigitation.
Skills: Appraise +9 (+11 alchemy), Bluff +16, Concentration +22, Craft (Alchemy) +36, Craft (Fetish) +19, Diplomacy +17, Intimidate +9, Knowledge (arcana) +22, Knowledge (local) +9, Knowledge (history) +11, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (the Planes) +9, Research +26 (+28 history, +33 Improved Research), Speak Language (6), Spot +4.
Magic Skills: Detect Magic +30, Ghost Sounds +18, Magic Use +47 (+50 to repair gates), Prestidigitation +17, Resistance +10.
Feats: Defy Time, Embed Spell, Gift of Tongues, Improved Initiative, Master Craftsman, Skill Focus (Magic Use)x2, Skill Focus (Craft)x2, Skill Focus (Research), Spell Energy Reservoir (x2), Spirit Walk, Talent (x8).
Languages: All spoken and written: Forsberger (mastered), Jewel Cities (mastered), Ancient Jewel Cities (mastered), Old Tongue (good), Rosean (mastered), TelleKurre (mastered), UchiTelle (mastered).
Spells Known: (Save DC 22; Spell Energy 8); Alter(+2), Call(+2), Create Energy, Acid(+2), Dispel(+2), Reflect, Reveal(+2), Sense, Telepathy(+2)
Possessions (carried):
Goldhand’s rapier (accurate, deadly, twice decorative)
An example of Master Goldhand's alchemy:
Master Goldhand’s Alchemical Fortification
This strange substance resembles quicksilver in the way it moves and if it wasn’t for the mastery of an alchemist, it would be just as poisonous. When removed from the vial and rubbed into the fabric of any article of clothing (not armor), it strengthens the cloth almost to the resilience of chain, but without the encumbrance of a real chain mail. After an hour of exposure to light and air, the substance degrades rapidly, the metallic sheen on the clothing turning into unseemly stains of varying colors. Though expensive this product of alchemic invention is popular with many nobles for its comfortable protectiveness and usefulness in emergencies.
Spreading the concoction on an unattended garment takes one minute, if there’s no particular haste. For one hour afterwards the treated clothing protects the wearer just as well as an armor of studded leather would, providing a +3 armor bonus to AC. No check penality or arcane spell failure is incurred.
Cost: 100sp
Craft DC: 35
Time to create for Goldhand: 5 days
Master Goldhand’s Superior Fortification
Reserved for the most dire of emergencies and most wealthy of customers, these vials of distilled power are the pinnacle of master Goldhand’s art. Just opening the container is enough to spur the silvery liquid out of it, spreading over the user’s garments on its own, leaving behind a strong metallic sheen and a mild smell of hot steel. Not only do the microscopic filaments the fortification liquid crystallizes into strengthen the fabric immensely, the most puissant sorcery woven into them protects the wearer better than full plate armor and is much less cumbersome. The stains left behind are next to impossible to remove, though.
After opening the vial, the liquid spreads over the user’s clothing and hardens in one round. For one hour from that point the wearer of the treated garments enjoys a +8 armor bonus to AC and a 10% chance to negate critical hits or sneak attacks. He suffers no check penality or arcane spell failure.
Selling price: at least 500sp, often much more
Magic Use DC to create: 110 (using alter, including +20 modification for embedding)
XP Cost (50 doses): 990XP
Time to create: 60 days (includes 5 days of pure casting time)
Creating 50 vials of his Superior Fortification takes Master Goldhand one full year of work and more than 1600sp. The strain on his mind is equally harsh.
Spells Goldhand has always prepared:
Grand Dissolution
Prop: Verbal, Somatic
Range: 100 ft.
Target: One creature or object
Duration: Instantaneous
Magic Use DC: 74
Magic Use modifier: +73
Casting time: 1 hour (1 action when prepared)
Drain: 1d8+14
The creature made a keening sound as it broke out of the summoning circle. Goldhand swore. With a snarl the demon lunged forward to devour its caller, but the alchemist was prepared. A blinding flash of green light filled the small cellar, leaving behind no more than a sizzling chitinous shell.
As last resort for any conflict Master Goldhand always keeps some variation of this spell prepared. With a word and a stabbing gesture the targeted creature or object is engulfed with acid, taking 20d12 points of damage unless it makes a reflex save for half that amount.
Circle of Warding
Prop: Verbal, Somatic, Fetish
Range: Personal
Effect: Emanation, 5 ft. radius
Duration: 1 hour
Magic Use DC: 84
Magic Use modifier: +81
Casting time: 2 hours (1 action prepared)
Drain: 2d8+16, 1 point spell energy
The other wizard was skilled at hiding, Goldhand had to admit. His only chance was to draw him out, make him think, he had a chance. “Gamble, Trunk, stay close to me. I’m going outside.”
The other reacted as he’d thought he would. As soon as the three entered the courtyard the air around them exploded with hungry flames, clawing inward to strip the flesh from their bones. The alchemist laughed. “Ahh, there you are.” Even through the roaring of the flames the sound of a body falling from a height could be heard.
When the flames finally died down in the ruined square, not even the grass under the feet of the two men were burnt. Goldhand sighed. “Gamble, I told you to stay close.”
As defense against enemies employing sorcery against him Goldhand usually has this spell prepared. When triggered, it creates a circular ward against incoming spells around him. Any magic targeting a creature within 5 ft. of Goldhand have to succeed a caster level check against the alchemist (who gets a +3 bonus to this check) to take effect.
-----
My main intention creating this character was to learn more about the mechanical side of the Black Company Campaign Setting. I think I succeeded - after several hours of looking up rules from different classes, magic, skills, crafting, etc I have a much better grasp of how things are done. The next thing now would be statting up a few other characters and have them ambush him so I get to know the changes in the combat system
.
If you notice any errors I might have made, have questions or anything - I'm happy for any feedback. And of course you're free to use Goldhand for whatever you like
.
-Dakkareth
Our captain has had this rule before I even joined: Meet the employer and take his measure. The real one. In person. For a small band like hours, more suited to shady jobs than to war like the real companies, this often meant lost opportunities, but I daresay it also saved our necks more than once. There’s strange folk trying to hire you nowadays ... but that’s a different story.
Anyway, we were in Garnet, squandering our money on the usual, when we were contacted by messenger. A job, assuredly easy and quite lucrative, but our Mr. Jewels would remain in the shadows. I said already, the captain doesn’t like that. Long story short, a week later he agreed to meet us. As was to be expected, it was some nondescript building, lots of hired muscle to keep us in line, us being the captain, Six-Fingers and me.
What I didn’t expect was an old, dusty man smelling of sulphur and telling us in that quiet voice of his to break into the palace of one of the high houses and get something for him. As if us accepting was a foregone conclusion. As if you could simply walk into the house of someone with more money to his name than some whole cities. It was almost surreal to watch the captain’s arguments being turned back on him as he tried to politely decline, make clear he didn’t like plans being made for him, and so on.
Usually Six-Fingers participates in the haggling, but this day he was really quiet. He never looks particularly sane, dealing with ghosts and whatnot as he is, but as we sat there he looked ready to crack, sweating like pig and twitching whenever our employer glanced at him. Maybe some nightmare from his past, I thought, but then he’d have warned the captain, who in the end agreed, though for a nice heap of silver.
We all understood on the way back, though. “He’s a wizard.”, Six-Fingers hissed. “Or worse. He doesn’t read to any of my spells, it’s like he isn’t even there.” Meaning that guy was more powerful than our witch-man by far. Not good. We also noticed, that pieces of our clothing were missing, probably cut off. Even worse.
For all our misgivings we’ve never had a run go more smooth than this one, though – the guy’s plan was flawless, down to the personal habits of the guards and our exploiting them. Scary stuff. We haven’t been to Garnet ever since.
Master Goldhand is a well-known figure in the higher society of Garnet, having taught at least three generations of noble children as private tutor. His high status, mild manners and notable reputation as a scholar have made him the first choice to teach languages, rhetoric and sometimes a titbit of alchemy to children of the aristocracy, who would look down on any ‘common’ teacher. As a figure never to appear in politics his neutrality is implicit.
Among academics Goldhand is known as an alchymikus of outstanding knowledge. Many of the better smiths and artisans of the city have improved their technique due to his (admittedly not inexpensive) help. Those old enough to remember the last war may also know him as the reluctant creator of choking gases and exploding liquids to aid in repelling the besieging army, but to most he is a harmless old tinkerer, an urban hermit with a weird occupation, who’s been there as long as anyone can remember.
All this is not far from the truth, it misses only two vital facts: Far more than a simple scholar Goldhand is an accomplished wizard and far from unpolitical. As a member of the secret society Circle of Dawn, he is neutral as far as the infighting between the merchant houses goes, his interest is solely in the safety and freedom of Garnet. To this end he uses his close connections to several houses as well as his own network of agents to ensure a state of balance within the city and thwart all attempts to bring Garnet under the control of any outside party. If push comes to shove, Goldhand is not above employing his formidable sorcery directly against threats to the city or the Circle.
About his person even less is known. Goldhand is mentioned in passing in letters dating back 70 years, but before that his past is a blank. Like most sorcerers he probably took measures to obscure his origin and of course name. Though he is over a hundred years old he still looks like a man in his thirties due to his magic and alchemical elixirs. His mild manners and distracted look is similarly a ruse; within Goldhand hides a will like steel and a determination that will not be swayed. Beside his considerable skill in crafting alchemical contraptions and working his sorcery into them Goldhand is also an accomplished summoner, often binding demons and spirits to his service or for specific missions.
The independent city of Garnet is ruled by a council made up by the representatives of the eight high merchant houses as well as a number of other men and women. Though most of them have only their own interests in mind, the infighting between the different parties (as well as some manipulation) allows for a balance, that benefits all people.
---
Master Goldhand is one of the most important men of Garnet and together with his circle of like-minded individuals (many of which have a measure of political or sorcerous power themselves) he represents a major obstacle to all would-be conquerors of Garnet. If the PCs’ employer has designs on the city, then finding out about the Circle of Dawn and breaking its power by scheming or force or both is their task.
Alternatively he could be an ally or even the PCs’ benefactor, directing them against key elements of corruption within Garnet or outside enemies.
Finally he could be in possession of a rare tome, any obscure knowledge, powerful alchemy or even invested items, which the PCs have to acquire by diplomacy or otherwise.
Master Goldhand (The Alchemist, Kurab Milossen)
Male wizard 10, academician 5, artificer 2; CR 17; Medium human; HD 17d6+34; hp 80; Mdt 31; Init +4; Spd 30 ft.; AC 10, touch 10, flat-footed 10, BAB +8, Grap +8, Atk +4 melee (1d6-1/17-20x2, Baruk’s rapier), Full Atk +4/-1; SQ second magnitude, expanded repertoire, improved research, expert artificer, spellcaster, reduced personal cost; AL The Circle of Dawn, Garnet; SV Fort +6, Ref +6, Will +16 ; AP 13; Str 8, Dex 10, Con 14, Int 18, Wis 15, Cha 22 (venerable age).
Background: Magician’s apprentice. Concentration, Detect Magic, Magic Use and Prestidigitation are always class skills. Baruk may add his Intelligence modifier to all Magic Use checks and gets a +1 bonus to Detect Magic and Prestidigitation.
Skills: Appraise +9 (+11 alchemy), Bluff +16, Concentration +22, Craft (Alchemy) +36, Craft (Fetish) +19, Diplomacy +17, Intimidate +9, Knowledge (arcana) +22, Knowledge (local) +9, Knowledge (history) +11, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (the Planes) +9, Research +26 (+28 history, +33 Improved Research), Speak Language (6), Spot +4.
Magic Skills: Detect Magic +30, Ghost Sounds +18, Magic Use +47 (+50 to repair gates), Prestidigitation +17, Resistance +10.
Feats: Defy Time, Embed Spell, Gift of Tongues, Improved Initiative, Master Craftsman, Skill Focus (Magic Use)x2, Skill Focus (Craft)x2, Skill Focus (Research), Spell Energy Reservoir (x2), Spirit Walk, Talent (x8).
Languages: All spoken and written: Forsberger (mastered), Jewel Cities (mastered), Ancient Jewel Cities (mastered), Old Tongue (good), Rosean (mastered), TelleKurre (mastered), UchiTelle (mastered).
Spells Known: (Save DC 22; Spell Energy 8); Alter(+2), Call(+2), Create Energy, Acid(+2), Dispel(+2), Reflect, Reveal(+2), Sense, Telepathy(+2)
Possessions (carried):
Goldhand’s rapier (accurate, deadly, twice decorative)
An example of Master Goldhand's alchemy:
Master Goldhand’s Alchemical Fortification
This strange substance resembles quicksilver in the way it moves and if it wasn’t for the mastery of an alchemist, it would be just as poisonous. When removed from the vial and rubbed into the fabric of any article of clothing (not armor), it strengthens the cloth almost to the resilience of chain, but without the encumbrance of a real chain mail. After an hour of exposure to light and air, the substance degrades rapidly, the metallic sheen on the clothing turning into unseemly stains of varying colors. Though expensive this product of alchemic invention is popular with many nobles for its comfortable protectiveness and usefulness in emergencies.
Spreading the concoction on an unattended garment takes one minute, if there’s no particular haste. For one hour afterwards the treated clothing protects the wearer just as well as an armor of studded leather would, providing a +3 armor bonus to AC. No check penality or arcane spell failure is incurred.
Cost: 100sp
Craft DC: 35
Time to create for Goldhand: 5 days
Master Goldhand’s Superior Fortification
Reserved for the most dire of emergencies and most wealthy of customers, these vials of distilled power are the pinnacle of master Goldhand’s art. Just opening the container is enough to spur the silvery liquid out of it, spreading over the user’s garments on its own, leaving behind a strong metallic sheen and a mild smell of hot steel. Not only do the microscopic filaments the fortification liquid crystallizes into strengthen the fabric immensely, the most puissant sorcery woven into them protects the wearer better than full plate armor and is much less cumbersome. The stains left behind are next to impossible to remove, though.
After opening the vial, the liquid spreads over the user’s clothing and hardens in one round. For one hour from that point the wearer of the treated garments enjoys a +8 armor bonus to AC and a 10% chance to negate critical hits or sneak attacks. He suffers no check penality or arcane spell failure.
Selling price: at least 500sp, often much more
Magic Use DC to create: 110 (using alter, including +20 modification for embedding)
XP Cost (50 doses): 990XP
Time to create: 60 days (includes 5 days of pure casting time)
Creating 50 vials of his Superior Fortification takes Master Goldhand one full year of work and more than 1600sp. The strain on his mind is equally harsh.
Spells Goldhand has always prepared:
Grand Dissolution
Prop: Verbal, Somatic
Range: 100 ft.
Target: One creature or object
Duration: Instantaneous
Magic Use DC: 74
Magic Use modifier: +73
Casting time: 1 hour (1 action when prepared)
Drain: 1d8+14
The creature made a keening sound as it broke out of the summoning circle. Goldhand swore. With a snarl the demon lunged forward to devour its caller, but the alchemist was prepared. A blinding flash of green light filled the small cellar, leaving behind no more than a sizzling chitinous shell.
As last resort for any conflict Master Goldhand always keeps some variation of this spell prepared. With a word and a stabbing gesture the targeted creature or object is engulfed with acid, taking 20d12 points of damage unless it makes a reflex save for half that amount.
Circle of Warding
Prop: Verbal, Somatic, Fetish
Range: Personal
Effect: Emanation, 5 ft. radius
Duration: 1 hour
Magic Use DC: 84
Magic Use modifier: +81
Casting time: 2 hours (1 action prepared)
Drain: 2d8+16, 1 point spell energy
The other wizard was skilled at hiding, Goldhand had to admit. His only chance was to draw him out, make him think, he had a chance. “Gamble, Trunk, stay close to me. I’m going outside.”
The other reacted as he’d thought he would. As soon as the three entered the courtyard the air around them exploded with hungry flames, clawing inward to strip the flesh from their bones. The alchemist laughed. “Ahh, there you are.” Even through the roaring of the flames the sound of a body falling from a height could be heard.
When the flames finally died down in the ruined square, not even the grass under the feet of the two men were burnt. Goldhand sighed. “Gamble, I told you to stay close.”
As defense against enemies employing sorcery against him Goldhand usually has this spell prepared. When triggered, it creates a circular ward against incoming spells around him. Any magic targeting a creature within 5 ft. of Goldhand have to succeed a caster level check against the alchemist (who gets a +3 bonus to this check) to take effect.
-----
My main intention creating this character was to learn more about the mechanical side of the Black Company Campaign Setting. I think I succeeded - after several hours of looking up rules from different classes, magic, skills, crafting, etc I have a much better grasp of how things are done. The next thing now would be statting up a few other characters and have them ambush him so I get to know the changes in the combat system

If you notice any errors I might have made, have questions or anything - I'm happy for any feedback. And of course you're free to use Goldhand for whatever you like

-Dakkareth
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