Alchemist

Damion of the Enlightened Minds's page

24 posts. Alias of Dementia Walker.


Full Name

Damion of the Enlightened Minds

Race

Human

Classes/Levels

Scholar/3 Perception+5 Hp 20/20 AC 17 Touch 14 FF 13 Init +4 Fort +2 Ref +5 Will +2

Gender

Male

Age

30

Languages

English, French, Spanish, Irish, Latin, Gaelic, German

About Damion of the Enlightened Minds

Favored class Scholar(+1Hp/level)

Str 13(+1)
Dex 18(+4)
Con 13(+1)
Int 18(+4)
Wis 8 (-1)
Cha 14(+2)

HP 20 Speed 30ft Initiative 4

AC 17 Dex4+AC3+10 Touch 14 FF 13

BAB +1 CMB 2 (1+Str1) CMD 16 (1+Str1+Dex4+10)

Fort 2 (Con1+1) Ref 5 (Dex4+1) Will 2 (Wis-1+3)

Weapon
Mst Wk Brass Knuckles +6 1d3+1
Dagger +5 1d4+1
Improvised Weapon +7(Light) +4(Heavy)

Skills:
6+Int/Lvl
Bluff* +9 (3Skill+2Cha+3Class+1Bonus)
Craft(Alchemy)* +12 (3Skill+4Int+3Class+2Bonus)
Diplomacy +4 (1Skill+2Cha+1Bonus)
Disable Device* +12 (3Skill+4Dex+3Class+2Bonus)
Heal* +5 (3Skill-1Wis+3Class)
Arcana* +5 (4Int+1Lore)
Dungeoneering* +5 (4Int+1Lore)
Engineering* +9 (1Skill+4Int+3Class+1Lore)
Geography* +9 (1Skill+4Int+3Class+1Lore)
History* +9 (1Skill+4Int+3Class+1Lore)
Local* +9 (1Skill+4Int+3Class+1Lore)
Nature* +9 (1Skill+4Int+3Class+1Lore)
Nobility* +9 (1Skill+4Int+3Class+1Lore)
Planes* +5 (4Int+1Lore)
Religion* +9 (1Skill+4Int+3Class+1Lore)
Linguistics* +10 (3Skill+4Int+3Class)
Perception* +5 (3Skill-1Wis+3Class)
Sleight of Hand +9 (3Skill+4Dex+2Bonus)
Spellcraft*
Use Magic Device* +6 (1Skill+2Cha+3Class)

Items:
56gp 9sp 5cp
Noble outfit and jewelry(minimum 150gp total)
Mst Wk Studded Leather Armor 20lb
Mst Wk Brass Knuckles x2 2lb
Dagger x5 5lb
Backpack, masterwork 4lb
Bandolier -
Beltpouchs x2 1lb
Chalk x10 -
Water Skin 4lb
Wrist Sheath 1lb
Masterwork Thieves Tools 2lb

Alchemical
Tanglefoot bag x7 7lb
Antitoxin 1 -
Sunrod x10 10lb
Acid x5 5lb
Alchemist's fire x5 5lb
Smoke Stick x5 2.5lb
Tinder Twigs x12 -

Potion
cure light x5
keen senses x2
polypurpose pancea x4

Weight 86.5 lbs
58 lbs. or less 59–116 lbs. 117–175 lbs.

Feats:

Brew Potion You can create a potion. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Throw Anything(Combat) You are used to throwing things you have on hand. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Deft Hands You have exceptional manual dexterity. Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Catch Off-Guard(Combat) Foes are surprised by your skilled use of unorthodox and improvised weapons. Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flatfooted against any attacks you make with an improvised melee weapon. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Weapon Finesse(Combat) You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.

Splash Weapon Mastery You are adept at increasing the range, area, and accuracy of splash weapons. Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.

Special Abilities:

Brew Potion(Ex): At 1st level, Scholars receive Brew Potion as a bonus feat. A Scholar can brew potions of any formulae he knows (up to 3rd level), using his Scholar level as his caster level. The Scholar does not need to meet the prerequisites for this feat.

Call it Out(Ex): As a standard action, a scholar can identify the weaknesses of one creature she can perceive. She must succeed at a Knowledge check to identify the creature. If successful, she and all allies within 30 feet who can hear her gain a knowledge of any special vulnerabilities and weaknesses a creature may have, including what forms of attack defeat its DR and regeneration, and gain a +1 bonus to attack and damage rolls and the DCs of their spells and abilities against that opponent for one minute. This bonus increases by one for every 4 ranks the scholar has for that skill.

Lore(Ex): A Scholar adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Trapfinding: A Scholar adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum 1). A Scholar can use Disable Device to disarm magic traps.

Throw Anything(Ex): A Scholar gains the Throw Anything feat as a bonus feat at 1st level. A Scholar adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.

Rogue Talent: Finesse Rogue

Poison Resistance(Ex): At 2nd level, a Scholar gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use(Ex): Scholars are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Trap sense +1(Ex): At 3rd level, a Scholar gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Swift Alchemy(Ex): At 3rd level, a Scholar 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.

Potions:

cure light
ant haul
endure elements
keen senses
polypurpose pancea

Traits&Drawback:

Extremely Fashionable: You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Bluff) is a class skill for you.

Surprise Weapon: You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.

Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (Alchemy).

Hedonistic: You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or suff icient entertainment or pleasure.

Backstory:
An encyclopedic knowledge and a curious mind, he supports his party with knowledge, translations, and healing.

Damion was the late son of a minor lord, the 9th son in line for any sort of inheritance and as such had spent most of his time using his families money to go to schools and hire the most knowledgeable tutors in all subjects while his parents were still alive knowing he would most likely not benefit from their death(Artisan, Extremely Fashionable, Hedonistic). Growing up with 9 brothers also lead to normal boy activities, many pranks and fights. Never having been schooled in actual combat, most of Damion's fighting techniques come from roughhousing with his brothers when he was younger(Splash Weapon Mastery, Surprise Weapon, Catch off Guard).

After years of scholarly pursuit he got an itch to actually travel out into the world and see many of the things that he had studied first hand. He found a small group of adventurers and attached himself to them in the hopes of learning outside of a library. Very bookish, yet still good with people due to the number of tutors that he has interacted with over the years. He is surprisingly versatile, able to use alchemical substances, poisons, a very grounded knowledge in healing. He obviously could not hold his own in direct combat but he generally tries to stay out of the fray and shout useful things to the people who are doing the fighting and occasionally toss an explosive or something into the mix where it is needed. He has near perfect recall of nearly everything he has ever read and uses that to assist in social situations and in knowing dangers in the wilderness.