About Dryn'taka Devilschild
AC 18 FF15 T13 CMD19
Bora Beads 1 1/1
1st - Cure Light Wounds, Shield , Bomber's Eye, 2 open
2nd - Cure Moderate Wounds, See Invisibility, 2 open
3rd - Cure Serious Wounds x2
Normal - 19
Silver - 20
Cold Iron - 20
Class Skills: The alchemist's class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Racial Favored Class Bonus: Alchemist 6 points
Brew Potion (Item Creation):You can create magic potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. 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.
Fiendish Heritage: You possess a strong tie to your fiendish ancestors, granting you favorable abilities.
In addition, you may roll on Table: Variant Tiefling Abilities three times and choose the most favorable ability.
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Skill Focus (Heal): Choose a skill. You are particularly adept at that skill.
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus on Bluff and Stealth checks.
Resistance(s): cold, electricity, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Bite: You possess a bite that is treated as a natural weapon and deals 1d4 damage.
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Infused Curative: At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).
This ability replaces poison use.
Poison Resistance (Ex): At 2nd level, an alchemist 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.
Swift Alchemy (Ex): At 3rd level, an alchemist 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.
Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Precise Bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Explosive Bomb: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Anaesthetic: At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a chirurgeon.
Extracts, Mutagens, Bombs:
Extracts per Day:
1st - 4+1
2nd - 3+1
3rd - 1+1
Bombs per Day: 11
1st - Cure Light Wounds, Identify, Bomber's Eye, Shield, Disguise Self, Comprehend Languages, Ant Haul, Crafter's Fortune, Enlarge Person
2nd - Cure Moderate Wounds, Lesser Restoration, False Life, Invisibility, See Invisibility, Vomit Swarm
3rd - Cure Serious Wounds
+1 Light X-bow +9 Ranged, 1d8+1 (19-20/x2) 80'
+1 Light X-Bow w/ DA +7 Ranged, 1d8+5 (19-20/x2) 80'
Morningstar +6 Melee, 1d8+1 (20/x2)
Dagger +6 Melee, 1d4+1 (19-20/x2)
Dagger +8 Ranged, 1d4+1 (19-20/x2), 10'
Bomb +10 Ranged, 3d6+7 (20/x2), 20'
Bite +6 Melee, 1d4+1 (20/x2)
Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.
Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Moving Momentum: You have been trained in throwing bombs on the move, and know how to make the best use of your momentum. Whenever you move at least 10 feet before making an attack with a splash weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.
+1 Studded Leather Armor
+1 Light Crossbow
+1 Cloak of Resistance
+1 Hide Shirt
Bora Beads lvl 1
20 Silver Bolts
20 Cold Iron Bolts
Potion of Cure Light Wounds x4
Acid x 3
Alchemist's Fire x 3
Liquid Ice x3
Holy Water x8
Potion of Invisibility x2
Potion of Lesser Restoration x2
Potion of Enlarge Person x4
Potion Injector with Ghoul Touch, Chill Touch, False Life
Dryn'taka, born Dryndelda Escarlion Taktatheron, was nobly born to the Taktatheron family, a distant duchy well known for it's upstanding members and virtue. So when Dryndelda was born a tiefling, the fear of the devil worship certain members of the family had practiced in secret years ago became a very real concern. The family feared this was vengeance dealt upon, and as such, did the only thing they could think of. Dryndelda was announced dead at childbirth.
But this was not the case. Unwilling to perform such a horrific act as the murder of a newborn babe, they instead entrusted the child to a loyal servant of the family, an old dwarf named Trobold. Trobold was a recluse anyway, and known to travel quite abit anyway. Thus when he arrived the very night Dryndelda was born, they took him into their confidence, explained the details of what happened, and pleaded with him to take Dryndelda far away, never to interfere in their family again. They cared not what happened to her, to do what he must. So Trobold took Dryndelda away to live a new life.
The first thing he did was change Dryndelda's birth name, but not possessing much in the way of creativity, went with Dryn'taka, a combination of her birth name. The next was to travel a great distance. At first being on the road with a newborn child proved difficult, but with enough coin he managed and eventually arrived at a far away town.
He used what money he had to buy a house for the two of them, having developed fatherly feelings for the young child. Trobold raised her as his own daughter. When she became old enough to start wondering why they were different, he would often laugh it off, saying it didn't matter. In the end she gave up caring.
As she grew old, Trobold taught him her trade, alchemy. She proved to be quite a handful, and often would go well beyond her skills, more than once lighting their house on fire (though Trobold always managed to put it out in time). In time, she grew rather skilled, though she did manage to have things blow up in her face time to time.
Then, when Dryn'taka turned 17, the unthinkable happened. Trobold passed away, a disease taking him in the night. Dryn'taka was devastated. But despite, this, she was determined to use what she taught him. She had decided that the skills Trobold taught him could be used to heal, so she set to teach herself the skills of a Chirurgeon, an alchemical healer. He had books on the subject and learned many things. With time, she became confident there were many things she could help people with.
She kept Trobold's shop opened, but renamed it. In youth, lacking a last night, and Trobold never giving his, many of the parents of her friend had taken to calling her 'Devilchild'. Never having quite caught on that it was an insult to her tiefling blood, she took that as her surname. The new name she gave the shop was "The Devil's Healer". While many passing through gave it a strange eye, she had grown in the town and those who knew her considered it one of her eccentricites she developed. For two years she honed her skills, making many friends. But yet one more event was come to pass.
Dryn'taka had never learned about Trobold's history until a few men came to the city guard with a poster of her father. A wanted poster. They were bounty hunters come to collect, for her father had one fatal flaw. He was gambler, and not a good one. He had amassed a rather large fortune in debts he ran out on, and now they had caught up, not to him, but to her.
The bounty hunters came to collect, and everything in the shop wasn't enough to cover the expenses he had amassed. They were set to take her as well. But many of the townsfolk she had previously healed came to her aid, and in the end managed to come up with enough to save her. Since that day she has become eternally grateful to the town. She has vowed that she would repay everyone, though she knew not how. But one thing she did know is that she had to leave. Before the bounty hunters left, they gave her one more piece of information. They were not the only ones Trobold owed money to, others would come. So Dryn'taka made her decision. With the few things she was able to gather, she decided to find some way to leave town. Her friends would not be able to pay enough to keep her out of trouble again, and they shouldn't be bothered to. She would earn enough money herself, somehow. She just needed the opportunity.
Dryn'taka is a good natured person at heart. She rarely assumes the worse and gives others a chance if they seek it, despite strange lineages. She takes great humor in her devils blood and often makes light of it, sometimes to the point of extreme (such as renaming her stepfather's store).
She has since long given up caring what her true roots are at this point in her life. If given an opportunity she may investigate but will not seek it out.
Dryn'taka stands a little over 5'2, weighing about 110 lbs, light of frame. She has long red hair, and burning red eyes, with slight horns that betray her devilish heritage. She has very sharp teeth, which are quite obvious when she smiles. She dresses haphazardly with numerous vials and strange aromas about her, often of sulfur and brimstone (both her heritage and her alchemical supplies).
Dryn'taka's goals in life are to acquire enough wealth to pay off her father's debtors (I figure we can either work out a sum or keep it kind of hazy as a plot point). She doesn't have any idea how many debts are out there. Beyond that, while she won't seek out her real family, if you want to use that at any point it's there, and she would investigate if something came up. If the debts are cleared up, I anticipate her taking a liking to adventuring life and would continue it with the eventual goal of settling down with her own shop.