Halfling

Eudonius Lynch's page

207 posts. Alias of Merck.


Classes/Levels

Alchemist 1, HP 11/11, CMD 15, AC16 / T12 / FF14, F +4, R +4, W +0, Init +6, Perc +5

Age

20

Deity

Science

Languages

Common, Infernal, Abyssal, Halfling

About Eudonius Lynch

STR 16, DEX 14, CON 14, INT 16, WIS 12, CHA 5
Tiefling
Native outsider
True Neutral
Male
Medium Size
Alchemist, Chirurgeon/Internal Alchemist/Vivisectionist archetypes Level 1

COMBAT STATS
BaB +0
Init +6; Senses Perception +6, Darkvision 60ft
CMB +3 (+0BaB +3strength)
CMD 15 (+0BaB +3strength +2dexterity +10)
Favored class Alchemist (+1 HP at lvl 1)
Sneak Attack: 1d6

DEFENSE
Resistences Cold 5, Eletricity 5, Fire 5
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 11 (1d8+2)(+1 Favored Class)
Fort +4
Ref +4
Will +2

OFFENSE
Speed 30 ft, 30 ft Armored
Melee Morningstar +3 (1d8+4/x2)
Melee Bite +3 (1d6+3/19-20x2)
Ranged Sling +2 (1d4+3/x2), range 50ft
Ranged Dagger +2 (1d4+3/19-20x2), range 10ft.
Space 5 ft; Reach 5 ft

TRAITS
Slippery: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
+1 on Will Saves

RACIAL TRAITS:

Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 CON, +2 WIS, and –2 CHA.

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

FEATS
Improved Initiative
Brew Potion

SKILLS

Appraise 3 = 0 rank + 3 int
Disable Device 4 = 1 rank + 3 class + 2 dex - 2 armor
Heal 5 = 1 rank + 3 class + 1 wis
Knowledge Arcana 7 = 1 rank + 3 class + 3 int
Knowledge Nature 7 = 1 rank + 3 class + 3 int
Craft Alchemy 3 = 0 rank + 3 int
Perception 5 = 1 rank + 3 class +1 wis
Spellcraft 3 = 0 rank + 3 int
Stealth 7 = 1 rank + 2 dex +3 class + 1 trait +2 racial - 2 armor
Survival 5 = 1 rank + 3 class + 1 wis

EXTRACTS:

Extracts per Day:

1st lvl: 2

Formulae List:

Cure Light Wounds
Shield*
Enlarge Person*
Comprehend Languages

* Today's "memorised" ones.

EQUIPMENT:

Lamellar Leather (+4/+3/-2), 60gp, 25 lbs
Greataxe (S), d12 dmg, crit x3, 20gp, 12 lbs
Dagger (S or P), d4 dmg, crit 19-20/x2, 2gp, 2 lbs
Backpack, 2gp, 2 lbs
Alchemist's kit, 25gp, 5 lbs
Flint and Steel, 1gp, - lbs
Belt Pouch, 1gp, 1/2 lbs
healer's kit 50 gp, 1 lbs
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs

Money left: 35gp.

CLASS ABILITIES:

Weapon and Armor Proficiency
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

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.

Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

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.

Breath Mastery
At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.

This ability replaces Throw Anything.

Sneak Attack
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
This ability replaces bomb.

BACKGROUND:

Nobleborn and coming from a rich and old house of Egorian, the curse of Eudonius's life was to be the bastard child of Eleanor Voralius's affair with one of her summoned incubus. All his childhood he felt the weight of the great shame his mere existence brought his household. He grew up in the family manor working as one of the servants and was raised by the buttler, a good-natured halfling slave named Lynch. His true origins were the "open" secret of the house.

When he was still alive, Baron Markus Voralius, Eleanor's husband, mainly ignored the bastard kid. On the other hand Eudonius's two brothers, Aerodus and Ursion, and cousin Aspexia had a perverse pleasure in bullying him. The abuse felt specially painfull when coming from the girl for whom the tifling had a secret crush.

His life was harsh at times but had its advantages over the regular servants. He was allowed open access to the manor and it's library became his santuary. There he was always left alone since not one of the other youngsters cared much for books. The only other soul to ever frequent that room was Lady Eleanor herself, an acomplished wizard. Every time she came she would ignore Eudonius as he left to give her privacy but she never actually prohibit him from using the premisses.

Books were his best friends and he spend most of his free hours studying. That of course when he wasn't involved in some fight. Since the other serving boys discovered he was easily taunted at the mention of his "soiled" blood, Eudonius had very little peace.

Upon reaching adulthood his family was not sorry to see him go, his mother actually paid his ticked to leave Egorian for good. Only Lynch was upset by his departure. He devoted himself completely to science, obsessed with finding a way to remove the taint from his being. After arriving at Kintargo he started to work for the Red Jills and River Talons as a street doctor and kind of sage. The job opened doors and provided good resources and an always fresh supply of subjects to his research when no one was looking.

PERSONALITY:

Aloof, absent-minded and sometimes self important Dr. Lynch is also very self conscious of his tiefling. Despite his shyness and severe lacking of social skills in truth what Eudonius desire the most is an opportunity to finally earn some respect and recognition amoung his pears. He has a profound admiration for the accomplishments of the intellect and is an avid scholar of all the great sciences.

Slow to anger, he becomes very hot tempered when his blood finally boils, a flaw of his tainted blood, or so the good doctor believes. He is not so much interested in abstract concepts as he is in the great prizes that await for those bold enough to unravel the mysteries of the soul and the flesh. During his research the he has also learned the ways of the back alleys, afterall, high profile science can be very expensive.

There is a comic twist to Dr. Lynch's personality. The more he researches how to cleanse his soul of the hellish taint the more beastial his body becomes as he advances as an Alchemist.