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Halfling

Eudonius Lynch's page

206 posts. Alias of Merck.


Classes/Levels

Chirurgeon-Internal Alchemist lvl 1, HP 10/10, Bombs 0/3day, AC16/T12/F14, F +3, R +4, W +0, Init +2, Perc +6, HeroPoints 2/3

Age

20

Alignment

N

Deity

Science

Languages

Common, Orc, Infernal, Halfling

About Eudonius Lynch

Half Orc
STR 16, DEX 14, CON 12, INT 15, WIS 10, CHA 7
Male
Medium Size
Alchemist, Chirurgeon/Internal Alchemist archetypes LVL 1

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

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex,)
HP 10 (1d8+1)(+1 Favored Class)
Fort +3
Ref +4
Will +0

OFFENSE
Speed 30 ft, 30 ft Armored
Melee Greataxe +3 (d12+4/x3)
Melee Dagger +3 (1d4+3/19-20x2)
Ranged Bombs +2(+1PP Shot) [1d6+2(+1PP Shot)/x2], range 20ft.
Space 5 ft; Reach 5 ft

BOMBS
Per Day 3
Dmg 1d6 fire dmg + Int Mod + P.P. Shot = 1d6+3
DC Reflex 12
Splash Dmg 4

Brewed Mutagen: Strength (+2 natural armor bonus and a +4 alchemical bonus to strenght for 10 minutes per alchemist level. In addition, while this mutagen is in effect, the alchemist takes a –2 penalty to his inteligence ability score.)

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

RACIAL TRAITS:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

FEATS
Point-Blank Shot
Brew Potion

SKILLS

Appraise 2 = 0 rank + 2 int
Disable Device 4 = 1 rank + 3 class + 2 dex - 2 armor
Heal 6 = 1 rank + 3 class + 0 wis + 2 healer's kit
Intimidate 0 = 0 rank - 2 cha + 2 racial
Knowledge Arcana 6 = 1 rank + 3 class + 2 int
Knowledge Nature 6 = 1 rank + 3 class + 2 int
Craft Alchemy 2 = 0 rank + 2 int
Perception 6 = 1 rank + 3 class + 0 wis + 2 racial
Spellcraft 2 = 0 rank + 2 int
Stealth 1 = 0 rank + 2 dex + 1 trait - 2 armor
Survival 4 = 1 rank + 3 class + 0 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.

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.

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.

BACKGROUND:

Nobleborn and coming from a rich merchant house of Korvosa, the curse of Eudonius's life was to be the bastard child of Eleanor Voralius's affair with one of her half-orc bodyguards. 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 half orc 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 half orc 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's library, it became his santuary. There he was always left alone since no one of the other youngsters cared much for books. The only other soul to ever frequent that room was Lady Eleanor herself, a middling 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 only 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 Korvosa 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 Magnimar he started to work for the City Watch investigating the bodies of the recently deceased and helping the Pharasma temple to dispose of them. The job opened doors and provided good "resources" to his research when no one was looking.

When the year of the faithless begun his situation became precarious. The living started to come looking for his aid too and in alarming numbers. Eudonius never felt at easy when in company of other people or larger crowds. The news of the death of his stepfather Lynch the halfling, in a stupid house accident, deeply saddened him. But also gave him the excuse to leave Magnimar and the Watch to return to Korvosa, his homeland. He felt guilt and shame for leaving his job at a time of need but the hole thing, the injured watchmen, the desperate peasants and the waves of nameless dying... It had all became too much for him to bear, he was a scientist not a priest! Why even the gods mock him he thought to himself. He arrives at Korvosa seeking the impossible in this troubled times, some peace of mind.

PERSONALITY:

Aloof, absent-minded and sometimes self important Dr. Lynch is also very self conscious of his orc half. 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 half-orc 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 orc taint the more beastial his body becomes as he advances as an Alchemist.


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