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Feliks's page

99 posts. Alias of MisterLurch.

Full Name

Feliks Jaggael




Alchemist (Vivisectionist/Beastmorph) 2




7'5" 318 lbs




Lawful Neutral


Common, Giant, Draconic

Strength 19
Dexterity 10
Constitution 15
Intelligence 16
Wisdom 10
Charisma 11

About Feliks

Physical Description:

Combat Statistics:
Hit Dice: 1d8+1d10+4
Hit Points:
Initiative: +6 = 0(dex) +2(reactionary) +4(improved initiative)
Armor Class: 12 =10(base) +2(leather armor) +0(Dex)
Touch AC: 10
Flat-Footed AC: 12
Speed: 30ft
Senses: +5 Perception, Low-Light Vision

Fortitude: 5 =3(class) +2(con)
Reflex: 3 =3(class) +0(dex)
Will: 1 =0(class) +0(wis) +1(trait)
+2 vs. fire, poison, divination

BAB: +1
CMB: +5
CMD: 15

Large Morningstar: +5 melee (2d6+4, x2, B&P)
Large Light Crossbow: +1 ranged (2d6, 19-20/x2, 80ft., P)
Using Mutagen:
Large Morningstar: +7 melee (2d6+6, x2, B&P)
Claw (as primary): +7 melee (1d6+6, x2, S)
Bite (as primary): +7 melee (1d8+6, x2, S)
Claw (as secondary): +2 melee (1d6+3, x2, S)
Bite (as secondary): +2 melee (1d8+3, x2, S)

Alchemist Abilities:
Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like 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.

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).

Mutagen: 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.

Discoveries: 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.
Level 2: Feral Mutagen

Poison Resistance: 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.

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

Torturer's Eye: At 2nd level, a vivisectionist adds Deathwatch to his formula book as a 1st-level extract.

Half-Giant Racial Traits:
Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.

Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light.

Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.

Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Survivor: Half-giants gain a +4 racial bonus to Survival checks.

Trait: Reactionary (+2 to initiative)
Trait: Adopted (Human - May take a human Racial trait)
Human Trait: Carefully Hidden (+1 on will saves, +2 to save vs. Divination)

Alchemist Bonus: Brew Potion
Alchemist Bonus: Throw Anything
Level 1: Improved Initiative

+10 Craft (alchemy): 2(ranks) +3(int) +3(trained) +2 (class)
+8 Craft (calligraphy): 2(ranks) +3(int) +3(trained)
+7 Lore (arcana): 2(rank) +3(int) +3(trained)
+7 Lore (nature): 2(rank) +3(int) +3(trained)
+5 Perception: 2(ranks) +0(wis) +3(trained)
+5 Profession (scribe): 2(ranks) +0(wis) +3(trained)
+8 Spellcraft: 2(ranks) +3(int) +3(trained)
+9 Survival: 2(ranks) +0(wis) +3(trained) +4(racial)
+5 Use Magic Device: 2(ranks) +0(chr) +3(trained)

880 gp

Explorer's Outfit
Large Light Crossbow
Large Morningstar
Crossbow Bolts (20)
Studded Leather Armor

  • Bedroll
  • Iron Pot
  • Mess Kit
  • Rope (50)
  • Torches (10)
  • Trail Rations (5 days)
    Belt Pouch
  • Flint and Steel
  • Backgound:

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