Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Arlindil

Iralynash's page

103 posts. Alias of Merck.


Full Name

Iralynash

Race

Alch 1 HP: 10/10 | AC 17 | T 13 | FF 14 | Fort +3 | Ref +5 | Will +0 | CMD 15 | Initiative +5 | Perception +6 | Sense Motive +0 | Knowledge(Arcana/Nature) +6

Classes/Levels

Resources:
Bombs 2/3 | Extracts - 1st: 3/3

Age

130

Alignment

CG

Deity

Calistria

About Iralynash

STR 14, DEX 16, CON 12, INT 15, WIS 11, CHA 7
Elf
Male
Medium Size
Height 5 ft. 6 in.
Weight 106 lbs.

COMBAT STATS
BaB +0
Init +5; Senses Perception +6, Low Light Vision
CMB +2 (+0BaB +2strength)
CMD 15 (+0BaB +2strength +3dexterity +10)
Favored class Alchemist (+1 HP at lvl 1)
Languages Elven, Common, Draconic, Undercommun

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex,)
HP 10 (1d8+1)(+1 Favored Class)
Fort +3
Ref +5
Will 0

OFFENSE
Speed 30 ft, 30 ft Armored
Melee Lucerne Hammer +2 (1d12+3 / x2), reach nd brace
Melee Cestus +2 (1d4+2/19-20x2)
Ranged Shortbow +4(+5) (1d6(+1) /x3) reach 60ft.
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
Reactionary: +2 initiative
Slippery: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.

FEATS
Point Blank Shot
Throw Anything
Martial Weapon Proficiency

SKILS
Appraise
Craft Alchemy 4 (3+1+2)
Disable Device 7 (3+1+3)
Heal 4 (3+1+0)
Knowledge Arcana 6 (3+1+2)
Knowledge Nature 6 (3+1+2)
Perception 6 (3+1+0+2)
Spellcraft
Survival
Stealth 7 (3+1+3)

EXTRACTS:

Extracts per Day:

1st lvl: 3

Formulae List:

Cure Light Wounds**
Shield
Enlarge Person*
Comprehend Languages
Targeted Bomb Admixture
Disguise Self

* Today's "memorised" ones.

EQUIPMENT:

Chainshirt (+4/+4/-2), 25 lbs
Lucerne Hammer (B nd P) 1d12 dmg, crit x2, 15gp, 4 lbs, reach, brace
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Shortbow (P) 1d6 dmg, crit x3, 30 gp, 2 lbs, reach 60 ft.
2x 40 arrows, 2gp, 6 lbs
Backpack, 2gp, 2 lbs
Alchemist's kit, 25gp, 5 lbs
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs

Total gp spend: 105
Money:

CLASS/ARCHETYPE 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.

Martial Weapon Proficiency
At 1st level, a grenadier picks one martial weapon to become proficient in the use of (Lucerne Hammer).
This ability replaces Brew Potion.

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.

Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Alchemical Weapon (Su)
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces Poison Resistance.

Precise Bombs (Ex)
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.
This ability replaces Poison Use.

Directed Blast (Su)
At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.
This ability replaces Swift Poisoning.

Staggering Blast (Su)
At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration.
This ability replaces Poison Immunity.

RACIAL TRAITS:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

BACKSTORY:

Iralynash childhood was populated with aspirations of glory and adventure. He dreamt of reclaiming his family's ancient home at the Mierani Forest. Never really paying attention to the rumors of a curse in that ancient forest he dismissed his elders warnings as superstition from folks that had lost touch with reality. He was a modern elf and there was a world outside his country filled with oportunities just waiting for the bold.

Upon reaching adulthood he left the sheltered elven realm of Kyonin to join the army at the Mierani Forest. There he learned the grim secret that so many govern officials are trying to conceal. He foght against the drow on the siege to Celwynvian. As the months became years one by one his comrades died or worst. It was evident for him that there were no victory to be had.

Disillusioned and morose he took an oath of secrecy and left the army for the varisian outback. Eventually settling in Magnimar as an adventurer. Slowly diving into desperation he would pick up the most dangerous jobs available and drink himself into unconciousness every night. At this point in his life he met a bardess named Juliette. What began as a flirt turned into genuine friendship. The witty bardess was a constant source of stability and confidence at the storm that was his life. With her help Iralynash finally managed to fight off depression.

At Juliette's suggestion the elf joined a merchant caravan for a fresh start. There he got a job crafting alchemical itens for sale and tending the wounded crew mebers. Now that he have pulled himself together, once again Iralynash dreams of distant lands and endless oportunities. Recently arriving at the town of Belhaim his luck have run afoul, but rumor has it that trouble is afoot and there is gold to be had for those bold (or foolish) enough.


©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.