Lord-Mayor Haldmeer Grobaras

Clifford Dunidan's page

59 posts. Alias of Lost Gamer.


Full Name

Clifford Dunidan

Race

Human

Classes/Levels

Alchemist 1

Gender

Male

Size

Medium (Endo)

Age

33

Special Abilities

Skilled, +2 to any ability (DEX)

Alignment

CN

Deity

Mouqol

Location

Tavern

Languages

Common, Goblin, Giant, Gnome

Occupation

wandering crafter of the unusal (but useful) substances

Strength 10
Dexterity 16
Constitution 13
Intelligence 16
Wisdom 10
Charisma 13

About Clifford Dunidan

A heavy set man with always a small grin on his face. Clifford loves to dabble behind an old tome or his chemist set all day long.

He seeks a means to raise enough money to never have to work again.

Skill Ranks: 08 = [4 (class) + 3 (INT)] x 2 (Level) + 2 (human) + 1 (Favored Class)

Skills: Acrobatics +9, Appraise +7, Craft(alchemy) +8, Disable Device +8, Knowledge(arcana) +8, Perception +5, Survival +5, Sleight of Hand +8, Craft(poison) +7

Feats: Dodge, Mobility, Brew Potion, Throw Anything

Traits: Log Roller and Iron Gut

Discoveries: Infusion

Formulae Book: identify, jump, expeditious retreat, comprehend languages, reduce person, cure light wounds

Background: Clifford was born to a poor cobbler and raised in a world of poverty and struggle. When he was but 10 years old he got his first glimpse of new and strange things in the world, by saving up enough money to go see the traveling circus that had made it's way to town. After but one afternoon in walking along and seeing the wondrous sights he was hooked. He sneaked back in the following day and was truly sadden when he learned it would be the last day the circus was to stay. After a few days back in the hum-drum that was his life he decide to run off and join the circus and lead a more exciting life. For 23 years Clifford was every sort of performer (someone with no natural talent) could be. He juggled balls of fire, he wrestled bears, he even walked a high-wire once (but only once mind you). But his true calling was in the area of making people oh-and-ah and laugh till their sides hurt as one of the many clowns roaming the tents.

Clifford became caught up with Thistledin Downs (gnome alchemist5) when the gnome needed an assistant to carry most of his equipment. Clifford a natural questioner of all things learned through both questions and careful study of Thistledin. After months of hard work Clifford was given his very own formulae book by the gnome and told that he should venture into his own designs for things to help the circus and it's shows. This worked out for about three months till one of Clifford's bombs accidentally destroyed a tent pole and brought down the whole thing atop him and everyone inside. He wasn't asked to leave but he wasn't allowed to work with Thistledin anymore either. And once that taste of discovering something new or seeing something you worked hard on actually work takes took hold of him, Clifford could stand not being allowed to pursue his studies. So he left. With no great fan-fare or long good-byes (except with Thistledin of course) he set his sights on the wider world outside the circus and ventured forth to make his fame and fortune anew.

.

Crunch:

HP: 18 = [2d8 = 15] + 2 (CON) + 1 (Favored Class)
AC: 16 = [10 + DEX (03) + Armor (02) + Dodge (01)]
AC Touch: 14 = [10 + DEX (03) + Dodge (01)]
AC Flatfooted: 12 = [10 + Armor (02)]
INIT: +03 = [DEX (03)]
BAB: +01 = [Alchemist (01)]
CMB: +01 = [BAB (01) + STR (00)]
CMD: 14 = [10 + BAB (01) + STR (00) + DEX (03)]
Fortitude: +04* = [Base (03) + CON (01)]
Reflex: +06 = [Base (03) + DEX (03)]
Will: +00 = [Base (00) + WIS (00)]
Speed: 30'
ACP: +0
Damage Reduction: 00/Any
Spell Resistance: none
Spell Failure: 00%

* +6 to save vs. poisons


Abilities:

RACIAL
Ability Adjustments: +2 (DEX)
Size: Medium
Speed: 30'
Bonus Feat: Dodge
Skilled: +1 Skill Point/Level
Languages: Common

CLASS
Alchemy(Su): (+01) 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.

Extracts:
Level 1: 2/day (DC 14)

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 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.

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.

Bombs(Su): 4/day - 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.

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.

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.

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


Gear:

COMBAT
Melee:
mace +1 (1d6, x2) B
dagger +1 (1d4, 19-20x2) P/S

Range:
dagger +4 (1d4, 19-20x2)range:10' P/S
bomb +5 (1d6+3, x2)range:20' FIRE (special- throw splash weapon, splash dmg=4; relfex save DC13 for half)

GEAR
dagger ...............2gp 1lb
light mace ...........5gp 4lb

leather .............10gp 15lb
entertainer's outfit .0gp 0lb

mw backpack .........50gp 4lb
alchemist's kit .....25gp 5lb
alchemist fire ......20gp 1lb
tindertwigs(10) .....10gp 0lb
rations(2 days) ......1gp 2lb
waterskin ............1gp 4lb
thieve's tools ......30gp 1lb

Total weight carried ... 37lb(light)

Money:
GP- 26
SP- 0
CP- 0


Appearance:

Height: 5'-11"
Weight: 310 lbs
Hair Color: none
Eye Color: Hazel
Skin Color: Light Complected
Appearance: (just like the picture) - Clifford's clothes and gear are a little well worn from a tough going since leaving the circus.