Justic Ironbriar

Ruprecht Antillious's page

1,133 posts. Organized Play character for Gerald.


Race

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21

Classes/Levels

Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

About Ruprecht Antillious

Ruprecht Antillious
XP: 25
Current Prestige: 42
Prestige spent: 1 (Twin Tomes boon: learned Infernal tongue.)

Adventures completed:

Spoiler:

The Frostfur Captives,
The Rise of the Goblin Guild,
First Level of Thornkeep,
We Be Goblins, 5-01
The Glass River Rescue,
0-13 the Prince of Augustana,
3-18 God's Market Gamble,
0-8 Slave Pits of Absalom,
3-06 Song of the Seawitch,
05-24 Assault on the Wound,
3-16 The Midnight Mauler,
5-03 Hellknight's Feast (1 PP),
05-13 Weapon in the Rift,
06-11 The Slave Master's Mirror,
Dawn of the Scarlet Sun (1xp, 1 PP),
Module: Carrion Hill (3 xp, 4 pp),
07-06 To Judge a Soul Pat One: The Lost Legacy,
0-26 Lost at Bitter End,
7-25 Orders from the Gate.
0-28 Lyrics of Extinction
09-07 Salvation of the Saviors (1 xp, 2 PP, 6154 gold)

Male Elf Alchemist (Crypt Breaker Archetype) 9
Age: 125
LN
Medium Humanoid
6' 0" tall; 143 lbs.
Init. +10; Perception + 15/19* to find traps.
Low Light Vision

PFS Number: 12445-4

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Defense
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AC 22 (Dex +4, Armor +5, +2 Deflection, + 1 NA), touch 16, flat footed 18
HP: 66 (9d8 plus 9 Con + 9 Favored Class)
Fort: +10, Ref: +13, Will +7
--Immune to magical Sleep
--+2 on saves versus Enchantment
--+6 on saves versus Poison
--+1 bonus on saves against fear and confusion effects.
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Offense
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Speed 30'

Melee: +9/+4, +1 Spear, 1d8+2/x3, 20' range
+7/+2 Silver Dagger, 1d4/19-20, 10' range
+7/+2 Cold Iron Light Mace, 1d6+1/x2

Ranged: +11 w/ Splash Weapons Bombs, 5d8+6/5d4+6 (16 per day)
+12 w/ Splash Weapon Bombs within 30', 5d8+7/5d4+7
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Statistics
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STR 13, DEX 16/18, CON 12, INT 18/22, WIS 12, CHA 10

BAB: +6; CMB +7; CMD 21

Feats:

Spoiler:

*1. Point Blank Shot--Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
*Al. Bonus. Throw Anything--Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
*3. Precise Shot
*5. Extra Bombs.
*7. Improved Initiative
*9. Two Weapon Fighting

Skills:

Spoiler:

(4 per level + 4 Int. bonus = 8 per level) 72 total ranks

Acrobatics +13 (9 ranks from headband + 4 Dex)
Craft Alchemy +25 (9 ranks + 4 Int + 3 Class + 9 Alchemist Level)
Disable Device +16/20* (9 ranks + 4 Dex + 3 Class + 4 Trap Finding*)
*bonus only to disable traps.
Fly +12 (5 ranks + 4 Dex + 3 Class)
Heal +6 (2 ranks +1 Wis + 3 Class)
Know. Arcana +15 (8 ranks + 4 Int + 3 Class)
Know. Engineering +9 (4 ranks + 4 Int. + 1 Trait)
Know. History +13 (5 ranks + 4 Int + 3 Class + 1 Trait)
Knowledge Religion +13 (9 ranks from headband + 4 Int)
Perception +15/19* (9 ranks + 1 Wis + 3 Class + 2 Racial+ 4 Trap finding*)
*bonus only to locate traps.
Spellcraft +16/18* (9 ranks + 4 Int + 3 Class)
*only to identifying magical items.
Survival +7 (3 rank + 1 Wis + 3 Class)
Use Magic Device +12 (9 ranks + 0 Cha + 3 Class)

Traits:

Spoiler:

*Osironologist (Orison)--Benefit: You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. Knowledge History is chosen class skill. In addition, you may choose Ancient Osiriani as one of your bonus languages.
*Warrior of Old--Benefit: You gain a +2 trait bonus on Initiative checks.

Languages:

Spoiler:

Ancient Osiriani, Celestial, Common, Draconic, Elven, Giant, Infernal

Elven Racial Traits:

Spoiler:

*+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
*Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
*Type: Elves are Humanoids with the elf subtype.
*Base Speed: Elves have a base speed of 30 feet.
*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.
*Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
*Keen Senses: Elves receive a +2 racial bonus on Perception checks.
*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.
*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.
*Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Class Abilities:

Spoiler:

*Alchemy--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. Crypt Breakers do not get the ability to create Mutagens.

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.

*Alakhest Bombs: 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. A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of acid damage for every odd-numbered level. On a direct hit, an alchemist’s alakhest bomb inflicts 1d8 points of acid damage + additional damage equal to the alchemist’s Intelligence modifier, to undead and constructs. Against any other targets, the bombs deal 1d4 points of acid damage + damage equal to the Intelligence modifier. The damage of an alchemist’s bomb increases by 1d8/1d4 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.

*Throw Anything--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.

*Crypt Breaker’s Draught--Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.

*Trapfinding

A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat.

* Poison Resistance +6

* Poison Use

*Discovery: Precise Bombs. Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

*Swift Alchemy

*Discovery: Smoke Bomb--bomb acts like Fog Cloud.

*Swift Poisoning

*Discovery: Stink Bomb. Bomb acts like Stinking Cloud.

*Discovery: Confusion Bomb (DC 19 Will to resist). Does two dice less damage.

Extracts Known:

Spoiler:

1st level--Bomber's Eye, Crafter's Fortune, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Explosive Bomb, Heightened Awareness, Reduce Person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike
2nd level--Barkskin, Bull's Strength, Cure Moderate Wounds, Fire Breath, Lesser Restoration, Resist Energy, See Invisibility, Vomit Swarm
3rd level--CSW, Fly, Haste, Heroism, Protection from Energy, Remove Curse, Remove Disease.

Extracts Per Day:

Spoiler:

1st-- Cure Light Wounds (x2), Expeditious Retreat, Heightened Awareness, Reduce Person, Shield (x2), True Strike
2nd--Barkskin, Barkskin, Bull's Strength, Lesser Restoration, Resist Energy, See Invisibility.
3rd--Cure Serious Wounds, Fly, Heroism, Remove Disease.

Wealth: 78 gold, 5 sp, 9 cp plus 6154 gold.

Gear:

Spoiler:

Handy Haversack, 2000 gold
Headband of Vast Intelligence +4, 16000 gp
Belt of Incredible Dexterity +2, 4000 gp
+1 Spear, 2302 gp.
Cloak of Resistance +3, 9000 gp
Brooch of Shielding (30 pts remaining), 450 gold (bought from the Prince of Augustana.
Potion of Invisibility, 300 gp (bought from The Glass River Rescue)
Potion of Touch of the Sea, 50 gp
Wand of Cure Light Wounds (x21), 360 gp (purchased from Rise of Goblin Guild scenario)
Cure Light Wound Potions, 50 gp.
Silver Blanche (x4), 20 gp.
Scroll of Heightened Awareness, See Invisibility, Vomit Swarm, Bull's Strength, CMW, Resist Energy, Remove Curse, Remove Disease (consumed when added to formulae book), 1525 gold
Wand of Lesser Restoration, (8 charges), 720 gold.

+1 Mithral Chain Shirt 2100 gp, 10 lbs.
Ring of Protection + 2, 8000 gold
Amulet of Natural Armor +1, 2000 gp
Cold Iron Light Mace, 10 gp, 4 lbs.
Silver Dagger, 22 gp, 1 lb.

Cold Weather gear, 8 gp
Explorer's Outfit--free, no weight
Backpack 2 gp, 2 lbs.
Waterskin 1 gp, 4 lbs.
Belt Pouch 1 gp, .5 lbs.
3 day's rations 5 gp, 3 lbs.
3 oil flasks 3 sp, 3 lbs.
2 tindertwigs - 2 gp
Torch 1 lb, 1 cp
Ink 8 gp, -
Inkpen 1 sp, -

Thieves Tools. 30 gp, 1 lb
Alchemist's Fire (x5), 100 gp
Formulae Book (as Spellbook) 15 gp, 3 lbs.
Alchemist's Kit, 25 gp, 5 lbs.
12 sprigs of wolfsbane, 6 gp

Appearance:

Spoiler:

Ruprecht is a typically tall, slender male elf. HE isn't quite as haughty as most elves are known for being. He is strong to be so lean. He normally wears a shiny new suit of leather armor and has several obvious weapons strapped to him. His alchemists kit gets quite a bit of use as well. Inside a temple, dungeon, or crypt, Ruprecht is a control freak, always wanting to lead to make sure no traps or surprises take his party.

Backstory:

Spoiler:

Ruprecht was taught about the glory of Osirion at an early age. His father was also an explorer, and Ruprecht learned at his heels. After hearing his father passed from an exploration gone wrong, the elf decided to take up his father's studies and make the Antillios name long-remembered.

He believes in the Osirion goals of uncovering the power of the past, knowing there is plenty of powerful items out there, and returned to the hands of the Osirion rulers will insure the regrowth of the faction.

Boons:

Spoiler:

*1st level Thornkeep Boon
* You Be Goblin--+2 on Buff, Diplomacy, intimidate, and Sense Motive vs. Goblins.
*Year of the Risen Rune--Curse Breaker (Osirion): Your tireless efforts to break the Ruby Prince’s curse have made you more resistant to curses. Treat your caster level as 2 higher when casting remove curse. If you are targeted by remove curse, treat the spell’s caster level as 2 higher. These effects do not stack.
*Evenhanded Investigator: +2 on circumstance bonus on Diplomacy rolls in Absalom when dealing city officials or guards.
*Twin Tomes: Spend 1 PP to learn either Celestial or Infernal language. Spent it to learn Infernal.
*Wartime Knowledge: in mass combat, your armies gain +1 to DV, OV, and Morale.
*Master of Blades Saved: You are remembered in the Pathfinders Chronicle for saving the former Master of Blades, Vonran Vilk. You receive a +4 to Diplomacy and Intimidate checks when dealing with PFS members of your level or lower, when you mention this boon.
*Averted Mauling: You gain a political favor while in Ustalav which can be traded in for a nonmagical item up to 400 gp.
*Impressive Infleunce: from Hellknight's Feast.
*Ghalcor's Spellcraft: all your PFS characters have access to Burst With Light, Detect Demon, and Righteous Blood spells.
*Mendevian Commendation: +1 on Cha based skill and and ability checks made to influence Mendevian crusaders.
*Djinn's Admiration: You did not secure the freedom of the djinn Jairo, but you did win his admiration. He may be able to repay your kindness in the future.
*Gnoll Tactics: Your first hand experience with gnoll tactics and traditions allow you to incorporate their unique styles into your own training. This boon allows all of your PFS charcters access to the following feats and archetypes from the Monstrous Codex. Coordinated Reposition, Disarm Partner, Imroved Disarm Partner, Snapping Flank, the Pack Rager Barbarian Archetype, and the flindbar.
*Resources of Redemption (Dawn of the Scarlet Sun)
*Fighting That Which Lies Between The Stars: You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mmd and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.
*Insight Into the Dark Tapestry: Your experiences at Carrion Hill have given you a greater insight into the creatures that lie in the darkness between the stars. You may gain one bit of useful information about a single aberration as though you had succeeded at a Knowledge check to identify the creature. When you have used this boon, cross it off the Chronicle sheet.
*Blessing of Malikeen: figure may be activated as a standard action to gain Endure Elements (Cold) and to treat altitude zone as one altitude lower. Once used, cross this boon off your sheet.
*Ley Line Scholar: when in Amanandar, Jinin, Wanshou, and Zi Ha, gain +1 to caster level for spells or SLA's.
*Scion of Geb: +1 on Diplomacy vs. native Gebbites.
*Hellknight's Respect: can freely retrain in Hellknight prestige class.
*Reinforced Alliance: gain +2 on Diplomacy, Bluff and Intimidate versus members of a Hellknight order.
*Exemplar of the Order: (Scarab Sages)
*Savior Of Knowledge: If adventuring in Absalom or Orsirion, you can gain a +5 to a knowledge check. Five times total, a sage can attempt the check for you, with a bonus of twice your character level.
*Torch’s Resepct: when interacting with Torch or his followers, you gain +2 on Bluff, Diplomacy and Intimidate checks. If you would die while fighting Torch of his followers, at end of fight you are alive with 0 hit points. You can cross off this boon to remove the Reckelss Revenge boon from another sheet.

Temporary Found Items:

Spoiler:

.