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Cleric of Pharasma

Sejanus Corvus's page

114 posts. Alias of Tanner Nielsen.


Full Name

Sejanus Corvus

Race

Human

Classes/Levels

Alchemist 1 -- HP 10 : AC 15 CMD 12 TAC 12 FAC 13 : LCrossbow+2; 1d8 : F+4 R+4 W+2 : INIT+6 Perc+6 CMB+0

Gender

Male

Age

25

Alignment

LE

Languages

Common, Sylvan, Draconic, Infernal, Giant

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 14
Charisma 10

About Sejanus Corvus

Description:

Hair: Gray
Eyes: Blue
Height: 5'10"
Weight: 120lb

You see a well-groomed man, with a cleanly shaven face and head. His eyes are an icy blue, with flecks of silver near the iris. His skin taut against his frame, with an angular face and stern looks. He is in a white tabard and black trousers, with a green cloak. He carries a light crossbow at his hip and a dagger on his belt. He is medium-height, with a lanky frame and straight posture.


Personality:

Sejanus leads personal interactions with a no-nonsense, business-like attitude that comes from several years of mercenary work. He works hard to overcome his negative attitude to see the good in people, but has been disappointed enough in life to not expect much from those around him. He is loyal and courageous to those who have his friendship - while terrible and vindictive to those who attack or betray him.

Racial Abilities:

Bonus feat
Bonus skill point

Equipment and Money:

light crossbow (35gp, 4lb), dagger (2gp, 1lb), crossbow bolts (30) (3gp, --lb), studded leather armor (25gp, 20lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), wooden holy symbol (1sp, --lb), donkey (8gp, --lb), riding saddle (10gp, --lb), portable alchemist lab (75gp, --lb), formulae book (w/ book lariat) (15.3gp, --lb).

196.47gp

Weight: 25.0lb
Load: Light


Combat Statistics:

HP 10 (8+2)
Spd 30ft
Initiative +2
CMB +0 (+0 BAB, +0 Str)
Base Attack +0

Melee
dagger +0, 1d4/19-20x2

Ranged
light crossbow +2, 1d8/20x3

bomb +3, 1d6+4/20x2 (Reflex DC 14)

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 armor)
CMD 13 (10 base, +0 BAB, +0 Str, +2 Dex, +0 Size)
Fortitude +4 (+2 base, +2 Con)
Reflex +4 (+2 base, +2 Dex)
Will +2 (+0 base, +2 Wis)


Skills:

[4 class, 4 Int, 1 race]

Bluff +5 (1 ranks, 4 Int)
Craft (alchemy) +11 (1 ranks, 4 class, 4 Int, 2 item)
Diplomacy +9 (1 ranks, 3 class, 4 Int, 1 trait)
Disable Device +8 (1 ranks, 3 class, 4 Int)
Heal +6 (1 ranks, 3 class, 2 Wis)
Knowledge (arcana) +8 (1 ranks, 3 class, 4 Int)
Knowledge (nature) +8 (1 ranks, 3 class, 4 Int)
Perception +6 (1 ranks, 3 class, 2 Wis)
Use Magic Device +8 (1 ranks, 3 class, 4 Int)


Class Abilities:

Alchemy (Su) - 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.

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 1st level 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.

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 splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.


Traits:

Brigand - You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

World Traveler (Human) - You gain a +1 trait bonus on Diplomacy, and it is always a class skill for you.

Student of Philosophy - You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Accelerated Drinker - You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Pragmatic Activator - You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.


Feats:

Race - Additional Traits
Class - Throw Anything
Class - Brew Potion
1 - Improved Initiative

Formuae:

Formulae per Day
[2]

Formulae Prepared
1 - cure light wounds (2)

Formulae Known
1 (DC14) - comprehend languages, cure light wounds, disguise self, enlarge person, shield, true strike


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