Alchemist

Stevron Vance's page

91 posts. Alias of Void Dragon.


Full Name

Stevron Vance

Race

Human

Classes/Levels

Alchemist (Mindchemist) 3 | HP 17/20 | AC 12 (14) | TA 12 | FF 10 (12) | Initiative +2 | Perception +7 | Sense Motive +1 | Fort +4 | Ref+5 | Will +2

Gender

Male

Size

Medium

Age

24

Alignment

CG

Deity

Desna

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 13
Charisma 10

About Stevron Vance

Male Human Alchemist 3
CG Humanoid

Deity Desna
Initiative + 2
Senses
Perception + 7

XP 3,300

==Defense==
AC 12 Touch AC 12 Flat-Footed AC 10
HP 20
Current HP 20/20
Fort +4, Ref+5, Will +2

==Offense==

Speed 30ft
Melee MWK Cold Iron: Dagger Attack +3 (19-20x2) Damage 1d4 Type P or S
Melee
Melee
Melee
Melee
Ranged Bomb Attack +5 (x2) Damage 2d6+4 Type Fire Range 20ft Ammunition Bombs 9/day

==Stats==
Str 10 Dex 14 Con 12 Int 18 Wis 13 Cha 10

Current Stats:

Str 10 Dex 14 Con 12 Int 18 Wis 13 Cha 10

BAB +2 CMB +2 CMD 14

==Extracts & Cognatogen==

Extracts Per Day, Prepared, and Known:

==Extracts Per Day==
1st: 4 (3 from class 1 from high INT)

==Extracts Prepared==
1st:Cure Light Wounds* [], Shield* [](* currently possessed by Malodrurra), True Strike [], (Currently unprepared)

*=infused
==Extracts Known==
1st:8 (Cure Light Wounds, Shield, Ant Haul, Disguise Self, Identify, True Strike, Crafter's Fortune, Reduce Person)

Cognatogen Prepared for the day:

==Cognatogen==
+2 Natural Armor, +4 Alchemical bonus to INT, -2 STR (currently in use)
Length: 10 mins / alchemist level

DC 15 (FORT for non alchemist who drinks it to not be nauseated)

==Feats & Traits==

Feats & Traits:

Feats
HBF: Extra Bombs
You can throw more bombs per day.
Prerequisite: Bomb class feature.
Benefit: You can throw two additional bombs per day.
Special: You can gain Extra Bombs multiple times. Its effects stack.

Alchemist Feat: 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.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Alchemist Feat: Brew Potion
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

1st:Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

3rd:Extra Discovery: Infusion
Benefit: You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Special: You can gain Extra Discovery multiple times.

Traits
Human Traits
Medium
Normal Speed 30ft
Bonus Feat
Skilled
Taken Traits

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

==Skills & Languages==

Skills & Languages:

Skills
Ranks: ( Class + Skilled+ Favored Class)
Acrobatics +
Appraise* + 10
Bluff* +7
Craft (alchemy)* +10
Disable Device* +8
Knowledge (arcana)* + 12
Knowledge (dungeoneering) +9
Knowledge (engineering) +9
Knowledge (geography) +9
Knowledge (history) +9
Knowledge (local) +9
Knowledge (nature)* +12
Knowledge (nobility) +9
Knowledge (planes) +9
Knowledge (religion) +9
Sleight of Hand* +
Perception* +7
Spellcraft* +10
Survival* +5
Use Magic Device* +6
*Class Skill
Languages
Common, Orc, Goblin, Giant, Draconic

==Class Abilities==

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.

Extracts: 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 losing its magic, 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 formuale 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. An alchemist can draw and drink an extract as a standard action. 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 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, pages, 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.

Bomb: Damage =2d6+4 Splash=6 (Reflex for half) DC=15

Cognatogen (Su): The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist's possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use.

Discovery 2nd: 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.

==Equipment & Weight==

Equipment:

Item Price Weight
Alchemist's kit 25 GP 5 lbs
Masterwork Backpack 50 GP 4 lbs
Bedroll 1 SP 5 lbs
Pouch, Belt 1GP 1/2 lbs
Flint and Steel 1 GP - lbs
Inkpen 1 SP - lbs
Iron Pot 8 SP 4 lbs
Mess Kit 2 SP 1 lbs
Soap 5 SP 1 lbs
Waterskin 1 GP 4 lbs
Scholar's Outfit 5GP 6 lbs
Formula Book 0 GP 3 lbs
Scroll Case 1 GP 1/2 lbs
Marked Cards 1 GP 1 lbs
MWK Cold Iron Dagger 602 GP 1 lbs
GP 885 SP 3 CP 0

Weight Load and Current Weight:

Weight Load
Light Load 38
Medium Load 76
Heavey Load 115
Lift Over Head 100
Lift Off Ground 200
Drag or Push 500
Current Weight Load 36

==Description=&=Background==

Description:

Age:24
Height: 6'0 Weight: 190 lbs
Eyes: Grey
Hair: Grey

Background:

Stevron grew up in a little village where he learned all he could about expanding his mind. He learned everything that could help him out throughout his life. He learned to make bombs, cognatogens, and extracts. It was his father who taught him everything about alchemy. He grew up without his mother who had been killed in an orc raid. After he learned the truth about her death he swore to get revenge on every orc that ever existed. It was this quest that led him to go to lastwall.