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Vuvu's page

FullStar Pathfinder Society GM. 1,749 posts (20,217 including aliases). No reviews. No lists. No wishlists. 6 Pathfinder Society characters. 18 aliases.

Full Name




Appraise +11, Craft (Alchemy)+15, Disable Device+9, Heal+10/12, Knowledge Nature +11, Knowledge Arcana +11, Perception+9, Spellcraft+11, Survival +9


Alchemist (Chirurgeon)4;HP 24/33(25/25); AC 13(20)/13(20)/10(16); CMD +15; Fort +6 , Ref +7, Will +4; Initiative +3; Perception +9; Speed 30 ft; Bombs 1/7 Heal 2/2 Staff 0/1







Special Abilities

Bomb 2d6; Alchemy; Brew Potion; Mutagen, Infused Curative, Discovery (Fast Healing), Swift Alchemy








Common, Dwarven, Elven, Gnome, Draconic

Strength 9
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 15
Charisma 5

About Vuvu

XP 9243/10000
Prepped Extracts: (4) used, used, used. used.
2nd (2) USED, USED
Boro Bead 0/1

dice]1d20+9[/dice] for dice]2d6+4+1[/dice] and Ref 16 for 7 or 3 to the others.

dice]1d20+9[/dice] for dice]1d6+4+1[/dice] and 5 damage to all splashed

Vuvu'sCrunch Sheet:
Male Human Alchemist (Chirurgeon) 4
LG Mediuml Humanoid (human)
Init +3; Senses Perception +9
Favored Class Alchemist
AC 13, touch 13, flat-footed 10, CMD 14. . ( +3Dex)
hp 33 (4d8+3) +4 Favored Class
Fort +6, Ref +6, Will +3
Spd 30 ft.
Melee Unarmed Strike +3 (1d4-1 B/x2) and Cane (club) +2 (1d6-1 B/x2) and Dagger+2 (1d4-1 P or S/19-20)
Staff +3 (1d6-1)
. .
Bonus +1 to hit from dead body/ghost

Bomb +9 2d6+5 and Dagger+8 (1d4-1 P or S/19-20) or Acid Flask +9 (1d6+5)
Str 9, Dex 15, Con 12, Int 18, Wis 14, Cha 5
Base Atk +2; CMB +1; CMD +13
Feats (1)Point Blank Shot (HB-Focused Study) Skill Focus Alchemy; Throw Anything (Alch Bonus) (3) Precise Shot
Discoveries: Fast Healing, Precise Bombs
Traits: Sacred Touch, Accelerated Drinker, Brastlewark Student Pragmatic Activator, MAgical Talent: Detect Magic
Appraise +11 (4 Rank 3 CS 4 int)
Craft (Alchemy)+15, (4 Rank, 3 CS, 4 Int, 1 Trait, 3 Skill Focus)
Disable Device+9, (4 Rank, 3 CS, +2 Dex)
Heal+10/12, (4 Rank, 3 CS, 2 Wis, 1 Trait)+ 2 Healers Kit)
Knowledge Nature +11, (4 Rank, 3 CS, 4 Int)
Knowledge Arcana +11, (4 Rank, 3 CS, 4 Int)
Perception+9, (4 Rank, 3 CS, 2 Wis)
Spellcraft+11, (4 Rank, 3 CS, 4 Int)
Survival +9 (4 Rank, 3 CS, 2Wis)
Languages Common
SQ: Brastlewark Student 1/1
Combat Gear Club, Dagger, Staff of Healing 3 Acid Flasks 0 Alch Fire, 1 Bottled Lightning
Other Gear: Healer's Kit 5/10 uses), alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (8), trail rations (3 days), and a waterskin. Vest of Resistance, 1 Potion of Ant Haul, 3 CLW Pots, 1 Shock Shield, 2 Scrolls of Mage Armor, 5 tangle foot bags, Boro Bead Level 1, chicken leg of sustenance/Mage armor CL 5, spidersilk rope, Waterproof Bullseye Lantern, Flask with Hidden Compartment
Staff of Healing, Bracers of Armor +1
CSW 1 Day CL 8
Money on Hand 1006 gp 6 sp 1 cp
Total Weight Carried 25 lbs (light load)
Light Load 30- lbs Medium 60- lbs Heavy 90- lbs Lift Above Head 90- lbs Lift off Ground 180- lbs Drag & Push 360- lbs
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.

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.

1st Level (4 per day) Cure Light Wounds*; Ant Haul; Comprehend Languages; Crafter's Fortune*; Polypurpose Panacea; Shock Shield; Mage Armor; Identify, Shield, Vanish, Keep Watch
2nd Level Cure Moderate Wounds*, Lesser Restoration

Vuvu is a tall, scrawny man. He has dark, unkempt hair and bushy mustache, which hides a scar on his upper lip. He wears mismatched clothes, with an apron over and almost always has a book of some sort in his hands. He has a constant frown, and usually responds in grunts.

Crowing up on the streets of Westcrown you are always scared. This was different Vuvu was terrified. More scared than he had been his previous 12 years of life. He ran, squeezing through the detritus of the streets hoping to escape the beating that he knew would come if he got caught.

So stupid, he thought to himself. But I couldn’t let him hurt that poor dog anymore! So what had he done he threw a bottle at the biggest boy in the neighborhood hitting him in the shoulder and making him lose his prize. At least the dog had gotten away.

Four years later

Vuvu smiled as he was finally able to hide the scar he had gotten on his lip four years before saving his best friend. He had gotten caught and beaten for a long time, with the same bottle he had thrown. But it was worth it Vuvu thought as he looked down at his friend, Murph. Isn’t that right boy! Vuvu said patting the dogs flank around the scar that he had sown up after he finally found him all those years before.

10 years later.

Vuvu lives alone in the most run down part of the Gnomish city of Brastlewark. Which compared to his life in Westcrown is fairly posh. He moved here a few years ago seeking knowledge about healing, and he became fascinated with the gnomish disease of bleeching. To fund his research he spends his time peddling his healing to others and spending his money on books about healing and alchemy. He still misses Murph, his only friend, who died peacefully a few years prior and now has no one to speak to. If he didn’t know that people needed his healing he would probably never speak to anyone at all. He is lonely but he has a purpose.

He has lived amongst the gnomes studying their strange Bleaching disease and has learned to look at healing and alchemy with a gnomish perspective. It is this new perspective that as drawn him to his current plight. Alone in the "Dragon's Draught" as he waits out the night, before he can go in search of a rare mushroom that just might be a cure all.

Party Loot, Unsold:


2 silver bars= 20 gp.
Bone and Gem Amulet - 40 gp 
8 dogslicers=32 gp when sold
8 small leather armor-40 gp when sold
3 pp, 39 gp, 83 sp, 76 cp.
5 gems worth 75 gp
3 small worth 30 gp
Two small long spears=5 gp
and 20 gp in misc. equipment,
jewelry worth about 20 gp,
2 bottles of liquid that looks like wine,
5 gems each worth about 10 gp.
2 gems each worth about 25 gp.
8 rusty crude small longswords and shortswords, dogslicers
4 small leather and 4 studded leather armor.
43 gp, 69 sp, 213 cp.
Total Value when sold 560 gp
374 gp, 3 sp, 1 cp
2 small MW longswords 315

2 small longswords 
3 small shortswords 
1 small MW shortsword 155
2 small MW shortbows 
4 small shortbows 
2 small composite shortbows +2 str 130
a dozen gems in a bag 300
bar of silver,
a strange red parchment with evil looking black writing on it,
458 gp 8 sp 3 cp gp for Arsil, Locke, Vuvu and Healing Share

cure light wounds (2)
cure mod wounds (2)
Remove curse (1)
Bull's str (3)
Masterwork Spike Chain Shirt
Locked Gauntlet (2)
Masterwork Spike Light Quickdraw Shield
Masterwork Sawback Rapier
Masterwork Heavy Crossbow
Masterwork Bolts
Masterwork Backpack
Bullseye Waterproof Lantern
Platinum Unholy Symbol
-Hidden Compartment

Small items:
MW longsword (x4)
20 javelins
2 short bows
30 arrows
leather armor (x20)
studded leather armor (x80)
Hide armor (x5)
dogslicers (x40)
horse choppers (x10)
Misc. items:
5 crystals/gems each worth 50 gp
8 crystals each worth 30 gp
15 crystals each worth 10 gp
22 crystals each worth 2 gp
2 crystals each worth 100 gp
35 crystals each worth 5 sp
3 glowing crystals worth 100 gp (magical)
Necromatic Staff

20 bars of silver
spoiled food
18 pp, 246 gp, 1267 sp, 1865 cp.
3 large chests
4 small chests
3 tiny chests/jewerly boxes
15 pieces of jewerly total price 600gp
broken equipment, musical instruments, clothing, etc.
1 signal whistle
1 climbing kit
there is also many slightly broken jars, furniture, and 'bedding' all around.

Medium items:
3 daggers
1 light mace
2 spears
1 light shields, steel
1 +1 Light Shield
1 flail
1 heavy pick
2 halberds
1 glaive
1 falchion
1 chain shirt
1 breastplate
1 heavy steel shield with spikes

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