Crazy Old Bokken [possible spoilers]


Kingmaker


Pathfinder Roleplaying Game Superscriber

I am thinking of changing Bokken the hermit from an adept 4 to an alchemist 4 (from the advanced player's guide playtest). I love the mad alchemist feel of the class - something I would definitely play up for this character - and I think it would add to his "crazy hermit" value.

It does limit what potions he can provide a bit - unless I give him some extra spells, he'll only know a single level 2 extract (Cure Moderate). It also means he is a heroic character and, at his level, one of the more dangerous encounters in the first chapter; could be bad for the PCs if they antagonize him too much. On the flip side, if they win him over as an ally, he will be a potent and unique one.

General thoughts? Good idea, bad idea, terrible idea?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I like it!


Cast "Rise Dead" on this thread!

...

I'm going to make Bokken an alchemist too, does anyone have already done this conversion?
Could someone share his stats?


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Haven't done anything like that, but when I hear "Bokken" and "alchemist," I think of the Evil Midnight Bomber What Bombs at Midnight.


"Are you tired? Tired of working for The Man? I say, Boom, baby, BOOM!!"

FWIW, I made Bokken and his even-nuttier brother and the Stag Lord's dad all part of a druid group that participated in the last time that N. tried to shake things up in the Stolen Lands, to see if her sword would turn up.

It didn't work, as the plot was broken up by another group of adventurers (which included my group's Baroness' parents, and Olga the Swamp Witch).

A minor lord from Brevoy (old and also kind of nutty) was also part of this plot. Very recently, he started having dreams of the Green Lady and suited up to go exploring again. Except he became the tool that N. used to stir up the owlbear against the PCs' castle.

Armag II and Drelev and Irovetti are just going to be pieces in her go-around this generation.

So far, my party (or at least the Baroness) is aware that her parents adventured here, and that some of the above are mentioned. I want to dribble pieces out here and there as we progress.


So, I tried to make mine build for Bokken the Alchemist. Since it's the first alchemist I ever build there could be some mistakes.
Any advice or idea?

Bokken CR 3
XP: 800
Old Human Alchemist 4
CN Medium humanoid (human)
Init +4; Senses Perception +7

DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
HP 22 (4d8+4)
Fort +4, Ref +4, Will +3; +2 vs. poison

OFFENSE
Speed 30 ft.
Melee mwk dagger +3 (1d4-1/19-20)
Ranged mwk light crossbow +4 (1d8/19-20)
Special Attacks bomb 9/day +4 (2d6+5 fire, DC 17)
Alchemist extracts prepared (CL 4th)
2nd-Cure Moderate Wounds (3)
1st-Bomber's Eye, Expeditious Retreat, Shield, True Strike (2)

STATISTICS
Str 9, Dex 11, Con 10, Int 20, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 12
Feats Brew Potion, Improved Initiative, Iron Will, Throw Anything, Toughness
Skills Appraise +12, Craft (alchemy) +12 (+16 to craft alchemical items), Knowledge (arcana) +12, Knowledge (nature) +12, Perception +7, Profession (herbalist) +7, Profession (merchant) +7, Spellcraft +12, Survival +7, Use Magic Device +8
Languages Common, Draconic, Dwarven, Elven, Sylvan, Undercommon
SQ alchemy (alchemy crafting +4, identify potions), discoveries (infusion, spontaneous healing), mutagen (+4 Dex/–2 Wis, +2 natural, 40 minutes), poison use, swift alchemy

Combat Gear black adder venom (4 doses), wand of cure light wounds (32 charges)

Other Gear mwk chain shirt, mwk dagger, mwk light crossbow, 10 crossbow bolt, alchemy crafting kit, formula book (contains all prepared extracts, plus Comprehend Languages, Cure Light Wounds, Disguise Self, Endure Elements, Enlarge Person, Polypurpose Panacea), 7 gp;

For Sale potions of cure light wounds (2), potions of endure elements (2), potion of cure moderate wounds (2), alchemist's fire (6 flask)

SPECIAL ABILITIES
Spontaneous Healing (Ex) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
Poison Use (Ex) Alchemists are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.

Edit: Forget the Human Skilled trais, so i made some skills corrections

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