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About Albert GlazierAlbert Glazier's parents were prolific glassmakers in the city of Light, and much was expected of him as he proceeded through various Order internships. As a student, he was a polymath courted by multiple Orders, and was also a star Caith player. He continued more on the academic trajectory and has served as a mentor to many students in Light, especially those with dual athletic and intellectual merits. (He even served as a coach for a couple of years, but elected to withdraw from that endeavor as it took too much time from his academic pursuits.) He ultimately joined the faculty in the Order of Blood at the University of Alchemy, but maintained collaborative relationships with members in other Orders so that he could continue side projects in celerity and mithril making. One of the side projects, when he wasn't teaching students how to heal the body, was a portable celerity-storage device. The stored celerity is in an object that he tentatively calls a battery, named after the military term for the weapon battery of items functioning together. The method requires running a copper wire through alternating plates of silver and zinc soaked in salty water. Albert has been running experiments to release this celerity in incredibly fast alternating vibrations and has recently discovered a way to produce vibrations well outside the range of elen hearing. He has also been toying around with ways to change the signal through its pitch or loudness, and theorizes that it might be possible to layer something else--like speech--in the high-frequency signals through careful amplitude and frequency modulation. The sunsilver has been an absolute breakthrough in this, perhaps because it responds more readily to the modulatory changes. For now, Albert has developed an imperfect way of sending a message through a system of symbolic taps. He has also developed receiving nodes in different locations around Light so that he can use one of his batteries to deliver and preserve the signal even where the wires of the celerity Spires do not reach. Unfortunately, no one was ready for the arrival of Moon. There was no warning, and the devastation was high. When Moon overtook Light and drove people mad, Albert was at the forefront trying to protect the survivors and prevent a widescale massacre as the city tore itself apart. He was unwilling to give up the city and its people, so many of whom were his students. But he was ultimately an academic, not a resistance fighter capable of going against a god. He was grateful to have the resources of someone like Edmund Wright. Though the el was zealous, he knew his way around a suit of armor. And so Albert embarked on his most ambitious project yet: crafting a suit from the scavenged silver golem tech and using his experimental sunsilvering technique to render himself resistant to Moon's maddening rays. Now he tries to lead a group of survivors out of Light. This armor is a work of genius and Albert isn't afraid to say that (especially because it was a collaborative work). Through the careful application of chemicals to augment his physical capabilities (so that his sylphan bones don't snap), he is able to use stored-celerity in batteries to--for a time--power the suit of armor to do wondrous things. He can fly like the sylphs of old, project fire and ice through munitions like ifrits and undines, and toughen his skin like an oread. He works on the suit almost every day now, trying to render the chemicals safer for injection and even usable by others. He has also discovered a novel feature of the sunsilvering method: he has so far built nine healing contraptions. As long as these have ample exposure to Sun each day, he can recharge them and use them to provide remarkably fast healing to people. He still doesn't understand exactly how this method works, but he is keen to continue working on it so that he can keep his allies alive. Albert Glazier
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Formula Book:
0th—message, polypurpose panacea (analgesic, clarity, hallucination, intoxication, lucid dream, resistance, sleep, sobriety, tenacity, wakefulness)
1st—ant haul, crafter’s fortune, enlarge person, heightened awareness, long arm, shield, tears to wine 2nd—acute senses, invisibility, lesser restoration, oreadskin, resist energy, see invisibility 3rd—channel vigor, displacement, heroism, remove blindness/deafness, remove curse Remedies
Tools
Weapons
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Feats: Brew potion, elemental strike, emergency attunement, flickering step, healer’s hands, heavy armor proficiency, incredible healer, martial weapon proficiency, power attack, throw anything, tower shield proficiency
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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. 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. Beastform Mutagen: At 3rd level, a beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy. Improved Beastform Mutagen: At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning. 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. Discoveries (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. Elemental Mutagen (Fire): The alchemist chooses an element (air, earth, fire, or water). Whenever the alchemist imbibes a mutagen, he gains resistance 5 to the associated energy type and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the alchemist possesses: grand mutagen, greater mutagen, and true mutagen. The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim). An alchemist can select this discovery up to four times, but must choose a different element each time. An alchemist can gain the benefits of only one elemental mutagen at a time, selected when he imbibes the mutagen. Frost Bomb*: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save. Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Tanglefoot Bomb (Su)*: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all. Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon. --------------------
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Scholar of the Great Beyond (Faith): Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. |