Damiel

Albinius Ap Medvyed's page

43 posts. Alias of EmEss.


Full Name

Albinius Ap Medvyed

Race

NG Half-Elf _ HP: 15/21, AC: 12 _ T: 12 _ FF: 10 _ Perception +15, Lowlight Vision., Initiative: +2, Fort +6 _ Ref +4 _ Will +7 , CMB: +1, CMD: 13, Speed: 30

Classes/Levels

Acrobatics + 2 Bluff +5 Climb +4, Diplomacy +7, Heal +8, Intimidate +2 Ride +6, Stealth +2, Survival +10, Swim +4 Sense Motive +5 Inspiration 3/5 Bombs 3/5

Size

Medium

Age

40

Alignment

Neutral Good

Deity

Desna

Languages

Common, Elven, Druidic, Sylvan, Goblin, Dwarven, Aklo , Skald

Strength 11
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 18
Charisma 14

About Albinius Ap Medvyed

Wild Whisperer (Druid) 2 / Chirurgeon (Alchemist) 1

Init +2 Senses Low Light Vision; Perception +15
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Defence
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AC 12
hp 21 (3d8 +3)
Fort +6 Ref +4 Will +7
Defensive Abilities
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Offence
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Speed 30ft.
Melee
Ranged
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Statistics
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Str 11 Dex 14 Con 12 Int 18 Wis 18 Char 14
Base Attk +1 CMB + 1 CMD 13
Feats Fey Spell Lore, Craft Wonderous Item, Brew Potion (bonus) Throw Anything(bonus) Skill Focus Perception (bonus)
Traits Noble Born(Medvyed), Bifurcated Magic Friend in Every Town

Skills:

Acrobatics +2 (+2 Dex )
Appraise +8 (+4 Int +1 Rank +3 Class)a
Bluff +5 (+2 Char +3 Familiar)
Climb +4 (+0 Str +1 Rank +3 Class)d
Craft (Alchemy)+9 (+4 Int +1 Alchemy +1 Rank +3 Class)ad
Disable Device +6 (+2 Dex + 1 Rank +3 Class)a
Diplomacy +7 (+2 Char +1 Trait +1 Rank +3 Class)t
Disguise+2 +2 (+2 Char)
Escape Artist +2 (+2 Dex)
Fly +2 (+2 Dex)ad
Handle Animal +6 (+2 Char +1 Rank +3 Class)di
Heal +8 (+4 Wis +1 Rank +3 Class)adi
Intimidate +2 (+2 Char)
Knowledge (Arcana) +8 (+4 Int +1 Rank +3 Class)a
Knowledge (Dungeoneering) +5 (+4 Int +1 Rank)
Knowledge (Engineering)+5 (+4 Int +1 Rank)
Knowledge (Geography) +8 (+4 Int +1 Rank +3 Class)di
Knowledge (History) +5 (+4 Int +1 Rank)
Knowledge (Local) +6 (+4 Int +1 Trait +1 Rank)
Knowledge (Nature) +10 (+4 Int +2 Nature Sense +1 Rank +3 Class)adi
Knowledge (Nobility) +5 (+4 Int +1 Rank)
Knowledge (Planes) +5 (+4 Int +1 Rank)
Knowledge (Religion) +5 (+4 Int +1 Rank)
Linguistics+5 (+4 Int +1 Rank)
Perception +15 (+4 Wis +2 Racial +3 Skill Focus +3 Rank +3 Class)ad
Ride +6 (+2 Dex +1 Rank +3 Class)di
Sense Motive+5 (+4 Wis +1 Rank)i
Spellcraft +8 (+4 Int +1 Rank +3 Class)ad
Stealth +2 (+2 Dex)
Survival +10 (+4 Wis +2 Nature Sense +1 Rank +3 Class)adi
Swim +4 (+0 Str +1 Rank +3 Class)d
UMD +6 (+2 Char +1 Rank +3 Class)a

i=Can use inspiration without expending a use +1d6


Languages Common, Elven, Druidic, Sylvan, Goblin, Dwarven, Aklo , Skald
Extracts Prepared
Spells Prepared

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Special Abilities
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Race:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Wild Whisperer (Druid):

Nature's Bond (Ex)-> Serpent Domain Granted Powers: You serve ancient serpentine mysteries whose coils still encircle the world.
Familiar You gain a viper familiar (see page 82 of the Core Rulebook). Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
Slither (Ex) As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Class against attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells 1st level Charm Animal

Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid lvl and her Charisma mod to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of 1 another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Inspiration (Ex) At 2nd level, a wild whisperer gains an inspiration pool as the investigator class ability (see page 31). A wild whisperer uses her druid level as her investigator level when determining the effects of this ability. Instead of free uses of inspiration on Knowledge, Linguistics, or Spellcraft skill checks, the wild whisperer can use inspiration on Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, and Survival skill checks without expending a use of inspiration, provided she’s trained in the relevant skill. She can also use inspiration on any wild empathy check without expending a use of inspiration. A wild whisperer’s inspiration pool refreshes each day when she prepares spells. This ability replaces woodland stride, trackless step, and resist nature’s lure.

Chirurgeon (Alchemist):

Alchemy (Su) Alchemists are not only masters of creating mundane alchemical substances such as alchemist‘s fire and smokesticks, but also of fashioning magical potion like 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 lvl 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 rd. to make such a check. An alchemist can create 3 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 3. 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 lvl as the CL. 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 lvl 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 lvl as the CL to determine any effect based on CL. 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 lvl. The Difficulty Class for a saving throw against an alchemist‘s extract is 10 + the extract lvl + the alchemist‘s Intelligence mod. 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 2 1st lvl formulae of his choice, plus a number of additional formulae equal to his Intelligence mod. At each new alchemist lvl, he gains 1 new formula of any lvl 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 lvl + his Intelligence mod. Bombs are unstable, and if not used in the rd. 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 mod. The damage of an alchemist‘s bomb increases by 1d6 points at every odd-numbered alchemist lvl (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 lvl + the alchemist‘s Intelligence mod. Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they lvl up. An alchemist‘s bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion (Ex) At 1st lvl, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd lvl), using his alchemist lvl as his CL. The spell must be 1 that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen (Su) At 1st lvl, 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 1 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 1 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 lvl. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to 1 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 lvl + the alchemist‘s Intelligence mod) 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 lvl. An alchemist adds his Intelligence mod to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Feats:

Fey Spell Lore
From Ultimate Intrigue
Add the following spells to your druid spell list:
0- Dancing Lights
1st- Lesser Confusion
2nd- Charm Person
3rd- Invisibility
4th-Bestow Curse
5th-Charm Monster
6th-Major Curse
7th-Cloak of Dreams
8th-Insanity
9th-Irrestible Dance

Credincios (Familiar):

Viper Familiar

Master gains +3 bonus on Bluff

Familiar has +1 Nat. Armour, 6 Int, Alertness, Improved Evasion, Share Spells, and Empathetic Link


Inventory:

Carrying Capacity
Light < 38lbs Medium < 76lbs Heavy <115lbs

Item Weight Cost
Hybridisation Funnel 2 200
Formula Alembic 2 200
Assisting Gloves 1 180
Handy Haversack 5 2000
Traveller's Outfit 4 10
Quaterstaff 4 0
Cold Iron Sickle 2 12
Alchemical Silver Sickle 2 26
Bedroll 5 0.1
Blanket 3 0.5
Bucket 3 0.5
Butterfly net 2 5
Canvas 1 0.1
Chalk Board 2 1
Coffepot 4 3
Cooking Kit 16 3
Fishing Kit 3 0.5
Alchemy Crafting Kit 50 25
Formula Book 3 0
Healers Kit 1 50
Leaching Kit 5 1
Mapmakers kit 2 10

Umbrella 3 2
Surgeon's Tools 5 20
Gear Maintenance Kit 2 5
Grooming Kit 2 1
3 Iron Vials 3 0.3
Scriveners Kit 1 2
Shaving Kit 0.5 15
Silk Rope 5 10
Signal Whistle 0 0.8
Mess Kit 1 0.2
Hammock 3 0.1
Elven Trail Rations *3 3 6
Alchemist's Fire 1 20
Flash Powder 0 50
Holy Water x2 2 50
Coffee Beans 1 0.5
Glowing Ink 0 5
Journal 1 1
Spell Component Pouch 2 5
Total 157.5lbs 2921.6gp

120lbs in Handy Haversack 37lbs outside Haversack


Magic:

Formula List
1st Comprehend Languages
divination You understand all spoken and written languages.
1st Cure Light Wounds
conjuration Cures 1d8 damage + 1/level (max +5).
1st Polypurpose Panacea
transmutation Gain a relaxing or entertaining effect.
1st Identify
divination Gives +10 bonus to identify magic items.
1st Monkey Fish
transmutation Gain a climb speed and a swim speed of 10 ft. for a time.
1st Shield
abjuration Invisible disc gives +4 to AC, blocks magic missiles.

Druid Spells Prepared

0th Create Water conjuration Creates 2 gallons/level of pure water.
0th Detect Magic divination Detects all spells and magic items within 60 ft.
0th Light evocation Object shines like a torch.
0th Purify Food and Drink transmutation Purifies 1 cu. ft./level of food or water.
1st Obscuring Mist conjuration Fog surrounds you.
1st Entangle transmutation Plants entangle everyone in 40-ft. radius.
1st Charm Animal enchantment Makes one animal your friend.

Appearance and Personality:

Albinius is a tall, slender half elf with fairly short brown hair and piercing green eyes. Despite spending most of his time in the wild he always takes pains to appear well groomed and wears fairly expensive, if practical clothing.

He can seem somewhat withdrawn and stand-offish at times but is always eager to help others and can be positively gregarious if someone shows even the slightest amount of interest in his work.

Background:

Albinius Ap Medvyed was born of an illicit affair between a travelling elf bard and a younger daughter of the Medvyed family. He was given the finest of educations but was always seen as something of an embarrassment to the family, his pointed ears a constant reminder of his mother’s infidelity. As soon as he was old enough he left home to learn more of his absentee father. He travelled extensively across North Eastern Avistan during this time and although he was unable to find any information about his father he discovered both a fascination with the natural world and a new found appreciation for the struggles of the common folk, who were often just one bad winter away from starvation. After several years of travel he found himself in Kyonin where he was amazed at how the inhabitants were able to work with nature instead of fighting against it. He spent almost ten years in Kyonin, training with a circle of druids, always keeping in mind how he could use what he learnt to help the people back home. After he had learned all he could he felt an urge to return home to the Madvyed family in Brevoy, where he was greeted with far more warmth than expected, absence truly does make the heart grow fonder. He spent some time back with his family, trying to implement some of the changes in farming and construction techniques he had picked up from the elves but with limited success. Gradually the old hostility started to return and Albinius felt that once again he had outstayed his welcome so he headed out onto the road again, his journey made much easier this time by the addition of a handy haversack, a gift from a wealthy Varisian merchant whom he cured from a life threatening snake bite. Since then Albinius has spent most of his time in the wilderness, compiling a guide to the flora and fauna of North Eastern Avistan and acting as a healer to the scattered communities struggling to make ends meet. One can’t spend all that time in the wilderness with only one’s pet snake, Credincios, for company without learning to defend oneself and Albinius has naturally had a number of run ins with wild animals, bandits, and fey creatures. Although he is relatively happy with his work at this moment he still dreams of the opportunity to experiment with creating a human society more in tune with nature.