Sorshen

Alenaya's page

331 posts. Alias of Thron.


Classes/Levels

Human Alchemist 8| AC 16 FF 12 T14| HP 62/62| F +8 R +8 W +2| Init +6| Percep +11

About Alenaya

Tracking:

Bomb (4d6 + 5, DC 19): 13/13

Extracts:
1 : Disguise Self, Shield, Expeditious Retreat, Negate Aroma, CLW, CLW
2 : Spider Climb, Darkvision, Cure Moderate Wounds x3
3 : Gaseous Form x3

Sex: Female
Race: Human
Class: Alchemist
Age: 19
CE Medium Humanoid (Human) 

Init +6; Perception +11

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DEFENSE

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AC: 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor) 

HP: 62 (1d8 + 2 Con/Level + 1 FCB/Level)

Fort +8, Ref +8, Will +2

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OFFENSE 

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Speed 30 ft. 

Melee:
Ranged: Bomb +9/+4 (+6/+1 BAB, +2 Dex, +1 Throw Anything)
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SPECIAL ABILITIES
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Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

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 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. Bombs are explosive splash weapons, 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 2–1. 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 losing its magic, 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. 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 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 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.

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.

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.

Concentrate poison: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.

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.

Poison Conversion: By spending 1 minute, the alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

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.

Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

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.

Fast bombs: An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An alchemist must be at least 8th level before selecting this discovery.
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RACIAL BONUSES

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+2 to One Ability Score (Wisdom): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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FORMULAE

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1st-Level Alchemist Formulae—comprehend languages, cure light wounds, detect secret doors, disguise self, endure elements, expeditious retreat, negate aroma, shield

2nd-Level Alchemist Formulae—cure moderate wounds, darkvision, spider climb

3rd-Level Alchemist Formulae - gaseous form, adjustable disguise

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STATISTICS

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Str 10, Dex 14, Con 14, Int 20, Wis 10, Cha 
15
Base Atk +5; CMB +5; CMD 
 17

Feats
1: Brew Potion
1: Throw Anything
1: Skill Focus (Craft-Alchemy)
1: Improved Initiative
3: Point Blank Shot
5: Master Alchemist
7: Extra Discovery (Precise Bombs)

Traits:
Fast Talker: You had a knack for 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.

Raised in Secrecy: You had a typical life, in a mundane part of the world doing mundane things. Except that one or both of your parents were Red Mantis assassins and you were trained to follow in their footsteps. One of these days, you hope to see the island of Mediogalti and visit the Crimson Citadel, but for now, you need to prove yourself. You gain a +1 trait bonus on Bluff, Disguise, and either Knowledge (local) or Knowledge (nobility) and one of these skills is always a class skill for you.

Skills (4 ranks, +5 Int, +1 Human):
Craft (Alchemy) +27 (8 Ranks, 5 Int, 5 Feat, 6 Class, 3 Class Skill)
Bluff +14 (8 Ranks, 2 Cha, 3 Class Skill, 1 Trait)
Disguise +14 (8 Ranks, 2 Cha, 3 Class Skill, 1 Trait)
Perception +11 (8 Ranks, 0 Wis, 3 Class Skill)
Stealth +10 (8 Ranks, 2 Dex)
Sleight of Hand +14 (8 Ranks, 2 Dex, 3 Class Skill)
Spellcraft +14 (8 Ranks, 5 Int, 3 Class Skill)
Knowledge (Local) +13 (7 Ranks, 5 Int, 1 Trait)
Use Magic Device +13 (8 Ranks, 2 Cha, 3 Class Skill)
*Knowledge (Arcana) +16 (8 Ranks, 5 Int, 3 Class)
Diplomacy +3 (1 Rank, 2 Cha)

Languages: Common, Elven, Dwarven, Draconic, Red Hand

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GEAR/POSSESSIONS

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Worn/Carried:
+1 Studded Leather
Belt of Incredible Dexterity +2
Headband of Vast Intelligence +2
Belt Pouch
Ring of Sustenance
Courtiers Outfit
Horse
Small Wagon
Handy Haversack
(Center Portion, 66/80 lbs.)
-Disguise Kit (10)
-Alchemy Crafting Kit
-Bedroll
-Blanket
(Left Side Pocket, 20/20 lbs.)
-Portable Alchemist's Lab
(Right Side Pocket, 3/20 lbs.)
-Formula Book
-Red Mantis Mask
-Masterwork Sawtooth Sabre
-Alchemist’s Fire (2)
-Alenaya’s Kiss (4)
-Ingested Dragon Bile (1)
-Dragon Bile (2)
-Deathblade (2)
-Inhaled Deathblade (0)
-Tears of Death (2)
-Inhaled Tears of Death (0)
-Large Scorpion Venom (4)
-Id Moss (4)
-0 gp worth of reagents for Alchemy

Stored:

Carrying Capacity Light: 33 lbs. Medium: 34-66 lbs. Heavy: 67-100 lbs.
Currency: 259 gp, 67 sp, 8 cp
Total Weight: 27.5

Background

Appearance

Personality
Cold, to the point, and devious. Alenaya is loyal to the Mantis organization, less through idealistic zealoutry and more-so in a desire to test her creations and receive regular funding for her work.