Seltyiel

Andochtuir's page

610 posts. Alias of Trevor86.


Full Name

Andochtuir (Half-Elf. Fighter 1, Alchemist 6 (Surgeon, Vivi))

Race

Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp. Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Sanity: 38, Thresh. 16, edge 19. Cond.: non

Classes/Levels

Current extra buffs: Mutagen (str), Barkskin (+5ac and FF AC, +4 str > +2 att, +3 dmg, 3 CMB and +2 CMD).

Gender

M

Size

M

Age

35

Alignment

LG

Deity

Irori

Languages

Common, Osiriani, Elven, Varisian, Skald, Minkaian, Abyssal.

Strength 20
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 14
Charisma 8

About Andochtuir

Background:

Born in the outpost city of Greengold in Kyonin as a halfblood, Andochtuir and his brother Ancuradh spent a large part of their youth seeking further approval from his father, an ambassador from Kyonin. With the status of second-rate citizens compared to full-blooded elves, there always was a pressure of sorts to perform and excel, and rise above discrimination.
…Until that meant military service around the Tanglebriar, which was a hard wake-up call from any illusions of glory.

The demons and altered animals (or even plants!) inhabiting the corrupted forest were just too dangerous and numerous, and the cost of containing it was high – too high. He saw the injured coming in one after the other, time and time again, dying – or perhaps worse, surviving with grievous mutilations and/or corruptions sustained in the forest, with barely anything to show for their sacrifice. The conflict having dragged on for centuries with the only ‘progress’ being containing it, after all.

Eventually, Andochtuir began seeing problems in the elves’ approach. What they were doing was symptom treatment, rather than the source. Yes, the real source was a godlike demon, and that was beyond the reach of a simple combat medic. But, the corruption itself was also an injury, to everything in the forest, which in turn turned them into living weapons. And that went untreated. You could kill the animals, burn or reshape the trees and plants, but it would always come back.

One day, when his brother died in the same, seemingly endless struggle, he knew it was time to leave and look for a better way. With his mother having passed and his father recently disappearing too, with allegations of corruption, he set out on his own. His goal: to study the different kinds of medicine around the world, in search of this elusive cure.

He would study all angles: positive energy, the arcane, herbalism, obscure herbal traditions, techniques of reclusive and ancient civilizations… even the often forbidden art of autopsy. Whatever he could think of he’d pursue, so that if he ran out of time, he could say that he did his best. He would make the very most of his slightly increased lifespan and pass his knowledge on as his legacy, as a life of travel meant he’d probably never have a family.

After a long journey south to seek out the ancient kingdom of Taldor (whose techniques were, in his opinion, not very substantial and dangerously reliant on tradition like the rest of the nation), then crossing the sea to study the embalming techniques of the Osiriani (if only mummification could somehow be weaponized against a demonic forest), villages of the Mwangi expanse (very interesting, but cut short due to angry apes), and Rahadoun (Much better than Taldor, as expected of a nation not into divine worship meant physicians had to develop real skill), words reached him of resurfacing Thassilonean magics up north.

Eventually, his journey led him up north, where he was outnumbered and captured by an Ulfen adventuring band and forced along to the Ruined village of Brinewall, probably to be sold as a slave later on… how would he ever get out of this one?

Personality and appearance:

An otherwise quiet physician, who seems to think carefully on what and when to speak. However, when he does, it is with the weight of authority and experience, or with the compassion of someone who heard many patients say their last words. He has some of the traits of physical perfection of his Elf heritage, but a number of scars from his long travels had marred this effect somewhat. Regardless, he is patient and always willing to listen or offer advice on what topics he can, if asked.

On his equipment, his most eye-catching equipment is a very long spear of sorts with an inwardly curved blade at the end, a well-made breastplate which marries elven script with a lot of battle damage, and a comfortably warm cloak that softly radiates magic. He also carries a large collection of vials and a kit which exude exotic scents and colours.

Goals:

-His main goal is studying the different medicinal practices of cultures he meets along the way. As far as he is concerned, the more reclusive and exotic the culture, the better. People like the Ilverani, the Erutaki and nations of Tian-Xia, Tianjing and Jinin as well as the realm of the mammoth lords are welcome destinations.

-Side goals would be repaying a debt to whoever rescues him from the Ulfen raiding band, perhaps writing a book of his findings and seeking an investor and publisher for it.

Build going forward and party role:

Andochtuir is a balanced melee alchemist. I went for vivisectionist and chirurgeon as they synergized with the concept of a doctor fighting things with a giant scalpel (a reflavored fauchard) much more than grenadier, in the end.

I also went two levels of fighter for the High Guardian archetype. This is a very 'defender'-flavored fighter that gets a better version of combat reflexes that scales off of strength instead of dexterity. It also potentially has a once per turn make an ally evade an attack later on. Along with phalanx formation, a reach weapon and potions/extracts of enlarge person, he should be able to defend the party quite well.

From here, he will take alchemist levels only. His intent is to take the healer's hands/increible healer feat combination at some point. Other feats for the wish list are friendly switch, iron will and the critical feats.

Statblock:

Andouchtuir
Half-elf alchemist (chirurgeon, vivisectionist) 6/fighter 1 (High Guardian)(Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18, 20)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +16
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Defense
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AC 23, touch 12, flat-footed 22 (+10 armor, +1 Dex, +1 nat, +1 defl)
hp 60 (5 HD; 10+6d8(15)+7xcon(8)+6x1 FCB (3).
Fort +11, Ref +8, Will +7; +2 vs. enchantments, +2 bonus vs. poison
Immune sleep

Alternate race features: Fey thoughts (add 2 class skills of a certain list to your pool of class skills, replaces multitalented - added sense motive and diplomacy), Ancestral arms: Exotic weapon proficiency (Fauchard) (replaces skill focus).

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Offense
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Speed 30 ft. (20 ft. in armor)

Melee
+1 Fauchard +10 (1d10+7, 18-20/×2)
Mwk cold iron Fauchard +10 (1d10+6, 18-20/×2)
- +1 Longsword +10 (1d8+7, 19-20/x2)
. Alchemical silver mongingstar +9 (1d8+6/20/x2) or
. CI dagger +9, 1d4+6, 19-20/x2
- Spiked Gauntlet +9, 1d4+4.

Ranged
- Javelin +7, 1d6+4.

Space 5 ft.; Reach 10 ft. (with masterwork cold iron glaive)
Special Attacks sneak attack +3d6
Alchemist (Chirurgeon, Vivisectionist) Extracts Prepared (CL 6th; concentration +8)

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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 14, Cha 8
Base Atk +4; CMB 9; CMD 20
Feats Brew Potion, Combat Reflexes, Power attack, Exotic Weapon Proficiency, Healer's hands, incredible healer, Phalanx formation, Throw Anything, craft wondrous item.
Traits : Warrior of old, Student of philosophy.

Skills

Alchemy + 20, linguistics +5, Fly +11, heal +22, Perception +20, Diplomacy +11, Sense motive +8, spellcraft +13.

knowledge: planes +10, religion +6, History +6, Geography +5, arcana +7, nature +7, swim +3, survival +7.

Knowledge Through Familiar: Arcana/planes/religion/nature/local/dungeoneering +11.
Knowledge engineering/nobility/history/geography +8.

Languages Common, Elven, Osiriani, Varisian, skald, minkaian, abyssal.
SQ alchemy (alchemy crafting +7), discovery (infusion, familiar, wings), elf blood, infused curative, mutagen (+4/-2, +2 natural armor, 20 minutes)

Familiar Tumor familiar named Haozhu.

Sage familiar level 6, grants +2 will to Andy.

Revelant stats, always inactive:
Knowledge arcana/planes/religion/nature/local/dungeoneering +11.
Knowledge engineering/nobility/history/geography +8
-Linguistics +2 (speaks common and monkaian)

Other Gear

Plate armor: 1500
Wand of cure light wounds with 50 charges. 750
MW CI Fauchard 328
Alchemical silver morningstar 98 g

CI dagger 4 g.
Ci spiked gauntlet 5 g.
Javelins x 8. 4 g.

Potions (self-crafted):
-Enlarge person x 4 (100 g)
-Jump x 1 (25 g)

Potions/consumables (normal)
-Oil of bless weapon: 50 g.
-Potion of protection vs evil: 50 g.

Cold weather outfit 8 g.

Full Essentials Kit

backpack 2 gp 2 lbs, bedroll 1 sp 5 lbs, 1-pint flask 3 cp 1.5 lbs
7 days’ trail rations 3.5 gp 7 lbs, Total Cost: 5.63 gp
Weight: 15.5 lbs (5 lbs Small)

Utility backpack with:
• Sling (free, 0lbs.)
• Bell (1gp)
• Candle (1cp)
• Chalk x 3 (3cp)
• Charcoal (5sp)
• Fishhook (1sp)
• Flint and Steel (1gp)
• Parchment (1 sheet) (2sp)
• Sewing Needle (5sp)
• Signal Whistle (8sp)
-Lamp with 4 x lamp oil. > 5 s.
-Torch x 5 > 5cp.
• Oil (1sp, 1lb)
-50 ft hempen rope.
=+/- 4.5g
= 14.5 g.

2 x spring loaded wrist sheath (Loaded: Potion of Enlarge person and Potion of protection vs evil)
4 x acid flask
4 x alchemist's fire.
1 x scroll of magic weapon.

2.5 g spare.

Gear found and claimed:
-+1 longsword.
+1 cloak of resistance.
+1 amulet of natural armor.

Gear bought:
+1 Fauchard (seperate weapon, kept MW CI Fauchard)
+1 Fullplate (enchanted fullplate armor to +1).
Healer's gloves
+2 master work tool (heal)
+1 heal Ioun stone.

Gold left as of 13-11-2022: +/- 3740
-Doesn't include loot from Ship/Ninja encounter.
-Check if it includes loot from Asvig

Bought: 2750 g on healer's gloves, masterwork tool, heal ioun stone, 250 g retrain.

Left: 750 g + potentially gold from above encounters.

Bought at end of book 2:
-Belt of str +2, headband of intellect +2 (crafted), boots of winterstep (crafted), eyes of the eagle (crafted). Current crafting: once/daylevel 2 spellslot recharge item. Other purchases: potion sponge with touch of the sea, cold weather outfit, dagger, 6 x extra ration.

Alchemical allocation potions: heroism (cl 6), magic circle vs evil (cl 6), darkvision (cl 3), elixir of vision (lasts 1 hour), ashen path (cl 3 ), crafter's fortune (cl 1), keep watch (cl 1), ant haul (cl 1 ).

First shopping trip:

Spellbook

Shield, Enlarge person, ant haul, Long arm, Cure light wounds, cure moderate wounds, Expeditious retreat, Jump, firebelly, monkeyfish, heightened awareness, endure elements, barkskin, lesser restoration, invert poison, skinsend, touch injection, alchemical allocation, focused scrutiny.

Prepared:
Level 1 (5 spells/day): Shield x2, heigthened awareness, enlarge person, longarm.
Level 2 (4/day): Barkskin x 2, Focused Scrutiny, alchemical allocation.

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Special Abilities
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Alchemy +6 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

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

Elven Immunities - Sleep You are immune to magic sleep effects.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe

Infusion Create an extract can be used by anyone but takes up a slot until used.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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