About Andulian Vogh
Born in the upper class of Barstoi in Ustalav, Vogh only knew his mother, the Countess of the River (because of their house proximity to Kingfisher); she was cousin by blood to the Margrave of Sturnidae from House Graydon, and lived with the usual benefits reserved to the autocratic royalty of the region.
Although his young years were happy and uneventful, the noticeable absence of his father - known only by his mother - quickly grew the rumors on the streets of the town, and the features of the youngest of the Vogh only fed to the fire: people would say he had the seed of the demons, the scent of the undead, and only disgrace would follow his family.
He was barely a teenager when the Countess sent him to be tutored by the Sturnidae academics - specifically the doctors and healers - and this contributed to his overall passion for books. The life isolated from his mother and House also gave him a sense of independence, and for some years the rumors of his origin seemed to rest.
When he came of age he was already skilled on brewing the basic alchemic extracts, although had an incomprehensible difficulty with the ones used for curing. A combination of his studies, his curiosity - and even the nefarious rumors started against his family - took him to better understand he wasn't Human, and with it he confronted his mother. Being fed the secret of his vampiric inheritage, the Dhampir sought the shadows of reclusivity for the upcoming years.
The scholar became obsessed with his personal curse, and years later embarked in a quest to better comprehend undeath. Lending his alchemic talents to bands of adventurers, he pushed himself in a fight against the Whispering Way, and gathered enough books and forbidden necromantic knowledge to once again isolate himself.
Nowadays, the young Earl Andulian Vogh keeps his distance from his mother, and dreads the day he might have to seek and face his father. He serves as a local scholar teaching those who seek knowledge of alchemy and the arcane arts - but in the dark, he slowly falls into paranoia and madness, brewing mixtures in the hopes of reverting his condition. When he drinks his mutagen, he feels a compelling force slowly dominating his thoughts.
Mechanically, the character is being built towards the Master Chymist prestige class. I realize we won't level - and that the class would just open for me at level 8 - but who knows? If we get to complete the first adventure and get into the second one, at level 9, maybe we will get the chance to see his evolution. For now, the important thing is the "psychological" structure is being formed.
Party-wise he's got more to offer out-of-combat with knowledge and skills. In combat he's just the average alchemist (bombs, mutagen, etc.) with more specific necromantic roots due to his Dhampir inheritance and history (using the ectoplasm master archetype).
Male vetala-born dhampir (ajibachana) alchemist (ectoplasm master) 5 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder Player Companion: Haunted Heroes Handbook 14, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 89)
N Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 33 (5d8+5)
Fort +6, Ref +8, Will +2; +4 bonus vs. poison, +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to consecrate
Speed 30 ft.
Melee mwk sickle +7 (1d6-1) or
. . unarmed strike +6 (1d3+3 nonlethal)
Ranged bomb +7 (3d6+7 fire)
Special Attacks bomb 11/day (3d6+6 fire, DC 18)
Alchemist (Ectoplasm Master) Extracts Prepared (CL 5th; concentration +11)
. . 2nd—ablative barrier[UC], alchemical allocation[APG], blood transcription[UM], false life
. . 1st—heightened awareness[ACG], night blindness (2), repair undead[ACG] (2), shield
Str 8, Dex 16, Con 12, Int 22, Wis 10, Cha 10
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Throw Anything, Weapon Finesse, Weapon Focus (bombs)
Traits clever wordplay, focused burn, half-forgotten secrets
Skills Acrobatics +6, Craft (alchemy) +16 (+21 to create alchemical items), Disable Device +13, Escape Artist +5, Knowledge (arcana) +14, Knowledge (dungeoneering) +11, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +14, Knowledge (nobility) +7, Knowledge (planes) +12, Knowledge (religion) +15, Linguistics +7, Perception +8, Sleight of Hand +7, Spellcraft +14, Survival +4, Use Magic Device +16; Racial Modifiers +2 Escape Artist, +2 Use Magic Device
Languages Abyssal, Aklo, Celestial, Common, Infernal, Necril, Sylvan, Varisian
SQ alchemy (alchemy crafting +5), dhampir alchemist, discoveries (feral mutagen, precise bombs [6 squares]), mutagen (+4/-2, +2 natural armor, 100 minutes), paranoid, poison use, resist level drain, swift alchemy
Combat Gear mutagen (feral)[APG], wand of repair undead (50 charges); Other Gear mwk studded leather, mwk sickle, agile amulet of mighty fists, cloak of resistance +1, headband of vast intelligence +2, alchemist's lab, masterwork backpack[APG], masterwork thieves' tools, spellbook, weapon cord[APG], wrist sheath, spring loaded, 13 gp, 9 sp
Bomb 3d6+6 (11/day, DC 18) (Su) - 0/11
Feral Mutagen: +4 Dex, -2 Wis, +2 Nat AC - 0/1
Wand of repair undead (50 charges) - 0/50
+50 minutes to Mutagen duration. Add +10 minutes to the duration of the alchemist’s mutagens.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+6 (11/day, DC 18) (Su) Thrown Splash Weapon deals 3d6+6 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 18) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 100 minutes.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Paranoid Aid Another DC 15 for attempts to help you.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (Su) Exclude up to 6 squares from splash damage of your bombs.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Consecrate -1 CL when affected by consecrate, hallow, or a similar effects.