About Aranhil NirodiirI will de-level if picked, but I want to leave this as-is, in case someone needs a replacement, since it's easier to de-level than level up. Statistics:
Male Elven Alchemist (Grenadier) 7
CG Medium Humanoid (Elven) Init +4; Senses Low-Light Vision, Perception +13 ------------------------------ DEFENSE ------------------------------ AC 21, touch 15, flat-footed 17 (+5 armor, +4 dex, +1 natural, +1 deflection) hp 55 Fort +7, Ref +10, Will +6 (+2 vs enchantment) Immune magical sleep effects ------------------------------ OFFENSE ------------------------------ Speed 35 ft. Melee Mwk Dagger +6 (1d4) Ranged Bomb +10 (4d6+6, 10 splash: Reflex DC 19 for half)
Non-Standard Skill Bonuses +3 Craft: Alchemy for the purposes of crafting alchemical items Languages Common, Elven, Celestial, Draconic, Sylvan, Gnome, Varisian, Necril Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Some Standard Elven Racials: Elven Immunities, Keen Senses, Low-Light Vision Envoy Each of these spells 1/day at CL 7: Comprehend Languages, Detect Magic, Detect Poison, Read Magic Long-Limbed Movement speed is 35ft. Bomb 13/day, standard action to draw the components of, create, and throw a bomb. Bombs have a range of 20ft, and use the Throw Splash Weapon special attack. On a direct hit, bombs deal 4d6+6 fire damage, and every adjacent square takes 10 fire damage with a DC 19 Reflex save for half. One effect marked with * can be added. *Frost Bomb Modifies a bomb to deal cold damage instead of fire. Any creature hit directly by a frost bomb must make a DC 19 Fortitude save, or be staggered on their next turn. *Tanglefoot Bomb Modifies a bomb so that in addition to its normal effects, creatures hit directly by a tanglefoot bomb must make a DC 19 Reflex save or be entangled and glued to the floor as if they had failed a 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. Directed Blast Detonate a bomb so it splashes in a 20-foot cone rather than affecting a radius. The cone starts at Aranhil and extends away from him in the direction he chooses. He designates one creature in the squares affected by the cone to be the target of the bomb and makes his attack roll against that creature. All other creatures in the cone take splash damage. Precise Bomb Whenever Aranhil throws a bomb, he can select 6 squares that are not affected by the splash damage from his bomb. If the bomb misses, this ability has no effect. Mutagen 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 or cognatogen at a time—if he brews a second dose, any existing mutagen or cognatogen becomes inert. A mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When Aranhil brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. When he imbibes the mutagen, he gets a +4 alchemical bonus to that ability score and a +2 natural armor bonus for 70 minutes. In addition, while the mutagen is in effect, Aranhil 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. Cognatogen A mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. Infusion When Aranhil creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after he sets it down. As long as the extract exists, it continues to occupy one of his daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Alchemical Weapon At 2nd level, Aranhil can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a swift action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit. Swift Alchemy Aranhil can create alchemical items with astounding speed. It takes Aranhil half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Extracts:
------------------------------ Extracts ------------------------------ 1st (6/day) Heightened Awareness, Reduce Person, Targeted Bomb Admixture, Cure Light Wounds, Recharge Innate Magic, Expeditious Retreat, Shield, Enlarge Person
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear +1 Mithral Chain Shirt (2100gp) Headband of Vast Intellect +2 (associated skill is Knowledge: Planes) (4000gp) Amulet of Natural Armor +1 (2000gp) Cloak of Resistance +1 (1000gp) Ring of Protection +1 (2000gp) Belt of Incredible Dexterity +2 (4000gp) 8 iron vials filled with acid+alchemist’s fire (240gp, 8sp) 8 iron vials filled with unstable accelerant (400gp, 8sp) 10 flasks of Holy Water (250gp) 10 Ghast Retch Flasks (500gp) +1 Composite Longbow (+0 STR) (2450gp) Masterwork Dagger (352gp) Other Gear
Personal Effects
Money 214 GP 14 SP 17 CP
Background:
When Aranhil was a young student of alchemy at the University of Lepidstadt 3 or 4 decades ago, he attended a lecture by Professor Lorrimor on the Whispering Way. He was intrigued, and spoke with Professor Lorrimor after the lecture for as long as the man was available. Lorrimor was impressed by Aranhil’s intelligence and drive to learn, and over the next few months, the two spent hours speaking about religion, and debating the nature of good and evil. Aranhil kept in correspondence with Professor Lorrimor even after he graduated from the University of Lepidstadt as a scholar of Alchemy, Theology, and Philosophy, as they had become close friends. He was greatly saddened by Professor Lorrimor’s death, and upon learning that the Whispering Way was involved, swore that he would do whatever he could to eradicate the evil that had snuffed out one of the greatest minds of his time. Appearance and Personality:
Aranhil is tall and lanky, but moves with a grace that belies his slightly overlong limbs. His hair is dark and straight, and is swept back behind his ears. He tends to dress in stylish clothing, and cares for his personal appearance. He is jovial and jocular most of the time, but can be serious when the moment calls for it. Looks more like this than the profile picture. |