![]()
About Artemis EuleLuck: 11 Initiative: +5
1st Level:
Adhesive Spittle Bomber’s Eye Crafter’s Fortune Cure Light Wounds Reduce Person Targeted Bomb Admixture Shield ------------------------------------------------------------------------ BAB: +3, CMB: +4, CMD: 17 Feats: Gunsmithing, Precise Shot, Rapid Reload (Rifle) ------------------------------------------------------------------------Ski lls: 48 (10/Alchemist Class + 12/Expert Class + 2/BS) Acrobatics +4, (1 ranks, 3Dex) (0 ACP) Appraise +10, (1 rank, +3 CS, 6Int) Bluff +6, (3 ranks, 3Cha) Climb +1, (0 ranks, 1Str) (0 ACP) Craft (Alchemy) +12, (+3 ranks, +3 CS, 6Int) Diplomacy +6, (3 rank, 3Cha) Disable Device +9, (3 rank, +3CS, 3Dex) Disguise +4, (1 ranks, 3Cha) Escape Artist +3, (0 ranks, 3Dex) Fly +9, (3 rank, +3 CS, 3Dex)(More like falling in style) Handle Animal +5, (2 ranks, 3Cha) Heal +5, (2 rank, +3 CS, 0Wis) Intimidate +3, (3 rank, 3Cha) Knowledge (arcana) +10, (1 rank, +3 CS, 6Int) Knowledge (dungeoneering) +7, (1 ranks, 6Int) Knowledge (engineering) +7, (1 ranks, 6Int) Knowledge (geography) +7, (1 rank, 6Int) Knowledge (history) +7, (1 rank, 6Int) Knowledge (local) +7, (1 ranks, 6Int) Knowledge (nature) +10, (1 ranks, +3 CS, 6Int) Knowledge (nobility) +7, (1 ranks, 6Int) Knowledge (planes) +7, (1 ranks, 6Int) Knowledge (religion) +7, (1 ranks, 6Int) Linguistics +9, (3 rank, 6Int) Perception +6, (3 ranks, +3 CS, 0Wis) Perform +3, (0 ranks, +3 CS, 3Cha) Profession +0, (0 ranks, +3 CS, 0Wis) Ride +4, (1 rank, 3Dex) Sense Motive +2, (2 rank, 0Wis) Sleight of Hand +3, (0 ranks, +3 CS, 3Dex) (0 ACP) Spellcraft +6, (0 ranks, 6Int) Stealth +6, (3 rank, 3Dex (0 ACP) Survival +0, (0 ranks , 0Wis) Swim +2, (1 rank, 1Str) (0 ACP) Use Magic Device +3, (0 ranks, 3Cha) ------------------------------------------------------------------------ Languages: Common, Dwarven ------------------------------------------------------------------------ Class Features:
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: 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 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 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.
Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot). The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4. If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance. Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier. This replaces bombs.
This replaces Brew Potion and Throw Anything.
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.
This replaces poison resistance.
------------------------------------------------------------------------ Traits: Never Stop Shooting, Reactionary Racial Traits: Human characters gain a +2 Racial Bonus to any one ability score, Size: Medium, Base Speed: 30 feet, Bonus Feat, Skilled ------------------------------------------------------------------------ Items: 1 House Key, 1 Samsung S7, 1 9V Samsung Charger, Glasses, 1 Wallet w/ ID, Jeans, T-shirt, Socks, Gym Shoes, Rain Coat, Wide Brimmed Hat, Playing Cards, Canteen, Socket Bayonet, A Ring, Masterwork Chain Coat Combat Gear: 1 Modern Rifle, 18 Ammo Rounds 1 Modern Combat Rifle, 18 Ammo Rounds Wealth: 397gp; 5sp $9.41 (1 $5, 4 $1s, 1 Quarter, 1 Dime, 1 Nickel, 1 Penny) Carrying Capacity: Light: (33 Pounds or Less); Medium: (33.01 to 66 Pounds); Heavy: (66.01 to 100 Pounds) Current Load: 46.8 Age: 18, Height: 6'6", Weight: 205lb, Hair: Blonde, Eyes: Sea-Green Background:
Artemis was born on February 2nd, 2001 in Fort Bragg, North Carolina. With his dad in the Army, Artemis moved around a lot in his early years, traveling from North Carolina, to Texas, and finally South Dakota where his dad retired. Living in South Dakota for a few years, the family soon moved across country to Lewes, Delaware, residing in the countryside away from the coast. An only child, he grew up loving school, video games, and reading about the exploits and tales of long ago. At a young age, he quickly learned he had a passion for all things history, and quickly devoted a good portion of his childhood years to learning and digesting anything he could on the subject, perfectly fine with the small amount of friends he had in school. Growing up, Artemis wasn't the best at not getting sick, getting Strep multiple times and getting H1N1 once, but his young immune system was able to fend both H1N1 and Strep off. Going to middle school, Artemis quickly got a growth spurt and soon became the tallest student in his grade, and then the school. Still being the quiet and academically inclined boy he was since childhood, Artemis continued to excel into high school, soon beginning to become more extroverted as he joined the upstart messaging system Discord, using the platform for more than just gaming, but to make lasting friends. This approach worked in making lasting friends, giving Artemis the ability and skills to make more friends in real life, introducing him into the world of Pathfinder. Using his online friends, he was able to join his first Pathfinder and DnD group, intrigued by interesting campaigns and settings. While his grades slipped a little in his Sophomore and Junior Year for various reasons, Artemis was able to regain focus and boost them back up to his academic standards.
|