Yealek-Vor

Artemis Eule's page

227 posts. Alias of SCP-049.


Full Name

Artemis Eule

Race

Human | HP: 21/21 | AC: 19 (13 Tch, 16 FF) | CMB: +1, CMD: 12 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6, SM: +2

Classes/Levels

Gun Chemist/3rd | Speed 30ft (30) | Active Conditions: None

Gender

Male

Size

Medium

Age

18

Languages

Common, Dwarven

Strength 12
Dexterity 16
Constitution 15
Intelligence 22
Wisdom 10
Charisma 16

About Artemis Eule

Luck: 11

Initiative: +5
Senses: Perception +6
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AC: 18 (13 Touch, 15 FF)(+3 Dex)(+1 Natural Armor)
HP: 21 (3d8(max) + 6)
Fort: +5, Ref: +6, Will: +1
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Speed: 30ft (30 Base) 60ft Fly (Good)
Melee: +4 Socket Bayonet (when attached) (1d10)
Ranged: +6 Bolt Action Rifle (1d10)
Special Attacks: N/A
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Extracts:

1st Level:

Adhesive Spittle
Bomber’s Eye
Crafter’s Fortune
Cure Light Wounds
Reduce Person
Targeted Bomb Admixture
Shield

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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)
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Languages: Common, Dwarven
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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 (Su):
A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.

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.
Gunsmith
A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.

This replaces Brew Potion and Throw Anything.
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.
Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Cartridge Savant (Ex)
At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges. If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier.

This replaces poison resistance.
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.


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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
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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.