About Audsley KingCombat Notes:
1) Drink Shield potion 2) Consider Bomber's Eye or your Admixture 3) Bombs usually have a range of 20 ft Normal Stats:
HP: 13/13 | AC: 15 (13 Tch, 12 Fl) | CMB: +0, CMD: 13 | F: +3, R: +4, W: +1 | Init: +3 | Perc: +4, SM: +1 | Speed 60ft | Bombs: 5/5 | Formulae: 1st 5/5 | Extracts: 2/2 | Active conditions:
Beefed Up Stats:
HP: 23/23 | AC: 21 (19 Tch, 16 Fl) | CMB: +0, CMD: 13 | F: +3, R: +6, W: +1 | Init: +5 | Perc: +4, SM: +1 Human Alchemist 2
--------------
--------------
Speed 30 ft.
--------------
Str 10, Dex 16, Con 10, Int 18, Wis 11, Cha 12
Skills [4 (Alchemist) + 4 (Int) + 1 (favored class)=8]
Languages Common, Giant, Orc, Elven, Dwarven
Formulae (x5)
Alchemical Discoveries
Gear/Possessions:
Starting gold: 150
Current gold: 28 Current silver: Leather Armor | 15gp | 10lbs
Class Features:
Alchemy (Su): 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 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. 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 formuale 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. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level. 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, pages, 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. Bomb (Su): An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. Craft 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.
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat. Swift Alchemy 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.
Character Traits:
Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). Firebug: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs. Background:
The life of a castle scullery rat is often brutally hard and unrewarding. The fact that Audsley's mother was the head cook earned him some measure of reprieve, but from as early as he could remember life revolved around fetching, carrying, stirring, cleaning, scrubbing, stirring, and stealing sleep wherever he could. In short, brutally hard and unrelenting work. Uncommonly bright, Audsley decided early on that such was not meant to be his fate in life. Even as he scrubbed blackened pots he knew there was more to life than living in the depths of the castle kitchen. Audsley was an odd fish. He didn't enjoy rough housing or playing leatherball. He didn't like picking on the smaller kids, nor did he dream of being a knight. Instead he'd sneak back into the kitchen to try and figure out why baking powder made bread rise, or how to derive tinctures of red pepper or vanilla. His mother chided him over how most of his creations were inedible, yet Audsley didn't care. It wasn't the eating that mattered; it was the mysteries of creation that fascinated him. His life took a radical turn one morning when he was twelve. He'd stolen away to read a book in the Garden of Time, a small enclosed space where great sundials listed in the overgrown grass. There he ran into an old, crotchety man that demanded to know from where Audsley had stolen the book. Audsley said that he'd merely borrowed it, and the old man barked a laugh and asked him why, since he clearly couldn't read it. Au contraire, Audsley responded, and quoted a passage from memory about the nature of creating simples from herbs. The old man quoted a counter argument to him, one that Audsley recognized as from an old philosopher that had been discredited by a famous poet a hundred years ago. He quoted the poet's famous rejoinder, to which the old man laughed, a different laugh, and asked his name. So began his friendship with Allister Homblewind, the castle alchemist. Once a week Audsley would visit him in his tower, and there he was slowly introduced to the mysteries of alchemy. Allister swore that Audsley was wasting his time and should quit bothering him, but never turned away the curious boy from his door. When Audsley turned fifteen, Allister secured for him a key to the castle library, a gift beyond compare. Exultant, the young man gave up sleep and spent each night reading by lantern. Philosophy, history, geometry, theology, poetry, arcane theories and more were devoured indiscriminately. Audsley's prodigious intelligence meant that he retained most if not all that he read, and soon his conversations with Allister became so far ranging and erudite that the old man took to throwing books and beakers at Audsley when the youth's arguments trumped those of his own. A year later, Audsley was the only one that was surprised when Allister claimed him as his first apprentice in over a decade. His mother still held misgivings, but everyone from his former scullery friends to the head librarian thought it a perfect fit. In a dream, Audsley moved into the alchemy tower, and began in earnest his training in the scientific arts. Extracts, mutagens, the secret of alchemical fire and the fashioning of thunderstones - all of these and more he learned with a hunger that at times frightened Allister. He studied as if his life depended on it, and when he finally turned twenty one, Allister declared his apprenticeship complete. In truth, Audsley now knew more than his old master, but he would never have said that out loud. Having become a master alchemist of his own right, he had sore need of his own post; Orlovsky Castle already had Master Allister, and there was no need for a second alchemist. Terrified and ebullient, Audsley packed his case, wrapped his formulae book, and kissed his mother goodbye. Allister gifted him a finely worked compass, one that had been given to him by his own master in turn, and bid him the best of luck. Audsley had never journeyed far from the castle. Overweight, jocose, and incredibly insecure about everything beyond the covers of a book, he set out on his first great life adventure. Where it would take him, and what post would be made his, he had no idea. But when he heard of the chance to join a band that was venturing into the Stolen Lands for glory and gain, he felt a rash wave of abandon, signed up, and resolved to bring the fire of knowledge to the lands he would soon help civilize. Appearance:
Audsley is a large individual, his girth prodigious due to a lifetime of being spoiled by his mother, the head cook of Castle Orlovsky. Finely dressed and with a rakish little blond pony tail, Audsley alternates between believing himself a dashing figure of a young man and a fool. Jowly, with a pair of tinted glasses perched on his nose, he exudes an affable sense of excitement that's almost as strong as his naivete. Ht: 5'9"
Normal stats:
| HP: 8/8 | AC: 15 (13 Tch, 12 Fl) | CMB: +0, CMD: 13 | F: +2, R: +3, W: +1 | Init: +3 | Perc: +4, SM: +1 |