Damiel

AwDamnLeoWasTaken's page

233 posts. Alias of K1rk.


Full Name

Leo

Race

Elf

Classes/Levels

Grenadier Alchemist 5 (Variant Wizard)

Gender

Male

Size

Medium

Age

223

Alignment

CN

Location

Riverport

Languages

Elven, Common, Sylvan, Celestial, Draconic, Goblin

Strength 8
Dexterity 18
Constitution 10
Intelligence 19
Wisdom 12
Charisma 14

About AwDamnLeoWasTaken

mah stat page:

Inti: 8 Senses: Low-Light Vision
========================================================================
Defense
========================================================================
AC 20 , touch 14, flat-footed 16 (4 dex, 6 armor)
hp (33/33)
Fort 4, Ref 8, Will 1,
========================================================================
Offense
========================================================================
Speed 30 Ft
Ranged 20 ft range, Alchemist Bomb +9 (3d6+5 x2)
========================================================================
Statistics
========================================================================
Str 8 , Dex 18 , Con 10 , Int 19 , Wis 10 , Cha 14
Base Atk 3
CMB 2
CMD 16
Maneuvers
Feats Precise Shot, Improved Initiative, Rapid Shot, Armor Proficiency (Light), Throw Anything
Skills Acrobatics 4, Appraise 4, Bluff 12, Climb -2, Craft (Alchemy) 17, Diplomacy 12, Disguise 10, Escape Artist 3, Fly 12, Heal 9, Intimidate 2, Knowledge (Arcana) 12, Knowledge (Nature) 12, Perception 11, Ride 3, Spellcraft 12, Stealth 3, Swim -2,
Traits Armor Expert, Clever Wordplay
Languages Elven, Common, Sylvan, Celestial, Draconic, Goblin
Combat Gear Mithral Breastplate, Pot. of Fly, A Bootyload of Bombs
Other Gear Arcane Alembic, Headband of Inspired Wisdom +2, Cloak of Resistance +1,
Spring Loaded Wrist Sheath {Potion of Fly}
GP 495
========================================================================
Formalae List
1st 8/day - Heightened Awareness, Reduce Person, Shield, Comprehend Languages, Monkey Fish, Enlarge Person, Crafter's Fortune, Endure Elements, Disguise, Cure Light
2nd 6/day - Alchemical Allocation, Detect Thoughts, Cure Mod
3rd -
4th -
5th -
6th -
========================================================================
Multiclass: Wizard
School: Air
Air Supremacy (Su)
Lightning Flash (Su)
Familiar: Bat
========================================================================
Special Abilities
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 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.

Bomb (Su) DC: 10+ 1/2 level + INT Mod
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
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.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Throw Anything (Ex)
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.

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.

Alchemical Weapon (Su)
At 2nd level, a grenadier 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 move 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, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces poison resistance.

Precise Bombs (Ex)
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.
This ability replaces poison use.

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.
Discoveries

  • Frost Bomb
  • Infusion

The Lost Journal of Eltzion:

A journal lays at your feet. It was not there moments ago but appeared in a flash of energy and light. You choose to open it and gaze at words that seem written long ago...

Foreword: Seeing this book again feels strange. What I’ve gone through we went through, it seems like it was so long ago. I’m sorry for the hell I brought onto us. None of use knew of his power and what one poorly placed flask could do to us. I’m sure wherever I end up will be better than this ‘sanctuary’. I’m just going to drop this book into the vortex. I don't know what the vortex might do to the ink so I will use the last of Gari's wand to seal the words. He said before that it wouldnt be permanent.
…maybe someone else, someone better than me can read your our story then.
I’m Sorry, -L

Update, I guess: I went through the vortex and made my way through Sigil. Days, maybe weeks there...hard to tell. I finally made it out of there and ended up in this forest. And found my journal. I either got really unlucky and we ended up here by happenstance, or it's some sort of sign. I guess I'll keep the book in my backpack for now. One day, maybe I'll have the heart to read it again.

It's just easier to not think about it. - L

Hopefully this journal is worth my time, the rest of the guys think it’s a shitty idea. What do they know. We are all excited to arrive at Sanctuary though, even with it being under control of the Rankan’s. So much time in this damn wagon, I just want to sleep in a bed for once. At least when I was a Pathfinder we could have sleeping bags or something. Well we are getting to the checkpoint to get in and it seems like the guards are gonna want to search the wagon so I will stop here.
-Eltzion

I forgot about this book honestly, it has been a while since I’ve been able to even write in a new entry. When we got to the checkpoint those dickhead guards robbed us blind. Couldn’t really hide this nook anywhere and they took it just to be a+!+!$%s about it. All we had was like 3 gold pieces and a f%+~ing knife. We weren’t too angry about it since we had Mikie (our “thief”) but when we asked him if he could just sneak into this one noble house we found, the bastard said we wasn’t that kind of thief… We took up shelter in this tavern called the Vulgar Unicorn. Everyone here is pretty f!@&ing poor too, guards seem to stay away from here too. Our gang became an actual gang to survive, stealing food and money just to survive. I guess I should introduce the gang:
Mikie – Not that kind of Thief
Sorbo – The weirdest Paladin ever
Peter – Hell if I know what he actually does, Cleric maybe?
The Wizard, he didn’t trust us enough to give us his name. I guess I’ll call ‘em Wiz
and lastly is me.
Ok let me cut to the chase, after a couple weeks some guards showed up to the tavern lookin for us, we hid of course and luckily the return customers and bar maids had grown to like us so they didn’t give us up. Guards said they had work for us but since we “weren’t there”, the guards left. We followed them, even snuck into the palace. We got to this big room, I expected to find the prince but instead it was some guy. Wiz, the nerd that he is, knew him as Tempus Thales. Called him an avatar of some goddess. Immortal, all powerful and a charmer apparently. Pretty much described a Mary Sue. He actually did have work for us from what he told the guards. What followed was a few days of message tag between us and Tempus. We told him about not trusting him or the guards because of being robbed. So the next day (today actually), outside the Vulgar Unicorn, all those guards from the gate were dead. Hell, we even got most of our gear back. We are heading back to the palace to see what work Tempus has, if he went through all this trouble to talk to us...we should at least try ya know.
-Eltzion

Just got back from the palace, and we have work, kinda. Tempus is pretty much forcing us to do something for him or else he will pin the murder of the guards onto us. That’s great. Apparently, there is this new magical item shop that opened up. “I just want you guys to check it out, cause some of my guys are going in there and aren’t coming out, and some of them are coming out with magical items and acting differently.” We are gonna check it out, not like we have a choice in the matter, but Wiz is very interested in seeing these items. We are hoping to snag as much loot as we can before telling Tempus about it. We are gearing up for a fight though, I made some molotovs and acid flasks for crowd control. Hopefully I wont need them.
-Eltzion

[Most of this entry is illegible. It seems the writing was very rushed which resulted in practically unreadable text and tears through the page]

Okay, I guess I should explain the last entry a bit better, looking back on what I wrote tried to write, I can’t really read it much myself. So, everything was going fine we killed everyone one there since it turned out to be a weird cult thing going on and so many of these items are cursed. We still yoinked them to try and sell off for profit. While we were in the basement(?), we heard a lot of commotion outside the doors, so we blockaded them. We were trying to find another way out when Mikie found a secret door, because of course there was one. As Mikie got the door open, whoever was outside busted through our barricade. I panicked and threw an acid flask at them him, Tempus. I didn’t know it was him I SWEAR. It hit him right on the side of the face and he started screaming…we ran out of there. We are back at the Vulgar Unicorn…it’s been very quiet…for now…
-Eltzion

The next pages all appear to be randomized text, you feel that if you wait and come back to this book, some new entries will reveal themselves to you.

Notebook:

People of the library:
Law - Some weird guy that can transfer life force
Bes - I got nothing
Dendar - Half-elf, mgically adept, has a familiar named Owlbearto

*Tether - Half-orc, Monk, vow of cleanliness, seems a bit air headed
*Red - Human, sorcerer (magical blood), much unknown past that