About AwDamnLeoWasTakenmah 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
Throw Anything (Ex)
Mutagen (Su)
Alchemical Weapon (Su)
Precise Bombs (Ex)
Swift Alchemy (Ex)
The Lost Journal of
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 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.
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:
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.
[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 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
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