Barek the Learned's page

119 posts. Organized Play character for Feral.

Full Name



Shoanti Alchemist 8 - 37/73 hp + 0 nonlethal, Init +6, AC 22 [touch 16, FF 16], Fort +11, Ref +14, Will +8; Perception +17


Bombs 12/12 | Wings 7/8 | Stat Boost 1/1 | Init Boost 1/1



About Barek the Learned

Barek is a young shoanti with colorful blue tattoo-work on his face and the visible portions of his arms. He's lean for one of his kind, and though powerfully built, not one of the famed 'bred for war' types. He carries a bow strapped across his back and the clink of glass vials hidden beneath his cloak can be heard when he moves.
Male Human (Shoanti) Alchemist (Beastmorph, Oenopion Researcher) 8
LN Medium humanoid (human)
Init +6; Senses Perception +17
AC 22, touch 16, flat-footed 16 (+6 armor, +6 Dex)
hp 73 (8d8+30)
Fort +11, Ref +14, Will +8
Resist acid 5
Speed 30 ft.
Melee masterwork longspear +10/+5 (1d8+4/20/×3)
Ranged +1 darkwood composite longbow +11/+11/+6 (1d8+8/×3) and
. . bomb +9/+9/+4 (4d6+2 Fire/×2) and
. . dispelling bomb +9/+9/+4 ()
Special Attacks bomb, discoveries (dispelling bomb [cl8], infusion, tumor familiar, wings [8 minutes/day])
Alchemist (Beastmorph, Oenopion Researcher) Spells Prepared (CL 8th; concentration +10):
3rd (2/day)—heroism, monstrous physique i
2nd (5/day)—false life, false life, false life, barkskin, barkskin
1st (5/day)—shield, shield, shield, cure light wounds
Str 16, Dex 22, Con 14, Int 14, Wis 10, Cha 7
Base Atk +6; CMB +9; CMD 25
Feats Deadly Aim, Extra Bombs, Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything, Tribal Scars, Weapon Focus (longbow)
Traits auspicious tattoo (shoanti), resilient
Skills Acrobatics +14, Climb +4, Craft (alchemy) +6 (+14 to create alchemical items), Handle Animal +1, Intimidate +6, Knowledge (arcana) +13, Knowledge (nature) +13, Perception +17, Sense Motive +2, Spellcraft +12, Stealth +12, Swim +4; Racial Modifiers alchemy
Languages Aklo, Azlanti, Common, Shoanti
SQ experimental mutagen, beastform mutagen, mutagen, fast poisoning
Combat Gear Wand of Cure Light Wounds, Wand of Gravity Bow, Wand of Lead Blades, Weapon blanch (adamantine) (2), Weapon blanch (cold iron) (2), Weapon blanch (ghost salt) (2), Weapon blanch (silver) (2); Other Gear +1 Mithral Kikko armor, +1 Darkwood Composite longbow (Str +3), Masterwork Greatsword, Belt of incredible dexterity +2, Bracers of archery, lesser, Cloak of resistance +2, Eyes of the eagle, Headband of vast intelligence +2 (Acrobatics), Ioun stone (opalescent white pyramid) (Longbow), Wayfinder (1 @ 0 lbs), 142 GP
Special Abilities
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+2 (12/day) (DC 16) (Su) Thrown Splash Weapon deals 4d6+2 fire damage.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dispelling Bomb (CL8) (Su) When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster l
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Experimental Mutagen (Su) Create a weaker mutagen that is safe for others to use.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wings (8 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min
Mantle of the Black Rider [Assuming the Mantle] Swift action - +2 bonus to Dexterity for 1 minute once per day.
Mantle of the Black Rider [Unleashing the Hut] No Action - +2 bonus to initiative once per day.

Wand of Cure Light Wounds - 38/50
Ghost Salt Arrows - 20/20
Adamantine Blanch Arrows - 10/10
Silver Blanch Arrows - 10/10
Cold Iron Blanch Arrows - 10/10

Full Attack /w Rapid Shot and Deadly Aim
[dice=Rapid Shot]1d20+11[/dice]
[dice=Rapid Shot]1d20+11[/dice]

Full Attack w/ Rapid Shot, Deadly Aim, and Point Blank Shot
[dice=Rapid Shot]1d20+11+1[/dice]
[dice=Rapid Shot]1d20+11+1[/dice]