Cleric of Brigh

Bartholomew Valdemar II's page

178 posts. Alias of Hawthwile.


Race

| HP 24/24 | AC 15 T 13 FF 12 | CMB +2, CMD 15 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6 (+7 vs traps), SM: +0, Darkvision 60 ft, deathwatch

Classes/Levels

| Speed 30ft | Extracts: 1st 4/4 | Bombs 7/7 | Active conditions: None

Gender

M N Tiefling Trap Breaker Alchemist 3

About Bartholomew Valdemar II

Male Tiefling Trap Breaker Alchemist 3
N M Humanoid (human), Outsider (native)
Init +5; Senses Perception +6, Sense Motive +0, Darkvision 60 ft
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DEFENCE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 24
Fort +5, Ref +6, Will +1 (+2 vs poison)
Resistances: Cold 5, Electric 5, Fire 5
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OFFENSE
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Speed 30 ft.

Melee Dagger +2 (1d4 19-20/x2)

Ranged Bomb +7 (2d6+5 fire, Splash damage 7 fire - Reflex 15 to halve) - 30 ft range increment
Sling +4 (1d3) - 50 ft range increment
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STATISTICS
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Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 15
Traits Merchant Family, Pragmatic Activator, Reactionary
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Skills (30 points; 12 class, 12 Int, 6 background)
ACP -0
(1) Appraise +7
(0) Bluff +1
(3) Craft (alchemy) +10 (+13 to create alchemical items)
(0) Diplomacy -1 (-4 to gather information)
(3) Disable Device +9 (+10 vs traps)
(1) Heal +4
(2) Knowledge (arcana) +9
(3) Knowledge (dungeoneering) +7
(3) Knowledge (engineering) +7
(0) Knowledge (local) +4 (+1 to gather information)
(1) Knowledge (nature) +8
(3) Linguistics +7
(3) Perception +6 (+7 vs traps)
(1) *Sleight of Hand +7
(3) Spellcraft +10
(0) *Stealth +5
(1) Survival +4
(2) Use Magic Device +9

*ACP applies to these skills

Non-Standard Skill Bonuses
+3 Craft (alchemy) when creating alchemical items (class)
+2 Bluff, Stealth (racial)
-3 Diplomacy, Knowledge (local) to gather information (drawback)
Languages Common (Taldane), Draconic, Goblin, Infernal, Orc, Varisian, Elven, Abyssal

Special Abilities:
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SPECIAL ABILITIES
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Darkvision: Tieflings see in the dark for up to 60 feet.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Pass for Human: A tiefling with this racial trait doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features. This ability alters the tiefling’s type, subtype, and languages.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Merchant Family: You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.

Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Reactionary: You gain a +2 trait bonus on initiative checks.

Stigmatized: You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.

Alchemy: 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 detect 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. 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. An extract, once created, remains potent for 1 day before losing its magic, 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 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.

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, 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.

Bombs: 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 as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Mutagen: 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.

Throw Anything: 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.

Discovery: 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.

Trapfinding: Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps. This ability replaces poison use and poison resistance +2.

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.

Discoveries:
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DISCOVERIES
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Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Feats:
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FEATS
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Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Gear/Possessions:
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GEAR/POSSESSIONS
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Current Wealth: 15 gp

Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 28 lb.
Dagger (2 gp) (1 lb)
Sling (0 gp) (0 lb)
Leather Armor (10 gp) (15 lb)
Bombchucker (12 gp) (1 lb)
Backpack (2 gp) (2 lb)
*Alchemy Crafting Kit (25 gp) (5 lb)
*Flint and Steel (0 gp) (0 lb)
*Formula Book (- gp) (3 lb)
*Inkpen (0.1 gp) (0 lb)
*Acid Flask (10 gp) (1 lb)
*Charcoal (0.5 gp) (0 lb)
*Ink (8 gp) (0 lb)
*Parchment x 2 (0.4 gp) (0 lb)
*Smokestick (20 gp) (0.5 lb)
*Thieves’ Tools

*Stored in Backpack

Bot Me!:
In combat, Bartholomew will try to use his bombs if he can do so without hitting his allies. Otherwise, he’ll use his sling to chuck whatever’s available. He’ll also keep an eye on his companions via deathwatch and notify everyone if someone looks particularly injured or close to death.

Outside of combat, Bartholomew is happy to make alchemical creations for his companions and discuss subjects he has studied or heard useful information about. He will act as a translator if need be, although his charm is somewhat lacking.

Background:
Bartholomew Valdimar II, youngest scion of the Valdimar family, was born on a starless night in the middle of winter to a housemaid who was paid a hefty sum for her child and her silence. Raised by a family that never quite accepted him, the young Bartholomew threw himself into his studies and impressed all his tutors with his love of learning - if not with his rather chill demeanor. Unfortunately, he also made quite an impression on them with his love of explosions, fires, and strong-smelling chemicals. After burning through every potential instructor in Magnimar, the family finally sent the young man to his elderly relative in the small town of Sandpoint. “At least he can’t burn down Magnimar from there,” they whispered as he left.

Bartholomew has been living in Sandpoint for a little over two months now, and has taken to life in Sandpoint quite well. He splits his time between working at the general store with Ven Vinder, creating alchemical tools and tricks for Ven to sell, and experimenting with anything he can get his hands on to create more powerful explosives. His caretaker, Ethram Valdemar, tends to stay out of the boy’s affairs - interfering only when Bartholomew almost burned down the Hagfish tavern to confiscate the lad’s alchemy kit for a week. Bartholomew never acknowledged the kit’s disappearance or reappearance, but he tends nowadays to keep his most explosive work to the outskirts of town near Junker’s Beach.

Bartholomew has recently grown bored from the lack of new materials for his experiments in Sandpoint. Having found his true calling in the science of explosives, he longs to travel to unexplored locales filled with untapped and uncatalogued reagents and ingredients and begin contributing to the knowledge and understanding of the next generation. He’s not foolish enough to strike out on his own, but should the opportunity arise to travel with companions he would leap at the chance.

Appearance and Personality:
Bartholomew is a quiet young man with a chill, clinical personality and a very dry, understated sense of humor. His pale skin suggests an indoor upbringing, but the traces of soot and powder on his clothes and hair betray his enthusiasm for experimentation.