Cheiton

Bedlam the Second's page

207 posts. Alias of Dorian 'Grey'.


Full Name

Bedlam the Second

Race

Dwarf

Classes/Levels

Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Gender

Male

Size

Medium

Age

58

Special Abilities

Dungeon expert

Alignment

NG

Deity

Curiousity

Location

?

Languages

Dwarven, Common, Orc

Occupation

Dungeon tour guide

Strength 14
Dexterity 16
Constitution 15
Intelligence 12
Wisdom 12
Charisma 12

About Bedlam the Second

Crunch:
Bedlam Bottomland Ht. 4'2 Wt. 192 lbs
Male Barbarian 1
Init +3
Senses Perception +5 darkvision 60'
Deity

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +0 shield, +3 Dex)
hp 18 (1d12+6)
SR 0
Fort +4, Ref +3, Will +1
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Armor Lamellar (leather)

OFFENSE
Spd 30 ft/x4
Melee hvy pick +3 (1d6+3/x4)
Ranged

Special Abilities
Fast movement
Rage 6/

STATISTICS
Str 14, Dex 16, Con 15, Int 12, Wis 12, Cha 12
BAB +1, CMB +3, CMD +16

Feats: Toughness

Traits: Dangerously Curious, Trapfinder

Class Skills
The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int) Alchemy +5(1), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis)+5(1), Ride (Dex), Survival (Wis)+5(1), and Swim (Str). Disable Device (Dex)+8(1), Use Magic Device (Cha)+6(1)

Skill Ranks Per Level: 4 +

Favored class: +1 hp

Racial:
Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran,

coins:
Gp 2 sp 9 cp 8

Equipment:

...................................................
chalk 10/
candles 10/
tindertwigs 50/
iron vials 10/
hammer
iron spikes 10/
mirror
shovel
signal whistle
crowbar
rope 50'
grappling hook

...................................................


Stuff:

Explorer's outfit
Source Ultimate Equipment pg. 89 (Amazon), PRPG Core Rulebook pg. 159 (Amazon)
Price 10 gp; Weight 8 lbs.
Category Clothing
Description
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Lamellar (leather)
Source Ultimate Equipment pg. 9 (Amazon), Ultimate Combat pg. 1 (Amazon)
Statistics
Cost 60 gp Weight 25 lbs.
Armor Bonus +4; Max Dex Bonus +3; Armor Check Penalty -2
Arcane Spell Failure Chance 20%; Speed 30 ft./20 ft.
Description
Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.

Alchemist's kit
Source Ultimate Equipment pg. 56 (Amazon), Advanced Player's Guide pg. 1 (Amazon)
Price 40 gp; Weight 24 lbs.
Category Kits
Description
This kit includes an alchemy crafting kit, a backpack(mw), a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.

Thieves' tools
Source Ultimate Equipment pg. 77 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 30 gp (common), 100 gp (masterwork); Weight 1 lb. (common), 2 lbs. (masterwork)
Description
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.

Masterwork Thieves’ Tools: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.

Heavy pick
Source Ultimate Equipment pg. 18 (Amazon), PRPG Core Rulebook pg. 142 (Amazon)
Statistics
Cost 8 gp Weight 6 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x4; Range —; Type P; Special —
Description
This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback.

Bandolier x2
Source Ultimate Equipment pg. 56 (Amazon)
Price 5 sp; Weight —
Category Adventuring Gear
Description
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).

Alchemical Items: not yet:

Antitoxin 6/
Source Alchemy Manual pg. 30 (Amazon), PRPG Core Rulebook pg. 158 (Amazon), Ultimate Equipment pg. 101 (Amazon)
Price 16 gp; Weight —
Category Alchemical Remedies
Description
This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Recipe
Recipe (7 gold + 17 myrrh + 23 urea)/ceration; Craft 25
Time 10 minutes; Tools crucible; Type alchemical remedy

Antiplague 6/
Source Ultimate Equipment pg. 101 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 16 gp; Weight —
Category Alchemical Remedies
Description
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
Construction
Craft (Alchemy) DC 25
Alchemical grease 6/
Source Ultimate Equipment pg. 101 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 2 gp; Weight 1 lb.
Category Alchemical Remedies
Description
Each pot of this slick black goo has sufficient contents to cover one Medium creature or two Small ones. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.
Construction
Craft (Alchemy) DC 15

Purification pellet 3/
Source People of the Sands pg. 28 (Amazon)
Price 3 gp; Weight —
Category Alchemical Remedies
Description
This tablet of compressed herbs and potent alchemical reagents can purify tainted, brackish, muddy, or alkaline water in order to make it drinkable. If used to purify water that is diseased or poisonous, each tablet reduces the save DC by 1 (to a maximum reduction of 5) for any disease or poison present in the water. A single purification pellet can affect up to 1 gallon of tainted water.
Construction
Craft (Alchemy) DC 20

Salt tablets (10) 10/
Source People of the Sands pg. 28 (Amazon)
Price 3 sp; Weight —
Category Alchemical Remedies
Description
These tablets of pressed salt help stave off dehydration. Taking a salt tablet once every 24 hours grants you a +2 circumstance bonus on saving throws to avoid heatstroke and on Constitution checks to avoid thirst.
Construction
Craft (Alchemy) DC 10

Marker dye]/b] 3/
Source Ultimate Equipment pg. 103 (Amazon), Adventurer's Armory pg. 19 (Amazon), Pathfinder Campaign Setting pg. 213 (Amazon)
Price 5 gp; Weight 1 lb.
Category Alchemical Tools
Description
This dye (available in several colors) creates an obvious stain wherever it is splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.
Construction
Craft (Alchemy) DC 15

[b]Smelling salts
Source Ultimate Equipment pg. 101 (Amazon), Advanced Player's Guide pg. 1 (Amazon)
Price 8 gp; Weight —
Category Alchemical Remedies
Description
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action), you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left open.
Construction
Craft (Alchemy) DC 25

Vermin repellent 6/
Source Ultimate Equipment pg. 101 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 2 gp; Weight —
Category Alchemical Remedies
Description
This vile-smelling white paste keeps vermin at bay if spread on your skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a successful DC 15 Fortitude saving throw in order to enter your square. Vermin repellent has no adverse effect on vermin of Small size or larger, though if an attacking vermin has a choice of targets that are respectively covered and not covered in repellent, it usually chooses the creatures without repellent. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.

Vermin repellent counts as a strong scent, allowing creatures with the scent ability to detect it at a greater range (see the Universal Monster Rules in the Bestiary).
Construction
Craft (Alchemy) DC 20

Scent cloak 6/
Source Ultimate Equipment pg. 103 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 7 gp; Weight 2 lbs.
Category Alchemical Tools
Description
This collection of coarsely ground spices, seeds, musk, and alchemical reagents are meant to be rubbed into your skin and clothes in order to override your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint you if you are cloaked; they just can’t identify your smell as something unique. Washing for 1 full round removes the scent cloak.
Construction
Craft (Alchemy) DC 20

Alchemical weapons: not yet:

Acid 4/
Source Alchemy Manual pg. 30 (Amazon), Ultimate Equipment pg. 107 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 3 gp; Weight 1 lb.
Category Alchemical Weapons
Description
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Alchemical Recipe
Recipe (10 brimstone + 8 salt + 1 saltpeter)/distilation; Craft 15
Time 1 day; Tools retort; Type alchemical weapon

Alchemist's fire 4/
Source Alchemy Manual pg. 30 (Amazon), Ultimate Equipment pg. 107 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 7 gp; Weight 1 lb.
Category Alchemical Weapons
Description
Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.
Alchemical Recipe
Recipe (12 magnesium + 22 spirit of wine)/congelation; Craft 20
Time 10 minutes; Tools alchemist's lab; Type alchemical weapon.

Burst jar 2/
Source Ultimate Equipment pg. 107 (Amazon)
Price 12 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Sneezing powder 2/
Source Ultimate Equipment pg. 107 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 20 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Tanglefoot bag 4/
Source Alchemy Manual pg. 31 (Amazon), Ultimate Equipment pg. 107 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 16 gp; Weight 4 lbs.
Category Alchemical Weapons
Description
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.
Alchemical Recipe
Recipe (55 myrrh + 55 urea)/congelation; Craft 25

Background:
Bedlam has been a loner and outcast since he was a youngster. His affinity for alchemy and mechanical devices has placed him in a different light as far as the dwarves in his clan are concerned. He prefers to be inside among the beakers and explosions and tunnels that dot the mountain landscape. He finally decided to leave his clan in pursuit of his dreams--exploring long lost dungeons and developing his affinity for creating alchemical toys. He has traveled a few days south from his home and views a small town on the horizon. He figures to visit and see what may be happening there..