Alchemist

Bernardo Machiavelli's page

43 posts. Alias of Johnny_Panic.


Full Name

Bernardo di Niccolò Machiavelli

Race

Half-Drow

Classes/Levels

Investigator [Mastermind] L10

Gender

Male

Size

Mid

Age

30

Alignment

LN

Deity

The Lord thy God

Languages

Italan, Greek, Latin, French, English, German

Occupation

Advisor

Strength 10
Dexterity 18
Constitution 10
Intelligence 24
Wisdom 18
Charisma 18

About Bernardo Machiavelli

DESCRIPTION
Human | Male | Portrait
Age 30 Height 5'10" Weight 70lb, Hair: Silver, Eyes: Dark purpleBody: Slender, SkinOlive, Voice: manly: Alignment :LN, Hero Points 4/5 Mythic Power 5/5

Disruption
Bernardo di Niccolò Machiavelli, looks 30ish. Silver hair, intelligent dark purple eyes that seem to miss nothing, Olive skin and well dressed. When in the sun he likes to smocked glasses.

Personality
Bernardo is cunning, clever, sneaky, trixiy, smart and so takes after his Farther. He missis nothing and is always watching. He says little but when he dose take he expects others to take heed.

CRUNCH:

-------=OFFENSE=--------
Speed: 30 ft.
CMB: +2; {+2Base +0Str +0size +0misc}
CMD 16 {10 +2Base +0Str +4Dex +0size +0misc}
Base Atk: +2;
Melee:+2{+2Base,+0Str}
Ranged:+6{+2Base,+4Dex}

--Melee:[+5]
Unarmed attack TH+6 DMG[1d3+1] x2 (NL+L) [AoO]
Cold Iron Dagger TH+6 [DMG1d4+1] 10' 19/20x2
Adminineum Rapier+6, TH+5 DMG[1d6+1+1] 18x2 X2

--Ranged:[+5]
H cross bow[+1] +6 [1d10]

-------DEFENSE-------

Init +2; Senses Perception +12

--------=DEFENSE=--------

AC [20] TAC[14] FF[10]
[10+4Armor+4Dex+0Douge+0other+2Luck]
[Shield +4ac 10mins]
Damage Reduction:

Powers

HP: 63/63 [8+0con]+9x[5+0con]+[10FC]

Fort: +07 {+3Base,+0Con+2Luck+2Item}
Refl: +15 {+7Base,+4Dex+2Luck+2Iem}
Will: +15 {+7Base,+4Wis+2Luck+2Item}

Resistance:
+6 V posions
+2 Vs mind effects
Endure elements [Constant]

Immunity's
Sleep like effects.

Other

--------=STATISTICS=--------

One HOF - giving 18 a stat/mental
+10 Points Physical

STR 10 [+0][10][00p]
DEX 18 [+4][10][10p][+2item]
CON 10 [+0][10][00p]
INT 26 [+6][18][+2Race][2Levels][+4Item]
WIS 18 [+4][18]
CHA 18 [+4][18]

---------=Traits=-------

Traits
1:Fates Favoured
+1 Luck Bonus

2:Polymath
Learn 2 languages in place of 1
-----=Drawbacks=----

1:-

-------=Feats=-------
Level Feats:
1a:Mental Paragon{Horrifically Overpowered}
You are the peak of mental perfection for your race.
Benefit: Your Intelligence, Wisdom, and Charisma are a base of 18 (before racial and level-based adjustments).
2:Hero’s Fortune (Luck)
Can have 5 not 3 hero points
3:Two handed weapon fighting
4:Craft Wonduers Items

Race
-

Class
Weapon Finess
Drow-Trained: Characters with this trait are proficient with the hand crossbow, rapier, and shortsword. proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Mythic

From Item

Weapon and Armor Proficiency:

-------=SPECIAL/CLASS ABILITIES=-------
Dos not need to eat or drink [Item]
Enduraliments As spell

Race Half Drow:

-----------=Race Traits=------------

Standard Racial Traits
Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

DEFENSE RACIAL TRAITS
Dorw Immunities:
Half-Dorw are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

FEAT AND SKILL RACIAL TRAITS

Keen Senses:
Half-Drow receive a +2 racial bonus on Perception checks.

SENSES RACIAL TRAITS
Drow-Blooded:
Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Drow Blood:
Half-elves count as both Drow and humans for any effect related to race.

Drow Magic:
A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities.
This racial trait replaces the adaptability and multitalented racial traits.

Drow-Trained:
Characters with this trait are proficient with the hand crossbow, rapier, and shortsword.

Skills:

-=Skills=- (150 points) 10x[4class+7Int][+10Race][+10FC][+20BS]
*+2 to ALL skills rolls Luck.
^Acrobatics*(Dex)____+15{+10rank,+2Dex+3Class}[+2Luck]
^Appraise(Int)____11{+1rank,+7Int+3Class}[+2Luck]
^Bluff(Cha)____+17{+10rank,+4Cha+3class}[+2Luck][+1d6]
Climb(Str)____+3{+0rank,+3Str}[+2Luck]
^Craft(Traps) (Int)____+11{+1rank,+7Int+3class}[+2Luck]
^Diplomacy(Cha)____+17{+10rank,+4Cha+3class}[+2Luck][+1d6]
^Disable Device____+10{+4rank,+3Dex+3Class}[+2Luck]
^Disguise (Cha)____+10{+3rank,+4Cha+3Class}[+2Luck][+1d6]
^Escape Artist(Dex)____+7{+1rank,+3Dex+3Class}[+2Luck]
Fly(Dex)____+3{+0rank,+3Dex}[+2Luck]
Handle Animal (Wis)____+4{+0rank,+4Wis}[+2Luck]
Heal(Wis)____+7{+1rank,+4Wis+2Item}[+2Luck]
^Intimidate(Cha)____+17{+10rank,+4Cha+3class}[+2Luck][+1d6]

^Knowledge (Arcana)(Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]
Knowledge (Dungeoneering)(Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]
^Knowledge (Engineering)(Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]
^Knowledge (Geography)(Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]
^Knowledge (History)(Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]
^Knowledge (Local)(Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]
^Knowledge (Nature)(Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]
^Knowledge (Nobility)(Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]
^Knowledge (Planes) (Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]
^Knowledge (Religion) (Int)17{+7rank,+7Int+3Class}[+2Luck][+1d6]

^Linguistics(Int)____11{+1rank,+7Int+3Class}[+2Luck][+1d6]
^Perception(Wis)____+19{+10rank,+4Wis+3class+2Race}[+2Luck][+1d6]
^Perform (Sing)(Cha)____+8{+1rank,+4Cha+3class}[+2Luck]
^Profession(Secretary)(Wis)____+8{+1rank,+4Wis+3Class}[+2Luck]
Ride(Dex)____+6{+1rank,+2Dex+3Class}[+2Luck]
^Sense Motive(Wis)____+15{+10rank,+4Wis+3class}[+2Luck][1+6]
^Sleight of Hand*(Dex)____+7{+1rank,+3Dex+3class}[+2Luck]
^Spellcraft(Int)____+10{+1rank,+6Int+3Class}[+2Luck]
^Stealth(Dex)____+19{10rank,+4Dex+3class}[+2Luck]
Survival(Wis)____+45+1rank,+4Wis}[+2Luck]
^Swim*(Str)____+5{+1rank,+1Str+3class}[+2Luck]
^Use Magic Device(Cha)____+7{+1rank,+4Cha+3class}[+2Luck][+1d6]

Concentration [+19][10CL+7Int][+2Luck]

ACP [0]

*ACP applies to these skills

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-
+2 Heal [Item]

-=Languages=-
Latin, Italan, Spanish, Parguges, French, Greek, Arabic, Germanic, English, Cultish, Galic, Rushan, Tattar, Mandrin, Cantaniese, Russhan, Polish, Albainan,

CLASS vInvestigator, Mastermind L10:

Class Features
The following are the class features of the investigator.

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. 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 investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator 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 investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those 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; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator 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. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator 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 investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) [1d8]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding

Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) [+6 V Poison]
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt..
A complete listing of investigator talents can be found here: Investigator Talents

3ed Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
5th Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
7th Weapon Finess
9th [Used for MasterMind]

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex)

Studied Combat (Ex)
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) [+4d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Swift Alchemy (Ex)

Master Mind
Although some investigators use their honed senses and cunning insight for personal gain, no one excels at such endeavors like the mastermind. Typically, these investigators dwell at the centers of complex networks of lies, minions, or simply precious information, from which they dispense commands, threats, and rumors, all carefully crafted to increase the power of their peculiar empires. While masterminds often act as the heads of illicit organizations like criminal families, thieves’ guilds, or corruption-riddled bureaucracies, they aren’t always evil.

Mastermind’s Inspiration (Ex)
A mastermind can use inspiration on Diplomacy and Intimidate checks without expending a use of inspiration, but can’t do so for Linguistics or Spellcraft checks.
A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration.
This ability alters inspiration.

A Quiet Word (Ex)
A mastermind’s reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind’s choice when preparing the ally) within the next 24-hour period at the mastermind’s behest. This skill check uses the mastermind’s skill ranks instead of the ally’s. The mastermind’s affected ally still uses its own ability bonus for the check. Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check. At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks. At 12th level, a mastermind can use this ability to bestow on his ally the use of his skill ranks, similar to the 1st-level effects of this ability but with a wider range of skills to choose from. The mastermind can only bestow this for a skill check that he can use inspiration on without expending uses of inspiration. For instance, a mastermind with the underworld inspiration talent can bolster his ally’s Bluff, Disable Device, Disguise, or Sleight of Hand skill checks, selecting a single skill for each use of the ability.
This ability replaces trapfinding and trap sense.

Mastermind Defense (Ex)
At 4th level, a mastermind can, as an immediate action, expend two uses of inspiration to make an inspired defense. He rolls his inspiration die and applies the result as a penalty on an attack roll made against him. If the mastermind has the combat inspiration talent, he can expend one use of inspiration instead of two.
This ability replaces swift alchemy.

Impregnable Mind(Su)
At 9th level, a mastermind’s secrecy, obscurity, and mental conditioning reach superhuman levels. He becomes immune to any divination spell, spell-like ability, or effect that allows a saving throw (though he can still allow a divination effect to affect him if he wishes). Even divination effects that do not allow a saving throw have difficulty piercing a mastermind’s barriers, as a mastermind can now choose to think in any language he speaks. Unless the opponent reading a mastermind’s thoughts speaks all of the mastermind’s languages, attempts at thought reading automatically fail.
This ability replaces the investigator talent gained at 9th level.

formulae-lists-alchemist

Level 1 [7/day]
1:Reduce Person
2:Shield
3:Heightened Awareness
4:Anticipate Peril
5:Disguise Self
6:Endure Elements [Used dayly
7:Heightened Awareness

Level 2 [5/day]
1:Alter Self
2:Ironskin
3:Invisibility
4:Detect Thoughts
5:Fox’s Cunning

Level 3 [4/day]
1:Animal Aspect, Greater
2:Fly
3:Gaseous Form
4:nondetection

Level 4 [2/day]
1:Scorching Ash Form
2:Miasmatic Form

Gear/Possessions:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting cash 30,000gp [Left -00gp]

Clothing
Fine Black/Silver Uniform 50gp 6lb

Weapons:
Adimantine Rapiroe / Cold Iron Dagger

Armor
Mthiral Suort

Belt: Tattoo of imprived dex. [+2Dex] [gift]
Body: Uniform
Chest: Wounderus Tattoo of luck
Eyes: Smocked lens
Feet: Fine boots [Gift]
Hands: Gloves 2gp
Head: Hate of Greater Disguise [Gift]
Headband:Embedded Gem of Grater Int [+4int] 1
Neck: Silver Cross
Shoulders: -
Wrists: [Tattoo of many Garments [300gp]
Ring L: Ring Of Sustenance [2200gp]
Ring R: -

None slotted Items
-:Cold Iron Dagger
-adamintum Raipia
Pathfinder Pouch [1000gp] 3lb [50lb]
-:Note Book and Pen 4p --lb
-:Signal Whistle 5sp --lb
-:Wand CLW 50/50
-:Wand of Prestidigitation 50/50 [750gp]
-: Grooming kit.

Handy Hava sack [2000gp] 3lb [50lb]
-:Alchemist kit
-:Fine Clothing
-:Orders and personal Documents.
-:H crossbow +2 + 200 Cold Iron Bolts
-:Healing Kit 10/10 50gp 1lb
-:Anti Toxen 2/2 100gp
-:Small tend
-: Writing box and map case + maps + paper inks pens.
-: Postions of
3xCSW
5xCMW
5x Remove postion
5x cour decese

-=Carrying Capacity=- .
Light 0-50 lb. Medium 50–100 lbsHeavy 100–250 lbs
-=Current Load Carried=- 18lb [light]
Starting cash 6000gp
-=Money=- 0 GP 0 SP 0 CP

Posions:

Placed on Bolts and Sword -

Drow Poison [Crafted] x20
DETAILS
Type poison (injury); Save Fortitude DC 17; Frequency 1/minute for 2 minutes; Cure 1 save
EFFECT
Initial Effect: Unconsciousness for 1 minute
Secondary Effect: Unconsciousness for 2d4 hours

Sweetdream [Crafted] X5
ABOUT
Often employed by spies and saboteurs, sweetdream is a potent sedative with useful amnesia-causing side effects. The memory loss is a mind-affecting effect. Victims of sweetdream often experience pleasant, fanciful dreams when affected by the poison’s secondary effect, a fact that both inspired the poison its name and contributed to its medicinal use among those plagued by nightmares or insomnia. Unlike similar drugs, sweetdream is not habit-forming, and thus users have no risk of developing a physiological addiction to the inhaled powder. However, once a frequent user becomes accustomed to the poison’s effects, he often finds himself unable to sleep without it, leading some authorities to ban its willing use.

DETAILS
Type poison, inhaled; Save Fortitude DC 19; Onset 1 round; Frequency 1/minute for 2 minutes; Cure 1 save

EFFECT
Initial Effect: Sleep for 1 minute and forget events of 1d4 rounds prior to exposure.
Secondary Effect: Sleep for 1d4 hours.

Skinsap Extract [Given] x2
ABOUT
Harvested by some tribes from the skin of colorful tree frogs, this potent poison is often used to coat arrows, darts, and other weapons.

DETAILS
Type poison, injury; Save Fortitude DC 16; Onset immediate; Frequency 1/round for 6 rounds; Cure 1 save

EFFECT
Initial Effect: A creature that fails its save is distracted by persistent auditory hallucinations of dripping water and susurrous voices, gaining the staggered condition until it is cured or the poison has run its course. A creature that fails two consecutive saving throws against this effect is also confused until cured or the poison has run its course; this confusion is a mind-affecting effect.

Secondary Effect: 1d2 Dexterity damage

Background - Narrative:

History

PERSONALITY
Intelegent and Deadly

NOTES: