Vaultbreaker

Bora Corvanim's page

79 posts. Alias of MagusJanus.


About Bora Corvanim

Crunch:
Bora Corvanim
Alchemist/3; AC: 16; HP: 20/20; F: +6, R: +6, W: +3; Init: +2; Perc: +5
CG Human
Deity: Nature
Init +2; Senses Darkvision (60 feet); Perception +5
XP:
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 Current: 20/20
Fort +6, Ref +6, Will +3
Defensive Abilities Poison Resistance (+2 versus poison)
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OFFENSE
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Speed 30 ft.
Melee Masterwork Dagger +5 (1d4)
Ranged
Special Attacks Bombs +4 (2d6+4 plus splash) (9 per day, range increment of 20 feet)
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STATISTICS
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Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 12 (+1), Cha 8 (-1)
Base Attack +2; CMB +2; CMD +14
Feats Weapon Finesse, Brew Potion, Throw Anything, Extra Bombs, Point Blank Shot, Extra Discovery
Traits Grafted Eye (Iron), Alchemical Adept, Memorable
Skills Craft (alchemy) +7, Disable Device +5, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +5, Spellcraft +7, Use Magical Device +2
Languages Common, Elven, Draconic, Dwarven,
Combat Gear Masterwork Dagger (+5) (1d4), masterwork mithril shirt (+4 AC, armor check 0, arcane spell failure 10%, max Dex +6), cloak of resistance (+1)
Other Gear Alchemist’s kit (alchemy crafting kit, a backpack, 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), waterskin), formula book, scrivener’s kit, masterwork thieve’s tools, portable alchemist’s lab

Coin:
PP:
GP: 231
SP:
CP:
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SPECIAL ABILITIES
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Alchemy (Su): Can mix a number of extracts per day, gains competence bonus equal to class level on Craft (alchemy) to create potions, starts with a number of extracts equal to 2 plus Int modifier and can learn one more each level.

Bombs (Su): 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 (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Mutagen (Su): 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 (Ex): 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 (Su): 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.

Extend potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.

Acid bomb: When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Swift Alchemy (Ex): 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.

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Extracts
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Extracts Per Day
1: 4

Extracts Known
1: Ant Haul, Comprehend Languages, Cure Light Wounds, Endure Elements, Identify, Longshot, Polypurpose Panacea, Shield

Crunch Notes:
I specifically gave her a Charisma penalty to reflect the fact she comes across as odd some of the time and full-on insane when she really gets into her ranting.

Description:

Average height. Brown, shoulder-length hair. Build slightly on the curvy side, but generally in-shape. Oval face with a softness to it that is almost motherly. Her outfit is a simple brown vest over a plain white ankle-length dress with brown walking boots, slightly scuffed but otherwise kept maintained.

The remarkable thing is her eyes... green before she was blinded, many people who stared into them swore they glowed with madness itself. Eyes that would intensely stare without blinking at times. And her mouth... soft lips, kept painted red, that kept a mirthful smile on them most times, as though the very fabric of existence amused her.

Many swear her new iron eyes keep the glow, and that the madness within them has only grown...

Background:

Bora does not come from a wealthy family; her father was a farmer who sometimes barely made ends meet. Despite that, he made certain his wife and daughter lived as comfortably as possible, all the while wishing he could have a son...

By all accounts Bora's childhood was a happy one, though she displayed a curiosity about nature itself that her parents did not have the education to answer. She would spend as many hours as she could in-town, talking to everyone she could to gain answers about nature itself, seeking out what knowledge she could about it from those she met.

Exactly when or how Bora began to experiment with mixing chemicals is generally unknown; Bora herself gives a different starting age and reason for beginning each time she is asked, and has been known to openly contradict herself when answering two different people while both are in the same room. Her family refuses to speak of it, viewing her as a disgrace to their name.

What is known is that, on her eighteenth birthday, Bora's father tried to marry her off to a merchant family that was more wealthy than her own. Bora did not take the news well, but tried her best to be polite. Things went badly when she was left alone with her suitor; neither party has ever revealed what he said to give offense, but her angry shouting at him quickly drew her father's attention, with her father arriving in time to see her formula book being shown to the suitor and Bora ranting about not being "some stupid little girl."

Immediately disowned and kicked out of the house by her embarrassed parents, Bora found a new home in Miraldin Manor... the house of the very suitor she had been shouting at, whose family was interested in what their son saw in her formula book. Now having a lab and dedicated budget, Bora began to experiment in earnest, spending years growing her knowledge of potions and other alchemical items while sharing with her patrons her research.

It was around this period that Bora began to show signs of insanity. Her maniacal laughter, the way she would stare, the grinning, the occasional insane ranting... Many in town thought she was losing it at first and would soon need to be locked away. Yet those who talked to her at length called her very rational, leading many in town to suspect the insane actions were merely an act she put on to keep her research secret.

And then, at the age of twenty four, the accident happened. It was an experimental mixture she was working on, trying to develop a new heating oil. Sadly, the heating oil proved more potent than she expected; the resulting experiment destroyed the lab, reduced her noted on the oil to ash, and left her permanently blind. And despite Bora's attempts to convince the Miraldins that her inability to see would not hinder her research, the law is the law and they felt she had to be mad to try to continue in her injured state.

But even now, she wants to continue her research. To make the Miraldins see that they were wrong. To make them them look down in shame at being wrong. And then give them the research so she can continue her experiments.

Research:
Her research is primarily in the area of potions that aid the human body, though she does dabble in other areas. Her ultimate goal, however, is more general purpose; she wants to satisfy her lust for knowledge.

Basis:

Bora is based on the idea of a mad scientist, with the only difference being that she's actually good at heart and the mad science is intended to help people. That doesn't change the fact she's completely nutty and enjoys a good explosion or three.