Champion of Magic

"Bottles" Lazuli's page

90 posts. Organized Play character for eleazzaar.


Full Name

"Bottles" Lazuli —

Race

Gnome Alchemist 2 —

Classes/Levels

HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

About "Bottles" Lazuli

Consumables:

Bombs Per Day 7/8
Extracts Per Day 3/3
Reduce Person Prepared
Mutagen
Dex Mutagen used

3/4x Alchemist’s Fire
1x Smokestick
2x Alkali Salt
2x Antitoxin

Wand of Cure Light Wounds (48/50)

Re-roll 1s 1/day 1/1

Dancing Lights 1/1
Flare 1/1
Prestidigitation 1/1
Produce Flame 1/1

PERSONAL:

“Bottles” Lazuli
Neutral Good
Male
Race: Gnome
Age: 103 (Middle Aged)
Deity: Sarenrae
Height: 3’8’’
Weight: 43 lbs.
Home Region: Absalom
Faction: Scarab Sages

Description

There is a thump at the door, and then the door slowly swings open, pushed by a gnome walking backwards, both hands holding a large tome of hieroglyphic symbols. Only once he has backed the door completely open, and it is stopped by the wall does he look up from the book, blinking magnified eyes, through thick glasses, as if finding himself somewhere unexpected.

His mop of wavy blue hair surrounds his head like a nimbus. He wears simple clothing in several places marred by burns or stains. About his person, bulging out of pockets, attached to bandoleers, tied to a string around his neck, and sticking out of a boot-top are a motley assortment of little bottles, each containing something different. Some bottles contain a glowing liquid, or a shrivled flower, many contain colorful powders, or fog, or what might be water, blood, milk, and honey.

'Bottles', they call me, I don’t know why…” he says to the room, and then to himself, "Now why did I come up here…” But he quickly seems to loose intereest in the question, and sits down on a human-sized footstool, and again becomes absorbed in his book.

DEFENSE:

AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, -1 Armor Check)
HP 15
Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

CMD 12

OFFENSE:

Speed 20 ft.

UNALTERED
Melee
Attack Bonus +2
Dagger +2 (1d3) Crit 19-20
Morningstar +2 (1d6)

Ranged
Attack Bonus +4

Bomb 20ft +6 — 20ft +4 — 40ft +3 — 60ft +1 — (1d6+5, splash 5, DC 15)

Splash 10ft +6 — 20ft +4 — 30ft +2 — 40ft -1— (1d6+5, splash 5)

CMB +0
CMD 12

DEXTERITY MUTAGEN
DEX 18, WIS 5
REF +7, WIL -2

AC 21, T 15, FF 17

Melee
Attack Bonus +6
Dagger +2 (1d3) Crit 19-20
Morningstar +2 (1d6)

Ranged
Attack Bonus +2

Bomb 20ft +8 — 30ft +6 — (1d6+5, splash 5, DC 15)
40ft +5 — 60ft +3 — (1d6+4, splash 5, DC 15)

Splash 10ft +8 — 20ft +6 — 30ft +4 — (1d6+4, splash 5)

CMB +0
CMD 14

REDUCE PERSON
STR 8, DEX 16
REF +6

AC 19, T 15, FF 16

Melee
Attack Bonus +2
Dagger +2 (1d2-1) Crit 19-20
Morningstar +2 (1d4-1)

Ranged
Attack Bonus +6

Bomb 20ft +10 — 30ft +8 — (1d6+5, splash 5, DC 15)
40ft +7 — 60ft +5 — (1d6+4, splash 5, DC 15)

Splash 10ft +10 — 20ft +8 — 30ft +6 — (1d6+5, splash 5)

CMB +2
CMD 11

DEXTERITY MUTAGEN & REDUCE PERSON
STR 9, DEX 20, WIS 5
REF +7, WIL -2

AC 22, T 16, FF 18

Attack Bonus +2
Dagger +2 (1d2-1) Crit 19-20
Morningstar +2 (1d4-1)

Ranged
Attack Bonus +8

Bomb 20ft +10 — 30ft +8 —(1d6+5, splash 5, DC 15)
40ft +7 — 60ft +5 — (1d6+4, splash 5, DC 15)

Splash 10ft +10 — 20ft +8 — 30ft +6 — (1d6+5, splash 5)

CMB +4
CMD 13

STATISTICS:

Str 10, Dex 14, Con 13, Int 18, Wis 8, Cha 12

Initiative +2

Base Attack 1
CMB +0
CMD 12

Languages
 Common, Draconic, Elven, Gnome, Osiriani, Sylvan, Vudrani

SKILLS:

Acrobatics +1
Acrobatics (Jump) -3
Appraise +4
Bluff +1
Climb -1
• Craft Alchemy +11 (+13 crafting)
Diplomacy +1
Disguise -1
Escape Artist +1
• Heal +3
Intimidate +1
• Know: Arcana +8
• Know: Dungeoneering +5
• Know: History +5
• Know: Local +5
• Know: Nature +8
• Perception +6
Perform -1
Ride +1
Sense Motive -1
• Spellcraft +9
• Stealth +10 (+11 Hilly or Rocky)
• Survival -1
Swim -1
• Use Magic Device +8

Armor Check Penalty -1 (included above)

GEAR:

Purchase History and Inventory: http://tinyurl.com/hhy3ce5

Carried on Person

Formula Book
Masterwork Chain Shirt
Dagger
Morningstar
Peasant’s Outfit
Smoked Goggles: On head, not on eyes, You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).
2x Bandoleers
Spring-loaded Wrist Sheath with Wand of CLW
Chalk
Flint and Steel
Signal Whistle

In Backpack
4x Alchemist’s Fire
1x Smokestick
2x Alchemical Grease (Each pot has sufficient contents to cover one Medium or two Small creatures. 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.)
2x Alchemist’s Solvent
2x Holy Water
4x Sooth Syrup
3x Alkali Flask

Hot Weather Outfit

FEATS & TRAITS:

Extra Bombs
You can throw two additional bombs per day.

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

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.

Highlander
• You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
• This trait bonus increases to +2 in hilly or rocky areas.

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

CLASS ABILITIES & DISCOVERIES:

Alchemy
• When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check.
• In addition, you 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.

Mutagen
• 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.
• 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.

Discovery: Precise Bombs
Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect

ARCHETYPE
Beastmorph

RACIAL ABILITIES:

Eternal Hope
Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.

Keen Senses (Ex)
Gnomes receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex)
You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Pyromaniac
Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, …, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day - dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.

Dancing Lights (racial 1/day)
Range medium (100 ft. + 10 ft./level)
Duration 1 minute (D)

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

FLARE (Racial 1/day)
Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Dazzled
The creature is unable to see well because of overstimulation of the eyes.
A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

PRESTIDIGITATION (Racial 1/day)
Range 10 ft.
Duration 1 hour

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Produce Flame (racial 1/day)
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

Weapon Familiarity
Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

FORMULA BOOK:

Crafter's Fortune
The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.

Comprehend Languages
The drinker can understands all languages he reads or hears for 10 minutes, though he can’t speak them.

Cure Light Wounds
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Endure Elements
Duration 24 hours

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Expeditious Retreat
The drinker’s base speed increases by 30 ft. for 1 minutes.

Reduce Person
 This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength [to a minimum of 1], and a +1 bonus on attack rolls and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet [meaning that it must enter an opponent's square to attack]. … This spell doesn't change the target's speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession [including a projectile or thrown weapon] instantly returns to its normal size. This means that thrown weapons deal their normal damage [projectiles deal damage based on the size of the weapon that fired them]. Multiple magical effects that reduce size do not stack.

Shield
The drinker gains a +4 shield bonus to AC for 1 minutes and becomes immune to magic missile.

CHRONICLES:

1 3-1 The Frostfur Captives
2 4-1 Rise of the Goblin Guild
3 6-8 The Segang Expedition
4 7-1 Between the Lines (link)

Notes to Self:

Take Linguistics!