Leucrotta

Brewmaster Bokrug's page

2 posts. Alias of Luke_Parry.


Full Name

Brewmaster Bokrug

Race

Otter (Mustelid)

Classes/Levels

Alchemist(Internal Alchemist/Vivisectionist) 1 (HP 9/9) (AC 16/14/12) (CMD 15) (Fort +3, Ref +6, Will +0) (Init +10) (Perception +6)

Gender

Male

Size

Medium

Age

27

Alignment

Neutral Good

Languages

Common

Strength 12
Dexterity 18
Constitution 13
Intelligence 16
Wisdom 10
Charisma 8

About Brewmaster Bokrug

Extracts Prepared:
1st: (2) Endure Elements (used), (open)

Appearance:
Bokrug is tall and lean, a testament to his
busy childhood. Unusually for an otter, his fur is striped. His emerald green eyes sparkle with a fierce zeal, and he frequently smiles. When working, he typically dresses in a crisp white smock with plenty of pockets; when out and about, he trades that in for a comfortable shirt and breeches, but always wears a voluminous cloak, with a large number of internal pockets, perfect for carrying the tools of his trade. Despite his best efforts, he is usually surrounded by a faint aroma of spices, beer, and embalming fluid, which many find subtly disconcerting...

Background:
Bokrug comes from an eccentric family of brewer-otters, who travel the waterways around Redwall. Raspberry cordial, dandelion and burdock cordial, pear cider, ginger beer, mint tea and chestnut beer are all specialties of his family, but they are always on the lookout for fresh ingredients, or new ones that can be used to 'improve' existing brews.

Of course, the family has also dabbled in the brewing of herbal tonics and even magical potions, but al of those have their idiosyncratic touches - Potions of CLW taste of blackberries, for example, whilst Enlarge Person tastes like lime and ginger

When Bokrug caught wind of the planned expedition through the deepest reaches of Mossflower Wood, and into the lands beyond, he was immediately drawn to it - the thought of all of the strange wonders, and even stranger ingredients, that he might have access to filled him with palpable excitement!

Initiative: +10 [+4 Dex + 2 Trait + 4 Feat]
Senses: Low-Light Vision, Perception +6
Speed: 30 ft, Swim 30 ft

AC: 16 (10 + 2 (Leather) + 4 Dex)
Touch: 14 (10 + 4 Dex)
Flat-footed: 12 (10 + 2 (Leather))

Hit Points: 9/9

Fort: +3 Ref: +6 Will: +0

Combat:
Base Atk: +0; CMB: +1; CMD: 15

Melee
Cold Iron Rapier: +4 to Hit; Dmg 1d6+1; crit 18+/x2, Type: P

Ranged
Sling: +4 to Hit; Dmg 1d4+1; crit 20/x2; Type: B, range 50 ft.

Skills:

Skill Points per level: 4 (Class) + 2 (Intelligence) + 2 (Background)
Acrobatics +4
Appraise +7 (+3 Int + 1 ranks + 3 class skill)
Bluff -1
Climb +1
Craft(Alchemy) +10 (+3 Int + 1 ranks + 3 class skill + 1
Alchemist + 2 Trait)**
Diplomacy -1
Disable Device +8 (+4 Dex + 1 ranks + 3 class skill)
Disguise -1
Escape Artist +4
Intimidate -1
Knowledge(Arcana) +7 (+3 Int + 1 ranks + 3 class skill)
Knowledge(Nature)/Heal +7 (+3 Int + 1 ranks + 3 class skill)
Perception +6 (+0 Wisdom + 1 ranks + 3 class skill + 2 Keen senses)
Perform -1
Profession(Brewer) +4 (+0 Wisdom + 1 ranks + 3 class skill)**
Ride +4
Sense Motive +0
Spellcraft +7 (+3 Intelligence + 1 ranks + 3 class skill) +2 when Brewing Potions
Stealth +4
Survival +0
Swim +9 (+1 Str + 8 Racial)

Feats:
1st: Improved Initiative
1st (Alchemist Bonus): Brew Potion
1st (Racial Bonus): Deep Breath

Traits:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

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

Perfectionist's Brew:
You know that potion recipes should be followed with exact precision.
Benefit: You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.

Racial Abilities:
Low-Light Vision: Otters can see twice as far as humans in conditions of dim light.

Keen Senses: Otters receive a +2 racial bonus on Perception skill checks.

Envoy:
Otters often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-otters. Otters with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: Comprehend Languages, Detect Magic, Detect Poison, and Read Magic. The caster level for these effects is equal to the otter’s level. This racial trait replaces otter magic.

Weapon Familiarity:
Otters are proficient with rapiers, short swords, and tridents, and treat any weapon with the word "elven" in its name as a martial weapon.

Class Features:
Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike 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 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 dispel 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. His base daily allotment of extracts is given on Table: Alchemist. 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 (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, 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 formulae 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. 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 1stlevel 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 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.

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.

Sneak Attack:
A vivisectionist gains the sneak attack ability as a rogue of the same
level. If a character already has sneak attack from another class, the
levels from the classes that grant sneak attack stack to determine the
effective rogue level for the sneak attack’s extra damage dice (so an
alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an
alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue,
and so on).

Breath Mastery:
At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state. This ability replaces Throw Anything.

Formulae Known:
1st Level: Cure Light Wounds, Endure Elements, Identify, Polypurpose Panacea, Shield

Equipment:
Explorer's Outfit (-)
Leather Armor (20gp)
Cold Iron Rapier (40gp)
Sling (-)
Sling Bullets [20/20] (0.2gp)

Masterwork Backpack (50gp)
Alchemy Crafting Kit (25gp)
Bedroll (0.1gp)
Winter Blanket (0.5gp)
Crowbar (2gp)
50' Hemp Rope (1gp)
10' Pole (0.05gp)

Belt Pouch (1gp)
Whetstone (0.02gp)
Iron Vial (0.1gp)
Chalk [x3] (0.03gp)
Small Steel Mirror (10gp)

Coins: 0gp, 0sp, 0cp