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About Brewmaster BokrugExtracts 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]
AC: 16 (10 + 2 (Leather) + 4 Dex)
Hit Points: 9/9 Fort: +3 Ref: +6 Will: +0 Combat:
Base Atk: +0; CMB: +1; CMD: 15
Melee
Ranged
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:
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:
Weapon Familiarity:
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)
When an alchemist brews a mutagen, he selects one physical ability
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10
Sneak Attack:
Breath Mastery:
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)
Belt Pouch (1gp)
Coins: 0gp, 0sp, 0cp
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