Palaveen

Brice Venton's page

29 posts. Alias of Please Don't Kill Me.


Full Name

Brice Venton

Race

Tiefling

Classes/Levels

Mindchemist 10/Master of Many Styles 1

Gender

M

Size

M

Age

25

Alignment

LE

Languages

Common, Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal, and Orc

Strength 12
Dexterity 20
Constitution 14
Intelligence 26
Wisdom 14
Charisma 6

About Brice Venton

A naturally curious individual Brice was drawn to Alchemy from a very young age. He would excel at it and quickly surpassed any individual that attempted to teach him in both talent and knowledge. However, his abilities quickly went to his head and he grew arrogant and withdrawn. With few people willing to be around him due to a growing superiority complex, Brice grew lonely.

After a spending a great deal of time thinking about how to remedy his loneliness he came to the only reasonable answer, the only person that was worthy and willing to grace Brice with their presence was Brice himself. So he set out to make a duplicate of himself, smaller and weaker of course, so that it would be dependent on Brice and never rebel against him.

On his first attempt Brice created a creature with a matching personality, striking physical resemblance, and only slightly duller. Feeling a profound love for his new creation Brice named his creation Brice Jr. Brice Jr's only goal in life is to please his creator in anyway possible, attempting to replicate his appearance and mannerisms.

Through many years of exploration and research the two have grown only closer, wandering the world in search of new information. The duo have a particular affinity for explosives and attempt to make the best ones possible. However, Brice's research into explosives has left him and his companion wary of the side effects, so both of them almost always wear protective eye and ear wear to prevent damage. While they always wore the appropriate gear when experimenting, protection was not available for Brice's and Brice Jr's once long flowing healthy hair, which has now been replaced by cheap wigs.

While many of the other participants come to the competition on purpose, Brice and Brice Jr where in the area studying the effects of their newest explosives on the fauna and wildlife (after acquiring the appropriate licenses and permission) when they saw the pillar. Unable to resist the pair had to investigate.

Stat Block:

Traits: Armor Expert, Hedge Magician
Male Tiefling Mindchemist 10/Master of Many Styles 1
LE Medium Outsider (Native)
Init +5; Senses Perception +20; Darkvision 60ft
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DEFENSE
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AC 26, touch 16, flat-footed 20 (Dex +5, Armor +6, Shield +3, Deflection +1)
hp 80
Favored Bonus: Extra Bomb Damage (+5)
Fort +14, Ref +17, Will +11
Resist Cold 5, Electricity 5, Fire 5; Immunity Poison
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OFFENSE
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Spd 30 ft., Fly 60ft (Average)

Melee: Unarmed Strike +8/+3 (1d6+1)

Ranged: Alchemist Bomb +14/+9 (5d6+8), Thrown Alchemical Weapon +13 (Damage+8)

Special: Kirin Strike, Alchemist Bomb (18/day)

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STATISTICS
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Str 12, Dex 20, Con 14, Int 26, Wis 14, Cha 6
Encumbrance: Light

Base Atk +7/+2; CMB +8: CMD 24

Racial Traits:

Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Spell Like Ability Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Skills:

Format: Skill Name +Bonus=Ability Modifier+Skill Ranks+Misc.

Acrobatics +13=5+5+3
Appraise +16=8+5+3
Bluff 0=-2+0+2 (Racial)
Climb +5=1+1+3
Craft (Alchemy) +21=8+5+8 (3+1/2 Alchemist Level)
Diplomacy -2=-2+0+0
Disable Device +13=5+5+3
Disguise -2=-2+0+0
Escape Artist +13=5+5+3
Fly +19= 5+11+3
Handle Animal -2=-2+0+0
Heal +10=2+5+3
Intimidate -2=-2+0+0
K (Arcana) +28=8+9+11 (3+8 Double Int)
K (Dungeoneering) +20=8+4+8 (Double Int)
K (Engineering) +20=8+4+8 (Double Int)
K (Geography) +20=8+4+8 (Double Int)
K (History) +20=8+1+11 (3+8 Double Int)
K (Local) +20=8+4+8 (Double Int)
K (Nature) +20=8+1+11 (3+8 Double Int)
K (Nobility) +20=8+4+8 (Double Int)
K (Planes) +20=8+4+8 (Double Int)
K (Religion) +20=8+1+11 (3+8 Double Int)
Linguistics +8=8+0+0
Perception +20=2+11+7 (3+4 Alertness)*
Ride +5=5+0+0
Sense Motive +10=2+5+5 (3+2 Alertness)*
Sleight of Hand +13=5+5+3
Spellcraft +22=8+11+3
Stealth +15=5+5+5 (3+2 Racial)
Survival +10=2+5+3
Swim +5=1+1+3
Use Magic Device +12=-2+11+3

Note: +2 on Knowledge skill to identify an opponent while using Kirin Style
*Bonus goes away if familiar is not with me.

Class Abilities:

Bomb 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.

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.

Brew Potion At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Cognatogen The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

Fuse Style At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.

Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.

Poison Resistance 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.

Stunning Fist At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Swift Alchemy 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.

Swift Poisoning At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Throw Anything 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.

Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Discoveries
Fast Bombs An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

Infuse Mutagen When the alchemist creates a mutagen he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.

Smoke Bomb When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.

Stink Bomb The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round.

Tumor Familiar The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

Wings The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Feats:

1: Unarmed Strike (Bonus), Kirin Style (Bonus), Point Blank Shot
3: Craft Wondrous Items
5: Extra Discovery (Smoke Bomb)
7: Weapon Focus (Bomb)
9: Kirin Strike
11: Improved Familiar (Imp)

Extracts:

Lvl 1 (7/day)

Bomber's Eye, Cure Light Wounds, Endure Elements, Targeted Bomb Admixture, True Strike

Lvl 2 (6/day)

Aid, Cure Moderate Wounds, Invisibility, Lesser Restoration, See Invisibility, Vomit Swarm

Lvl 3 (5/day)

Burrow, Cure Serious Wounds, Displacement, Haste, Remve Blindness/Deafness, Water Breathing

Lvl 4 (3/day)

Greater Invisibility, Stone Skin

Gear:

Crafted
Taking 10: Spellcraft 32, Craft (Alchemy) 31
Wondrous Items

Belt of Incredible Dexterity +4 (7,600gp)
Boots of Speed (5,700gp)
Boro Bead lvl 4 (7,600gp)
Circlet of Persuasion (2,137.5gp); on my familiar
Cloak of Resistance +3 (4,275gp)
2 Handy Haversack (950gp); one is on my familiar
Headband of Vast Intelligence +6 (Perception, Spellcraft, UMD; 17,100gp)
Mule Back Cords (500gp); on my familiar
Sipping Jacket (2,375gp)

Potions If no CL given, it was made at min.

3 Aid CL 10 (1,425gp)
4 Burrow (1,995gp)
16 Cure Light Wounds (380gp)
8 Cure Moderate Wounds (1,520go)
4 Cure Serious Wounds (1,995gp)
2 Cure Serious Wounds CL 10 (1,425gp)
2 Displacement (997.5gp)
Endure Elements (23.75gp)
2 Haste (997.5gp)
4 Invisibility (760gp)
6 Lesser Restoration (1,140gp)
1 Remove Blindness/Deafness (498.75gp)
2 Water Breathing (997.5gp)

Alchemical

10 Acid Flasks (50gp)
20 Alchemist Fires (200gp)
10 Liquid Ices (200gp)
20 Shard Gels (250gp)

Purchased

Magic

2 Intelligence Cognatogens (2,000gp)
Ring of Protection +1 (2,000gp)
2 Scrolls of Anti Magic Field (3,300gp)
2 Scrolls of Protection from Evil (50gp)
2 Scrolls of Protection from Good (50gp)
2 Scrolls of Protection from Law (50gp)
2 Scrolls of Protection from Chaos (50gp)

Protection
Tiny Haramaki (3gp); on my familiar
+2 Mithril Shirt (5,100gp)
+2 Mithril Buckler (5,005gp)

Alchemical

Smelling Salts (25gp)

Mundane

4 Air Crystals (200gp)
Alchemist Kit* (25gp)
2 Bandoliers (20gp)
2 Earplugs (6cp); one is on my familiar
2 Granite and Diamond Dust (500gp)
Formula Book (Free)
Small Steel Mirror (10gp)
10 Potion Sponges (20gp)
2 Smoked Googles; one is on my familiar
Traveler's Outfit (Free)
Wig (5gp)
Tiny Wig (5gp); on my familiar
2 Wrist Sheaths (4gp); two are on my familiar

*Includes an 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), and a waterskin.

Gold

12gp 4sp 4cp

Brice Venton Jr.:

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Imp
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LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +15
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DEFENSE
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AC 22, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size, +1 Armor)
hp 40 (3d10); fast healing 2
Fort +9, Ref +12, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; Improved Evasion; Share Spells; Empathetic link; Deliver touch spells; Speak with animals of its kind; Alertness
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OFFENSE
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Speed 20 ft., fly 50 ft. (perfect)
Melee sting +12 (1d4 plus poison)
Ranged Thrown Splash Weapon +12 (See Weapon)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)

Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
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STATISTICS
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Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +7/+2; CMB +5; CMD 18
Feats Dodge, Weapon Finesse
Skills Acrobatics +11, Bluff +11, Fly +29, Knowledge (arcana) +13, Knowledge (planes) +11, Perception +15, Spellcraft +15, Stealth +19, UMD +16
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
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SPECIAL ABILITIES
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Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Gear
2 Bandoliers (Priced Above)
Circlet of Persuasion (Priced Above)
Mule Back Cords (Priced Above)
Handy Haversack (Priced Above)
Tiny Haramaki (Priced Above)
Tiny Earplugs (Priced Above)
Tiny Smoked Goggles (Priced Above)
Tiny Wig (Priced Above)
2 Wrist Sheaths (Priced Above)

Prepared Extracts:

Level 1 (7/day)
Targeted Bomb Admixture (2)
Bomber's Eye (1)
True Strike (1)
Empty (3)

Level 2 (6/day)
See Invisibility (2)
Vomit Swarm (1)
Empty (3)

Level 3 (5/day)
Empty (5)

Level 4 (3/day)
Greater Invisibility (2)
Stone Skin (1)