Byron Cheme's page

448 posts. Alias of Almonihah.

Full Name

Byron Cheme


| HP -10/33 | AC: 15 T: 13 Fl: 12 | CMB: +4 CMD: 17 | F +5 R +7 W +0 | Init +3 | Perc: -1 SM -1


| Speed 35' | Prepared Extracts: Cure Light Wounds x2, Bomber's Eye, Endure Elements, Jump, Invisibility, Bulls' Strength, Resist Energy | Bomb 8/11 Inspiration 4/4| Active Conditions: Bomber's Eye


Male sylph Alchemist (mindchemist) 5




Chaotic Good



Strength 12
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 8
Charisma 10

About Byron Cheme

Medium Chaotic Good Native Outsider Alchemist (Mindchemist) 5

Reflex 7 = 4 (Base) + 3 (Dex)
Fortitude 5 = 4 (Base) + 1 (Con)
Will 0 = 1 (Base) - 1 (Wis)

Bomb +6 | 3d6+4 | 7 splash (DC 16 Ref half) | Range 20'
Dagger +4/+6 ranged | 1d4+1 | 19-20/x2 Crit
+1 Light Crossbow +7 | 1d8+1 | 19-20/x2

CMB 4 = 1 Str + 3 BAB
Initiative 3
Speed 35', 20' Climb

HP: 33/33
AC: 15= 10 + 3 (Dex) + 2 (Armor)
Touch: 13 Flat-footed: 12
CMD: 17 = 10 + 1(Str) + 3 (Dex) + 3 BAB

(Ranks/level 10 = 4 (class) + 4 (Int) + 1 (FCB) + 1 for craft/profession/perform)
Craft (Alchemy) 17 = 5 rank + 4 Int + 3 class + 5 class level
Craft (Mechanical) 12 = 5 rank + 4 Int + 3 class
Craft (Traps) 12 = 5 rank + 4 Int + 3 class
Disable Device 11 = 5 rank + 3 Dex + 3 class
Knowledge (Arcana) 17 = 5 rank + 4 Int*2 + 3 class + 1 trait
Knowledge (Engineering) 16 = 5 rank + 4 Int*2 + 1 trait + 3 class
Knowledge (Geography) 11 = 3 rank + 4 Int*2
Knowledge (History) 11 = 3 rank + 4 Int*2
Knowledge (Nature) 16 = 5 rank + 4 Int*2 + 3 class
Spellcraft 12 = 5 rank + 4 Int + 3 class
Use Magic Device 8 = 5 rank + 3 class

Feats and Traits
Simple Weapon (and bomb) Proficiency (Alchemist 1)
Light Armor Proficiency (Alchemist 1)
Brew Potion (Alchemist 1)
Throw Anything (Alchemist 1)
Extra Bombs (1st level)
Amateur Investigator (3rd level)

Mathematical Prodigy
Tireless Logic

Racial Traits
Darkvision 60'
Feather Fall 1/day
Lightning Resist 5
Climb 20'
Like the Wind: +5' move speed

Maker's Script

Formulae Known
1st level 4/day: Cure Light Wounds, Bomber's Eye, Jump, Targeted Bomb Admixture, True Strike, Endure Elements, Shock Shield, Heightened Awareness, Disguise Self, True Strike
2nd level 2/day: Bull's Strength, Resist Energy, Cure Moderate Wounds, Invisibility

Leather Armor (10 gp) (15lb)
Dagger (2 gp) (1 lb)
Formula Book (-) (3 lb)
Light Crossbow
19 bolts

Alchemist's Kit (40 gp) (24 lb)
alchemy crafting kit
belt pouch
flint and steel
iron pot
mess kit
torches (10)
trail rations (5 days)
White Obsidian marble

200 pp, 53 gp

Weight Carried: 43 lbs
Light Load: 43 Medium: 86 Heavy: 130

Class Features
Bomb 2d6 9/9
*Frost Bomb
Perfect Recall
Poison resist +4
Swift Alchemy

Byron is always either intensely involved in his activities or intensely bored with having to do whatever it is that's distracting him from his experiments. He loves nothing more than to discover some new alchemical principle or to create some new mechanical device, seemingly with little care for the safety of doing so or the potential usefulness of the item.

From a young age Byron was fascinated by the world around him, always wanting to figure out how it worked and how he could do something with that knowledge. As he grew older, this curiosity naturally grew into an obsession with the sciences: Alchemy, physics, anything that could be studied. And he was good at his studies, good enough to gain a place in a prestigious institution of learning in Light.

However, it soon became clear that, for all his brilliance, Byron had a disturbing lack of caution. Just how he managed to repeatedly cause explosions in the course of his alchemy classes is unclear, just as how he managed to escape major injury in the course of said explosions is still a mystery. What was clear, however, was that he would no longer be welcome in Light.

And so he moved to Hearth and set up shop in the slums at the edge of town. Since then, he's been able to make a living from selling off various inventions and alchemical oddities that he makes, but he's still looking for a big break, some way to prove the worth of his sciences to the war effort.

Byron looks fairly typical for a sylph, being tall and slight, with cloud-gray skin and large blue eyes. His clothing and hair are eternally unkempt and slightly singed, and he never goes anywhere without a variety of vials, mechanical oddities, and whatever else catches his fancy.

Point Buy: Str 12 (2)
Dex 14 (5) + 2 racial
Con 14 (5) - 2 racial
Int 16 (10) + 2 racial
Wis 8 (-2)
Cha 10 (0)

Step 1:
* He's a brilliant inventor and alchemist, but far too reckless and free-spirited to work in any kind of organization.
* He tends to hop back and forth over that thin line separating brilliance and madness--he's intelligent enough to keep from killing himself with his experiments, but not wise enough to realize that maybe he shouldn't blow up another lab trying it.
* He could probably make a good living for himself with his inventions and alchemical discoveries, but he has absolutely no interest in money, only in advancing science.
* He thinks all people have a place, 'as an ingredient in the grand formula of life!' His is SCIENCE!
* He actually wants to contribute to the war against the Dark, but just hasn't invented something he thinks is good enough yet.
Step 2:
* He wants to prove, beyond any doubt, the value of SCIENCE to the war effort. He's convinced there's some hidden weakness to the Dark that the scientific method (or just a lot of alchemical bombs) can discover that will be a decisive advantage in the war.
* I'd like to see some friction between him and religious elements. He's... basically, he doesn't care about religion. Yes, the gods are great and all, but they're over there doing their part. His part has nothing to do with them, so he tries to ignore them. I get the impression that attitude will cause problems, and I think it would be interesting to play with that.
Step 3:
* He was kicked out of Light after blowing up one too many labs. Somehow he never got hurt in these explosions, which he insists is due to this safety techniques, but there are those who suspect him of some sort of sabotage.
* Many of his recent creations that he's sold are being used for crime, without his knowledge.
Step 4:
* Giulia Ormanni: An ifrit thief, and frequent patron of his ramshackle shop in Hearth. She speaks highly of his alchemical goods and inventions to any who inquire about them, though unbeknownst to him she uses them mostly during heists.
* Eldon Chymi: A fellow sylph alchemist, one of his schoolmates who thought his disastrous experiments were hilarious. Never takes anything seriously, except for things that might lose him his job in Light's alchemy labs.
* Helen Instra: A Sylph Schoolmaster in Light whose teaching labs were the ones he blew up. She's sure he must be ruined now, but if she finds out he's well-off enough to keep experimenting she'll do all she can to ruin his reputation, because she's convinced he's a menace to civilization. Thinks he gives sylphs an even worse name.
Step 5:
* He speaks in a fast, breathless, almost stream-of-consciousness manner when he gets excited about something: "The Scientific Method yes! First formulate a hypothesis I think the explosion was a result of too much sulfur in the mixture or perhaps not enough charcoal to stabilize it or how would I test those well I could make another batch..." etc.
* He tends to not notice that he's wearing a shirt with scorch marks and that his hair hasn't been combed in weeks until someone points it out to him.
* He thinks aloud--a lot. He's absolutely terrible at keeping secrets thanks to this.