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About Dantrian Almaeus.
Dantrian Almaeus
Str 18 (+4)
starting stats:
{20 point buy} Str 16 (10 pts) Dex 12 (2 pts) Con 12 (2 pts) (+1 @ lvl 4) (+1 @ lvl 8) Int 14 (5 pts) (+2 racial) > Int 16 Wis 11 (1 pts) (+1 @ lvl 8, from Desna) Cha 10 (0 pt) AC: 19 // T: 12 // FF: 15 (+5 armor, +2 dex, +2 deflection)
BAB: +6
Alchemist Class Abilities
detail:
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. Poison Use: No risk of poisoning self when applying poison to a weapon. Discoveries: Feral Mutagen (Lvl 2), Enhance Potion (Lvl 3), Spontaneous Healing (Lvl 4), Healing Touch (Lvl 6) details:
Feral Mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks. Enhance Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level. Spontaneous Healing: The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day. Healing Touch: The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist's daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist. An alchemist must be at least 6th level and must have the spontaneous healing discovery or class ability before selecting this discovery. Beastform Mutagen: A beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.
Cruel Anatomist: Use Knowledge (nature) in place of Heal skill checks Torturous Transformation: add anthropomorphic animal to formula book; when using this extract, inject into animal as part of a 2-hour procedure. Multiple doses of this extract multiply the duration by number of extracts used. Master Chymist:
Bomb-Thrower (Ex): The destructive power of bombs appeals to the violent urges of a master chymist. Add the character's alchemist and master chymist levels together to determine the damage done by her bombs. Mutagenic Form (Ex): A master chymist's mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career. The mutagenic form shares memories and basic goals with the chymist's normal personality but goes about meeting those goals in a different manner. The mutagenic form is often ugly and monstrous and may even appear to be a different race or gender than her normal form; they may look as different as two unrelated people. Indeed, the mutagenic form often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego's limited time in existence often makes this difficult). The mutagenic form even has his or her own alignment (which is selected by the player, but must be different from the master chymist's normal alignment). The change in alignment only affects the master chymist while in her mutagenic form. Mutate (Su): At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her alchemist and master chymist levels together to determine her effective alchemist level for the duration of this form. Using a mutagen also forces the chymist into this form. Taking a mutagen or using the mutate ability again while in her mutagenic form works normally (with the new mutagen's modifiers replacing the current modifiers, and the longer duration taking precedent). The chymist remains in her mutagenic form until its duration expires, her magic is interrupted (as with an antimagic field), or she expends another use of her mutate ability. A chymist may be forced to take her mutagenic form against her will by stress or damage. Anytime the character is in her normal form and has daily uses of the mutate ability available, she may be forced to switch after suffering a critical hit or failing a Fortitude save. In these situations the chymist must make a DC 25 Will save; if she fails, on her next turn she uses a standard action to change to her mutagenic form (which counts as a use of the mutate ability). At 5th level, the master chymist can assume her mutagenic form three times per day; this increases to four times per day at 8th level and five times per day at 10th level.
Traits, Feats, and Skills
Detailed Skills:
Skill Points/level: 8 = 4(class) +3(int) +1(human) class skill // Armor Check Penalty = -2 Acrobatics: +1 = +0(ranks) +2(dex) -1(acp)
Possessions:
Starting Equipment:
Starting Coins: 300gp Dagger(2) - 4gp
Total Spent: 287.43gp Background:
Nervousness and desperation drove him to abandon his research and instead seek out a famous professor in the area, Petros Lorrimor. Dantrian found the professor before turning, and the Professor agreed to administer a prototype elixir he'd been working on that might perhaps cure Dantrian's burgeoning lycanthropy. Dantrian agreed without hesitation and remained with the professor for several lunar cycles for observation. To Dantrian's absolute joy, the concoction was effective. The professor provided Dantrian with explict instructions for the brewing of the serum, for Dantrian would need to take it regularly to ensure the lycanthropy didn't reassert itself. Lorrimor also insisted that Dantrian write him quarterly with a review of his condition.
Several years after receiving Professor Lorrimor's help, Dantrian began to feel... odd, during waxing lunar cycles. He contacted the Professor asking for advice, but never heard back. After several months, during which time Dantrian kept a very detailed journal, he decided he couldn't wait for the professor's letters - he would need to set out for Ravengro and speak to the man directly before the beast in him broke free. To his ever increasing dismay, Dantrian arrives just in time for the professor's funeral. Appearance:
Personality/Mannerisms:
As time goes on (represented by Dantrian gaining levels), his fears will begin to come true as the bestial side of him begins to exert more and more influence over him. It's reassertion has already granted Dantrian keener senses and faster reaction times (Alertness and Improved Initiative), and the effects will only become more pronounced as time wears on. Future Developments:
At level 3, his mutagens will become beastform mutagens - resulting in an even more dramatic physical change. Down the line, Dantrian will shift into the Master Chymist Prestige Class, his bestial side finally becoming strong enough to exert itself entirely. The twist here is Upcoming Feats: eldritch claws (Lvl 9), improved bull rush (Lvl 11)
Macros:
[spoiler=Status] HP: 67/67 AC: 19 (12 T / 17 FF) CMD: 22 F/R/W: +8/+8/+5 Spontaneous Healing used: 0/35hp Enhanced Potions used: 0/3 Mutate used: 0/2 Hero Points used: 1/3 Prepared Mutagen: Strength (darkvision, scent) [ ] Prepared 1st Level Extracts (3+1): [i]cure light wounds[/i] [ ], [i]shield[/i] [ ], open [ ] [ ] [ ] Prepared 2nd Level Extracts (3+1): [i]ablative barrier[/i] [ ], [i]alchemical allocation[/i] [ ], [i]barkskin[/i] [ ], [i]false life[/i] [ ] Prepared 3rd Level Extracts (1+1): [i]displacement[/i] [ ], [i]thorn body[/i] [ ] -Ongoing Effects- [/spoiler] [dice=+1 Heavy Mace (1-handed)]1d20+11[/dice][dice=for]1d8+5[/dice]
[dice=Acid Flask (rngd tch)]1d20+8[/dice][dice=for]1d6+3[/dice]
Mosswick:
LN Tiny construct Init +2; Senses darkvision 60 ft., low-light vision DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
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