Darl Quethos

Darath's page

60 posts. Alias of Aldra.


Race

Bloodmarked

Classes/Levels

Alchemist (Chirurgeon) 3 | HP 29/29 | AC 18 | T 12 | FF 16 | CMD 14 | Fort+4 Ref+5 Will+2 | Init +2 | Perc +7 |

Gender

Male

About Darath

Stat block:
Male Bloodkin Chirurgeon [Alchemist] 3
NE Medium Humanoid (Skinwalker, Shapechanger)
Init +2 Senses: Low-light vision; Perception +7 (+9 at night)
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Defense
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AC 18 [touch 12, flat 16] (+2 Dex, +6 Armor)
CMD 14
HP 29 ((+1 CON, +1 Favored)x3)
Fort +4 Reflex +5 Will +2
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Offense
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Speed 30 ft
CMB +2
Ranged Bomb +5 vs. Touch (2d6+4 fire (splash: 6 fire))
............. 20ft increment, splash weapon, PBS not included
Ranged Heavy CB +4 (1d10 19-20\x2)
............. 120ft increment, PBS not included
Ranged Alch.Fire / Acid +5 vs. Touch (1d6+4 fire/acid (splash: 5 fire/acid))
............. 10ft increment, splash weapon, PBS not included
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Statistics
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STR 11 DEX 15 CON 12 INT 18 WIS 12 CHA 10
BAB +2
(Items with a * are class-granted)
Feats Throw Anything*, Brew Potion*, Splash Weapon Mastery [AA], Point-Blank Shot
Skills (Unlisted == Untrained w/o bonuses)
Acrobatics +1
Climb -1
Craft(Alchemy) +10 (+class level when making items)
Disable Device +5
Heal +7
Knowledge(Arcana) +10
Knowledge(Nature) +9
Perception +7 (+9 at night)
Spellcraft +10
Survival +5
Use Magic Device +6
Traits Precision Hearing, Accelerated Drinker
Languages Common, Draconic, Elven, Necril, Goblin
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Special Abilities
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Alchemy Identify potions w/ Craft(alchemy) check. Extracts (detailed below).
Bomb Fire-based Splash weapon. Deals 2d6+Int on direct hit. Able to use Level + Int bombs per day. Can be selected for appropriate feats.
Mutagen Unstable and experimental chemical. Takes 1 hour to brew. Grants several combat bonuses for 10 min/level, at the cost of a penalty to a mental stat for the same duration. Multiple Mutagens can not be created at the same time. Not effective for anyone but alchemists.
Throw anything In addition to the normal benefits, all splash weapons gain +Int to direct damage. This is already included for bombs.
Poison Resistance +2 Exactly what it says on the tin.
Infused Curative All cure extracts are treated as Infused, even if the discovery has not been selected. These extracts can be rendered inert if they would otherwise prevent the Alchemist from preparing new extracts.
Swift Alchemy Creating alchemical items takes half the normal time.
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Discoveries
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Precise Bomb A number of squares equal to Int can be excluded from being affected when determining who is hit by splash damage. Does not work if the bomb misses its target.
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Extracts
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Each extract takes 1 minute to create. Consumption is always a Standard action. The number that can be made is refreshed each day after 8 hours of rest.

1st Level 4/day, DC 15
Cure Light Wounds, Detect Undead, Endure Elements, Jump, Shield, Disguise Self, Identify, Ant Haul

Background:
Darath began wrapping the gauze around his patient's arm with practiced efficiency, sealing the cleaned and sanitized gash away from the elements to heal. His patient, for her part, stayed still with her arm straight out and no fuss. While the nature of their society made such injuries more common than for others, it didn't do anyone any good to leave them untreated.
After all, the body makes no more blood when it stops working.

He was half-way through when the expected question came. "Have you heard that the Moot has been called?"

"Yes. From everyone who's come through my door in the past week." Darath continued wrapping as he talked. "Yes, that includes the Matriarchs, and yes, I will tell you what I told them. Drink." He tied off the gauze and handed her a potion from nearby. He waited for her to finish before continuing.

"Have you considered what's in that potion? Blood, of course, as all good potions do, but what else? Would you believe... belladonna? Nightshade?" He grinned slightly as the patient almost dropped the vial as she looked at it in shock. "Oh, don't worry. The ingredients for the Blood Renewal are all quite safe on their own. But others... others you and your relatives have drunk, no doubt, DO include them."

Darath walked back over to his desk as he continued. "Obviously, the fact that you and your kin are still alive speak to the fact that these potions are not dangerous. This is because, carefully measured, even what is at first glance dangerous can in fact be quite helpful. Thus is the council I provided: our response is best suited to strike a balance. Too passive, and we let the humans run over us. Too aggressive, and they march for war. But strike the balance: let them see our strength, let them know that they are here with our... permission... and keep them in check. Then, we all benefit."

"Think: the humans eat meat, but have no natural hunting abilities. Might the Coldborn and Witchwolves be able to trade for meat? the humans can swim, but not as well as the Scaleheart and Seascarred do. And as for us, well... what bloodprice might their law pay to hunt their scum in the night?" He looked over his shoulder for a moment at his patient, who was now grinning herself as she came to the same conclusion he had when asked for his opinion that first time.

"Besides," he pulled a vial of a yellowish substance out of a drawer, and couldn't help but smirk a bit as he heard the slightest sound as his patient shifted ever so slightly more away at the sight of it, "if they do try to mount an attack, we can take care of them like we did the goblin and undead incursions. I'm sure our cousins would be more than willing to join in again."

Equipment:
Standard/Magical items:
Formula Alembic - 200gp
Alchemist's Kit - 40gp
Grooming Kit - 1gp
Healer's Kit x2 - 100gp
Sugeon's Kit - 20gp
Mithral Shirt - 1,100gp
Heavy Crossbow - 50gp
Crossbow Bolt x 20 - 2gp

Subtotal: 1513

Alchemical Items:
Alchemist's Fire x10 - 200gp
Acid x10 - 100gp
Alchemical Glue x2 - 40gp
Alchemist's kindness x10 - 10gp
Impact Foarm - 25gp
Alchemical Grease x5 - 25gp
Casting Plaster x2 -1gp
Smelling Salts - 25gp
Soothe syrup x2 - 50gp
Wismuth salix x2 - 60gp

Subtotal: 536gp
Self-Crafted: 1/3 base price
Final subtotal: 179gp

Potions:
Cure Light Wounds CL1 x10 -500gp
Endure Elements CL1 x2 - 100gp
Jump CL2 x5 - 500gp
Ant Haul CL2 x4 - 400gp

Subtotal:1500
Self-Crafted: 1/2 base price
Final subtotal:750

Final total: 2442gp
Left over: 558gp