Artemis Entreri

Darian Six's page

130 posts. Alias of Jesse Heinig.


Full Name

Darian Six

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

25

Alignment

Lawful Neutral

Deity

None

Location

Torch

Languages

Common (Taldane), Androffan, Hallit, Orc

Occupation

Alchemist

Homepage URL

Picture album

Strength 12
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 13
Charisma 8

About Darian Six

Darian Six
Male android alchemist (chirurgeon, inspired chemist) 2
LN medium humanoid (android)
Init +3; Senses Perception +8, darkvision 60', low-light vision

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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor)
HP 19 (2d8, +4 Con, +2 favored class)
Fort +5 (+3 base, +2 Con), Ref +6 (+3 base, +3 Dex), Will +1 (+0 base, +1 Wis)

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Offense
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Speed 30 ft.
Melee Punching dagger +2 (1d4+1/x3)
Ranged Light crossbow +4 (1d8/19-20/x2)
Extracts Prepared (CL 2nd; concentration +5)
• 1st (3/day): None prepared

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Statistics
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Str 12, Dex 16, Con 14, Int 16, Wis 13, Cha 8
Base Atk +1; CMB +2; CMD 15
Languages: Common (Taldane), Androffan, Hallit, Orc

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Feats
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Brew Potion (Item Creation): You can create magic potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
See magic item creation rules for more information.

Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

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Traits
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Pragmatic Activator (Magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Stargazer (Campaign): You hope to learn all you can about the strange creatures lurking in Numeria’s dungeons. You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.

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Adventuring Skills
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Total skill ranks: 14 (8 alchemist, +6 Int)

Craft (alchemy) +10 (2 ranks, +3 Int, +3 class skill, +2 class bonus)
Heal +6 (2 ranks, +1 Wis, +3 class skill)
Knowledge (arcana) +8 (2 ranks, +3 Int, +3 class skill)
Knowledge (nature) +8 (2 ranks, +3 Int, +3 class skill)
Perception +8 (2 ranks, +1 Wis, +3 class skill, +2 race)
Spellcraft +8 (2 ranks, +3 Int, +3 class skill)
Use Magic Device +8 (2 ranks, +3 Int, +3 class skill)

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Untrained Skills
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Bluff -1 (-1 Cha)
Climb +1 [0] (+1 Str)
Diplomacy -1 (-1 Cha)
Intimidate -1 (-1 Cha)
Sense Motive -3 (+1 Wis, -4 race)
Swim +1 [0] (+1 Str)

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Gear
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Total starting wealth: 105 gp

Explorer's outfit (free)
Punching dagger (2 gp, 1 lb.)
Light crossbow (35 gp, 4 lbs.)
10 crossbow bolts (1 gp, 1 lb.)
Studded leather armor (25 gp, 20 lbs.)
Backpack (2 gp, 2 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (1 gp, 1/2 lb.)
• Poncho (5 sp, 2 lbs.)
• Potion of cure light wounds (cl 1)
• 12 gp, 9 sp
]

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Special Abilities
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Android

Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.

Alchemist (chirurgeon, inspired chemist) 2

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like 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 1st level 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.

Formula Book:
Level 1: cure light wounds, endure elements, expeditious retreat, heightened awareness, shield, touch of the sea

Bomb (Su): 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. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
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.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex): 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.

Inspiring Cognatogen (Su): At 1st level, an inspired chemist learns how to create an inspiring cognatogen, as the inspiring cognatogen discovery.
This ability replaces the mutagen class ability. (This means that an inspired chemist cannot create mutagens unless he selects the mutagen discovery).
Benefit(s): An alchemist with this discovery learns how to make an inspiring cognatogen, a mutagen-like mixture that grants him inspiration (as the investigator's class feature) at the expense of Strength and Constitution.
Upon drinking the inspiring cognatogen, the alchemist gains a pool of inspiration equal to 1/2 his alchemist level + his Intelligence modifier (minimum 1). He also gains a +2 dodge bonus to AC and takes a –2 penalty to both Strength and Constitution. As a free action, the alchemist can add 1d6 to the result of an ability or skill check (including any he takes 10 or 20 on) by expending one use of inspiration. This ability works exactly like the investigator's inspiration ability, except that the alchemist gains the pool of inspiration upon drinking the inspiring cognatogen, and any unspent inspiration is lost at the end of the cognatogen's duration. If the alchemist already has access to inspiration, the inspiration added by the inspiring cognatogen is added to his inspiration pool, but each time he expends at least one use of inspiration while this ability is active, he must succeed at a DC 20 Will saving throw or become dazed for 1 round. He cannot use inspiration to augment this saving throw.
All limitations of mutagens apply to an inspiring cognatogen as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen (either the standard cognatogen or the inspired cognatogen) at a time, a cognatogen not in an alchemist's possession becomes inert, drinking a cognatogen makes non-alchemists sick, and so on. When the effect of an inspiring cognatogen ends, the alchemist takes 2 points of ability damage to Strength and Dexterity. The infuse mutagen discovery and the persistent mutagen class ability apply to an inspiring cognatogen.

Throw Anything (Ex): 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.

Alchemist 2
Poison Resistance (Ex): 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.

Alchemist 2
Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Precise Bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Chirurgeon 2
Infused Curative: At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).
This ability replaces poison use.

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Backstory
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Description: Like most androids, Darian has a humanlike appearance, but his flesh is not pinkish or brown, but rather tinged with a white-violet hue. In some places he has blue or violet veins beneath the skin, though these are actually nanocircuits. He has long, straight, black hair with a slightly metallic texture, and his irises are off-white with a very slight violet coloration. His body is average build with an angular face, long and nimble fingers with purple nails, and runner's musculature to his legs.

Hair: Black
Eyes: White
Height: 6'
Weight: 175 lbs.
Age: 25

Background: Crawling out of a ruin in Numeria along with five other androids, Darian did not know who he was or where he came from. He does not know if his body was one that shut down and was reset, or one that was created by some ruined forge in the vast wastes of Numeria. He knows only that he came with five others out of that blasted landscape, and they counted themselves, because they had no names.
The people of Torch are no strangers to wandering androids, and Six and his colleagues found themselves housed and given direction. Lacking identities, they quickly imprinted on various tasks given to them by people from the town. At first exploited, they eventually learned to understand the various roles of townspeople, the value of various jobs, and to assert themselves. They took on names of their choosing, in order to better fit in.
Six took the name Darian, not certain why that name had significance to him, and continued the learning that he started when he was first put to work in Torch: Mending the injured and studying the physical properties of various materials, especially skymetals.

Personality Traits: Like many androids, Darian is reserved and leans on logic over intuition. He finds most humanoid displays of strong emotion perplexing, but has started to come to terms with the notion that what appears at the outset to be "irrational" behavior is in fact rational from a different perspective with different goals. Darian's primary personality trait is a driving curiosity to understand the physical world and its mechanisms.
Darian is not an atheist, but is a pragmatist. He has little time to spare for religion or spiritual pursuits, since he looks instead for ways to understand causes, events, and physical circumstances in ways that are not guided by a "divine hand." In essence, while he does not refuse to acknowledge the existence of deities, he is primarily concerned with the physical laws of the world absent divine meddling -- to his way of thinking, gods are simply another kind of thinking being, albeit ones with a much larger scope of powers.
Darian Six is highly orderly and has only a rudimentary sense of morality.