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Darror Glass-Claw's page

59 posts. Alias of KingmanHighborn.


Full Name

Darror Glass Claw

Race

Gnoll

Classes/Levels

Chirurgeon Alchemist / 1

Gender

Male

Size

M

Age

23

Alignment

LN

Deity

Gozreh

Location

Sandpoint, Varisia

Languages

Gnoll, Common, Goblin, Dwarven, Varisian

Occupation

Herbalist

Strength 14
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 10
Charisma 8

About Darror Glass-Claw

Hit Points: 11
Init: +2 = +2 (DEX)
Speed: 30 ft

Class features, Feats, Traits and Racial Traits

:

Racial Traits:
Natural Armor: +2 natural armor bonus

Darkvision: 60 feet

Class Features:
Alchemy (Su):

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level (+1) on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. 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:

Extracts: 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 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.

Mutagen (Su)

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 (10). 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.

A non-alchemist who drinks a mutagen must make a Fortitude save, DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier (14), or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Bomb (Su)

An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier (3).

Bombs are unstable, and if not used in the round they are created, they degrade and become inert—

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 (+3). 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 (14).

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.

Bonus Feat:
Brew Potion

Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Feats:
Point Blank Shot: +1 Attack & Damage w/in 30ft

Campaign Trait:
Family Ties: +1 K: Local, and K: Local is class skill, read and write Varisian

Trait:
Bruising Intellect: Intimidate is class skill, and use Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

AC, Saves, Attacks

:

AC: 16 = 10 +2 (DEX) +2 (Armor) +2(Nat. Armor)
Touch: 12 = 10 +2 (DEX)
Flat: 12 = 10 +2 (Armor)

Saves:
Fort: +2 = +0 (base) +2 (CON)
Ref: +4 = +2 (base) +2 (DEX)
Will: +2 = +2 (base) +0 (WIS)

Attack:
Melee: +2 = +0 (base) +2 (STR)
+2 (Moringstar) (1d8+2)
+2 (Dagger) (1d4+2)

Range: +2 = +0 (base)+2 (Dex)
+3 (Bomb) (1d6+3 Fire) Range: 20ft
+4 (Bomb w/in 30ft) (1d6+3+1)

+2 (Dagger) (1d4+2) Range: 10ft
+3 (Dagger w/in 30ft) (1d4+2+1)

CMB: +2 = +0 (base) +2(STR)
CMD: 14 =10 +0 (base) +2 (STR) +2 (DEX)

Equipment:

:

Weapons:
Morningstar (1d8, x2, B&P) 6lbs
Dagger (1d4, 19-20 x2, S&P) 1lb Range: 10ft

Ammo:
3 Bombs (1d6+3 Fire) (4 Splash, Fire)

Armor:
Lamellar Cuirass:
Armor Bonus: +2
ACP: 0
MDB: +4
8lbs

Adventure Gear:
Formulae Book 3lbs
Spring Loaded Wrist Sheath 1lb

Potions:
Cure Light Wounds.

Kits:
Alchemist’s Kit: 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. 24lbs

Clothes:
Scholar’s Outfit 6lb

Weight Total: 49lbs
Light: >58 , Med: 116 , Heavy: 175 , LoH: 175 , LoG: 350 Drag/Push: 875

Cash:
45 gp
0 sp
0 cp

Spells

:

Caster lvl 1

DC:
1st : 14

Extracts Per Day
1st lvl: 2
Prep:
Cure Light Wounds
Shield

Formulae Known:
1st lvl:
Adhesive Spittle
Cure Light Wounds
Firebelly
Monkey Fish
Shield

Skills

:

Class Skills:
Craft: Alchemy: +8 = +1r +3 (INT) +1
Heal: +4 = +1r +0 (WIS)
Intimidate: +7 = +1r +3 (INT)
K: Local: +8 = +1r +3 (INT) +1
Perception: +4 = +1r +0 (WIS)
Profession: Herbalist: +4 = +1r +0 (WIS)
Spellcraft: +7 = +1r +3 (INT)

Non-Class Skills:

Description

:

Darror is fairly short for a Gnoll, just cresting into the six foot range, but is a solid two hundred and fifty pounds. His fur is a dusty brown, with mocha brown 'belly fur' and reddish brown eyes. His fur is remarkably clean and he wears a green and white Scholar's outfit, tucking his plain oak handled Morningstar on the inside of the robe. His dagger is strapped to a spring loaded wrist sheath again hidden by the long folds of his robe. Over his robes is a brown lamellar cuirass for protection. His backpack clanks with his alchemical gear and his formulae book is tied securely to his belt.

Background Story

:

Personality: Darror desires to be a respectable healer, but generally has a short fuse for those that continually get hurt in foolish actions, and is annoyed when people that point out his race's heritage for, 'picking off the sick and injured'. The irony having run its course to the point it's no longer funny.

Like most Gnolls he has a 'do what I say and don't ask why' attitude, so he tends to rub others the wrong way, even when he is trying to be helpful. He also tends to phrase his own questions as demands.

Though his aspired position is one that is geared towards helping others, he doesn't feel any altruistic calling. Instead it's an expansion of knowledge, and elimination of the traditional, but barbaric treatments folks receive when they can't acquire competent magic using healers.

Background:
Darror was born to the Rock Stalkers tribe of Gnolls in the Fenwall Mountains. Like many male Gnolls his options were hunt for food and slaves for the matriarchy, or become food. Though pragmatic enough to capture and kill small game for the tribe, he quickly found a dislike for the hunting of sentient creatures, especially humanoids.

It was one day though when the more experienced hunters successfully raided a Varisian caravan that he saw a new option to the ways of hunt or die. Among the Varisian humans that were injured, Darror noticed that after they were thrown into the tribe’s wooden holding cage, they started to tend to each other's wounds, pouring strange smelling liquids on deep cuts and badging limbs.

In contrast he watched as a wounded pack member was dragged back, sacrificed and eaten for losing his leg to one of the Varisians in combat. While this was considered the 'normal' way of dealing with pack members with such wounds, he knew it could have easily been him on the altar.

At the hour when the night started to fade and the sun began to rise, he snuck to the Varisians’s cages and discovered one that could speak his language. The Varisian agreed to take Darror with them if he freed them and taught them the talent for taking care of wounds. He returned with a few weapons he could scrounge and broke the lock with a flask of 'acid' the Varisian gave to him. Watching the fluid ‘eat’ the metal was another eye opening experience as while the lock was old, it was strong and he had watched strong humanoids and ravenous Goblins all fail to break it.

And thus the Varisians and their new ‘family member’ snuck down the mountain side under the cover of dawn. And once free of the old tribe Darror’s career as an alchemist began, as did his connection with the Sczarni Family. Under the tutelage of the Varisian’s he rescued, he was trained in the mixing of chemicals and treating wounds, as well as brewing potions and how to use certain herbs. He took the last name Glass Claw after his habit of tapping the glass on vials as he filled and mixed them. He was also taught a few ‘dirty’ tricks for when folks get too rough with the family’s interests. He absorbs knowledge like a sponge, and developed a scathing wit as he learned several of the region’s languages.

The Sczarni also know that Darror won’t ask how the crossbow bolt got lodged in a fellow’s rump or why they need so much Night Tea at such a late hour. Though he might make their ears burn with his choice words.

After the family’s caravans were ran off from Magnimar for loitering, Darror has been asked to go to the little frontier town of Sandpoint to look for a friend of the family named Jubrayl Vhiski at a place called the Fatman’s Feedbag, in hopes his connections will help them to set up outside of Sandpoint for a time.

He arrives in Sandpoint right as the Swallowtail festival is beginning.