Amwyr Yuseifah

Doctor Iiwo's page

36 posts. Alias of PbemDM.


Full Name

Doctor Iiwo

Race

Human

Classes/Levels

Alchemist (Internal Alchemist) 6

Gender

Male

Size

Medium

Age

45

Alignment

CG

Strength 12
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 12
Charisma 11

About Doctor Iiwo

AC: 20 (+6 armor, +2 dex, +1 dodge, +1 nat armor amulet)
+2 natural armor bonus from mutagen
uncanny dodge
HP: 41 (23 +12 con +6 fav class)

Fort 5 Ref 5 Will 2
+4 v poison (class) and disease (archetype)

+1 Int at 4th LVL

BAB +4

Feats:
brew potion (class bonus)
martial weapon proficiency - longbow (human bonus)
point blank shot - +1 attack and damage on targets within 30 feet (1st lvl)
Precise Shot - No penalty for shooting into melee (3rd lvl)
dodge (6th lvl)

Internal Alchemist
An internal alchemist studies medicine, diet, and the living body to purify the self in the hope of gaining immortality by means of alchemical concoctions and controlling vital energy. Internal alchemists develop unusual physical abilities from heightened knowledge of how their bodies work.

Breath Mastery (replaces Throw Anything) - hold breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation);
by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution.
The alchemist can survive twice as long as normal without food or water before he starts to take penalties.
He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.

Poison Use (Ex) - trained in the use of poison, cannot accidentally poison themselves

Disease Resistance (replaces swift alchemy) - bonus as per poison resistance

Uncanny Dodge (replaces swift poisoning) - cannot be caught flat-footed, nor does he lose his Dex bonus to AC v invisible

Bombs: 6+int mod = 9/day (3d6, std action, provokes, range 20')
Throw Splash Weapon - ranged touch, hit deals direct hit damage and splash damage to all creatures within 5 feet of the target
grid intersection AC 5

Mutagen: (Su) 1 hour to brew, std action to drink, grow bulkier and more bestial 10 min / level
+4 Str (-2 int), Dex (-2 wis), or Con (-2 cha)
+2 natural armor bonus

Discoveries:
1) Spontaneous Healing (Ex) - 15 HP/day, 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.
2) Explosive Missile - standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.
3) concussive bomb (6th) - sonic damage

Skills (48 ranks)
Craft (alchemy) (Int) 6 ranks +3 int +3 +6 class +1 lab = +19
competence bonus equal to class level; identify potions as if using detect magic
Heal (Wis) 6 ranks +1 wis +3 = +10
Knowledge (arcana) (Int) 6 ranks +3 int +3 = +12
Knowledge (nature) (Int) 6 ranks +3 int +3 = +12
Perception (Wis) 6 ranks +1 wis +3 = +10
Spellcraft (Int) 6 ranks +3 int +3 = +12
Survival (Wis) 6 ranks +1 wis +3 = +10
Use Magic Device (Cha) 6 ranks +0 cha +3 = +9

Extracts:
1st (4) clwx2, 2 open
2nd (3) ablative barrier, vomit swarm, 1 open

begin 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.

formulae list
(1) bomber's eye, comprehend languages, clw, disguise self, enlarge person, reduce person, shield, true strike
(2) ablative barrier, levitate, vomit swarm

2182 gp
+2 Hide shirt (zebra) 4090 gp +4 +4 -2 20% 30 ft. 25 lbs.
+1 Amulet of Natural Armor (tiger bone) 2,000 gp
+1 Club — 2000gp 1d6 x2 10 ft. 3 lbs. B
silver dagger, masterwork 322 gp 1d4 19–20/x2 10 ft. 1 lb. P or S
+1 Longbow, composite (+1 str) 2200 gp 1d8 x3 110 ft. 3 lbs. P
Efficient Quiver 1,800 gp; Weight 2 lbs.
Compartment 1 (60 arrows):
Arrow(s), common (35) 2 gp 3 lbs. P
Arrow, adamantine (5) 150 gp
Arrow, cold iron (5) 1 gp
Arrow, silver (5) 1 gp
Arrow, smoke (5) 25 gp
Arrow(s), tanglefoot (5) 50 gp (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check).
Compartment 2 (18 javelins): empty
Compartment 3 (6 spears / staffs / bows): spare composite longbow (+1 str, masterwork) 500 gp

Ioun torch 75 gp
slung darkwood box (Alchemist's Lab, portable 175 gp 20 lbs, +1 craft (alchemy))
Kit, Alchemist's 25 gp 5 lbs.
flasks of acid (x2) 10 gp, alchemical grease 5 gp, alchemical solvent (2) 20 gp, alchemist's fire (2) 20 gp, antiplague 50 gp, antitoxin 50 gp
stick of charcoal, smokestick (2) 20 gp, sunrod (5) 2 gp, tanglefoot bag (3) 50 gp, thunderstone (2) 20 gp, tindertwig (5) 1 gp