Nareem Daress

Dr. Guthrak Olafson PhD's page

107 posts. Alias of DevonRex.


Full Name

Dr. Guthrak Olafson PhD

Race

Half-Orc

Classes/Levels

Alchemist (Grenadier) 1

Gender

Male

Size

Medium 5'4" 192 lbs

Age

28

Alignment

Alchemy! Pure Alchemy, and damned be he who frist cries 'Hold, too much!' CN

Deity

Atheist

Location

Mana Wastes/Alkenstar

Languages

Orc, Common, Dwarf, Gnome, Draconic,

Occupation

Alchemist, Scavenger, Weaponsmith

Strength 10
Dexterity 15
Constitution 11
Intelligence 16
Wisdom 12
Charisma 10

About Dr. Guthrak Olafson PhD

Those willing to brave the noxious vapors and occasional explosions, can find Guthrak in the alchemist's shack at the edge of town working with his gnomish mentor, Dr. Majet Blackthorn.

Although recently granted his PhD for reconstructing a salvaged black powder rifle, Guthrak spends his time running errands for Dr. Blackthorn, repairing old clockwork, and cobbling together new devices of mayhem from salvaged parts.

Olafson is always clad in some form of lab coat. Be it a leather armored lab coat with a welding mask when on a salvage team or working the forge, a standard white lab coat and broad brimmed hat while writing in his journals or mixing reagents, or his favorite stripped flannel lab coat and slippers for evening wear and rest.

He enjoys nothing more than putting the finishing touches on a new weapon and trying it out on and available 'test subjects'(the ever present mutated animals and raiders of the wastes).

Unlike some researchers, he has no qualms about joining a salvage team to get his parts directly. His purple skin bears the pocks and scars from those expeditions and other occupational hazards.

Racial Traits:

+2 To One Ability Score:Int
Medium: Medium Creature No Size Bonuses Or Penalties
Normal Speed: Base Speed of 30'
Darkvision: See in the dark up to 60'
Scavenger: (Advanced Race Guide)+2 on Appraise Checks and on Perception to find hidden things, determine whether food is spoiled, or identify a potion by taste.Replaces Intimidating
Orc Blood: Counts as Human and Orc for race-related effects.
Orc Ferocity: 1/Day When brought below 0 hit points, but not killed, can fight for 1 more round as disabled.
Weapon Familiarity: Greataxe and Falchion. Exotic Orc weapons are martial.
Favored Class: Alchemist +1/2 Bomb Damage

Background Traits:
Demented Inventor: +2 On Craft(Weapon) checks.
City Defender: +1 to confirm critical hits with ranged weapons.

Class Abilities:
Favored Class: Alchemist +1/2 Bomb Damage Times Taken:(1) +1HP Times Taken:(0), +1 Skill Point Times Taken:(0)
Hit Dice:d8
Skills Per Level:4+Int Modifier(5)=9
Base Attack Bonus:+0
Base Saves: Fort Save:+2 Ref Save:+2 Will Save:+0
Weapons and Armor Proficiency: Simple Weapons, Bombs, and Shotguns, Great Axes and Falchions. Light Armor.
Alchemy
Bomb 1d6
Mutagen
Throw Anything
Base Extracts Per Day:1st-1

Trained Skills:

Armor Check Penalty: -2
Appraise 1(Rank)+5(Int)+2(Racial)+3(Class)=11
Craft(Alchemy) 1(Rank)+5(Int)+3(Class)=9, 10 When Creating Alchemical Items, Can use Craft (Alchemy) to identify potions as detect magic. 3/4 crafting cost.
Craft(Armor) 1(Rank)+5(Int)+3(Class)=9
Craft (Engineering) 1(Rank)+5(Int)+3(Class)=9 3/4 crafting cost.
Craft(Gunsmith) 1(Rank)+5(Int)+3(Class)=9 3/4 crafting cost.
Craft(Weapons) 1(Rank)+5(Int)+2(Trait)+3(Class)=11
Disable Device 1(Ranks)+4(Dex)+3(Class)=8
Heal 1(Rank)+1(Wis)+3(Class)=5
Knowledge(Arcana) 1(Rank)+5(Int)+3(Class)=9
Perception 1(Rank)+1(Wis)+3(Class)=5, 7 For hidden items, checking food, identifying potions.
Survival 1(Rank)+1(Wis)+3(Class)=5
Use Magic Device 1(Rank)+0(Cha)+3(Class)=4

Feats:
Class: Throw Anything
1st: Point Blank Shot

Formula Book:
1st Level
Any Haul
Bomber's Eye
Comprehend Languages
Crafter's Fortune
Cure Light Wounds
Endure Elements
Enlarge Person
Expeditious Retreat
Identify
Keen Senses
Longshot
Shield
Targeted Bomb Admixture
True Strike

Combat Stats:
Max HP: 10 Current HP: 10
Initiative Bonus:+6(Dex)+0(Misc)=+6
Saves: Fort:+2(Base)+2(Con)+0(Misc)=+4 Reflex:+2(Base)+6(Dex)+0(Misc)=+8 Will:+0(Base)+0(Wis)+0(Misc)=+0
AC 10+6(Dex)+2(Armor)+4(Shield)+2(Misc)=24
Touch AC 10+6(Dex)+0(Misc)=16
Flat Footed AC 10+2(Armor)+4(Shield)+2(Misc)=18
CMB +0(BAB)+1(Str)+0(Misc)=+1
CMD 10+0(BAB)+1(Str)+4(Dex)=+14
Extracts Per Day: 1st-1+2Bonus=3
Bombs Per Day: 6
Mutagen Per Day: 1

Prepared Extracts/Mutagen:

1st:
Shield-Used
Cure Light Wounds-Used
Cure Light Wounds-Used
Mutagen:
+2 AC Nat Armor, +4 Dex, -2 Wis 10 Minutes-USED

Attacks/Combat Actions:
Bladed Gorilla Wrench (Greataxe):+1 To Hit/1d12+1 Damage S/x3 crit
Alley Striker (Homemade Advanced Shotgun): +4 to hit/1d8 Damage B+P/x2 Crit/30' Cone or 20' Range Increment/+1 to Hit and Damage if within 30'/Ranged Touch within the first 5 range increments 100'/200' Max range
Bomb:+5 To Hit, Splash Weapon, 20' Range Increment, 1d6+5 Fire, 6 Splash DC 14 Reflex For Half /+1 to Hit and Damage if within 30'

Current Modifiers/Active Effects:
Shield
Mutagen:
+2 AC Nat Armor, +4 Dex, -2 Wis 10Minutes

Equipment:
Carried:
Ammo: 12 Slug, 12 Scatter
Alley Striker (Shotgun, Advanced Firearm)
The stock of his homemade breech-loading shotgun is made out of a bowling pin, with a chromed tailpipe barrel and lock built out of relays, switches, and miscellaneous plumbing hardware.
Gorilla Wrench (Greataxe, 2-Handed Martial Weapon)
A giant adjustable wrench that has been reinforced for combat. Heavy curving blades has been welded along the edges to make this a formidable weapon.

Phlogiston Cannon
Burninating the country side!
A magitech engine of destruction.

2 Tanks Both Currently Full of Alchemist's Fire(5/5) (5/5)
The Phlogiston Cannon is my answer to the flamethrower, but better. The cannon weighs 15 pounds when full. The damage from this weapon is somewhat different than normal, just like the other items here. There is a dial on the size that controls the nozzle size, internal pressure, and other factors, allowing you to adjust how much flame you expel at a time. For each level, 1-5, the dial is set on, the cannon produces a 10ft. Stream of flame that deals 1d12 points of fire damage to all creatures and objects caught in the cone. For example, a level 3 setting would produce a 30 ft. Stream of flame dealing 3d12 points of damage. It takes a full round action to load a tank into the cannon. If a tank is empty, it can be refilled by using 1 vial of alchemist's fire and a standard action, gaining 1 charge. Each tank holds 5 charges and uses an amount each shot corresponding to the dial setting. You will start with 2 tanks, one in the cannon and a spare one, both full. Targets may attempt a Reflex save for half damage. When you shoot, roll 1d20 and if you get a roll of 20-(Dial Setting), then enemies hit are blinded for 1d4 rounds due to the unnaturally bright flames. Hope that wasn't TOO confusing of an explanation lol. Do you accept this weapon?
Dr.Guthrak, the Reflex Save DC is equal to 10+level+BAB+(DEX x 2), so you'd have a DC near 20. You can take Rapid Reload and Cannon Mastery to reload quicker. And as for whether I would consider it ammunition, I would say yes, because even though the shot is elemental, it fires from a gun all the same.

Armored Labcoat (Light Armor)
This white labcoat, bulges along the seams with layers of balistic cloth, and plates of scrap metal. The once white cloth is stained with dust, grime, oil, blood, and other less recognizable substances.

+2 bonus to AC, max DEX +6, a -2 armor check penalty, spell failure 10%, 5 lb weight, gives a +2 bonus on saves vs. diseases transmitted via contact, and if it was not your starting armor, would cost 200 GP, due to how rare it is. Also, it can be donned as a standard action, due to the fact that it's a coat.

Alchemist's Kit
This kit includes an 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. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.

Gunsmith's kit

Survival kit, common
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

Journal

Gear maintenance kit
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Thieves' tools, common

Artisan's tools, common .
-Armorsmithing
-Weaponsmithing
-Engineering

Artisan's tools, Masterwork (+2 to craft)
-Armor
-Engineering
-Gunsmithing
-Weaponsmithin

Portable Alchemist's Lab (+1 to craft)

Special materials:
Depleted Lazurite from Gnoll Ghouls

A Basic Toolkit for field maintenance or weapons and preparing his 'extracts' and bombs, hammer, wrench, screwdrivers, whetstones, bits of wire, empty bottles, cans, cocktail shakers, random gizmos ect.
----------------------------------------------------------
Tools for various Crafting skills are typically kept at his lab.
Alchemy, Gunsmithing, Engineering, Armor and Weaponsmithing

Brahmin and Cart

Wealth:
approx 170GP

EXP/Accomplishments:
TBD