Alchemist

Dr. Henry Flamel's page

3 posts. Alias of Cosmic Dream Lord.


Full Name

Doctor Henry "Joker" Flamel

Race

Human

Classes/Levels

Alchemist (Vivisectionist/Chirurgeon)

Gender

Male

Size

Medium

Age

33

Alignment

Neutral Good

Location

Riddleport

Strength 12
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 12
Charisma 11

About Dr. Henry Flamel

Stats:

Starting
Str 12 Dex 14 Con 14 Int 14 Wis 12 Cha 11

After Racial Adjustments
Str 12 Dex 14 Con 14 Int 16 Wis 12 Cha 11

Favored Class Points:

Favored Class: HP or
Favored Class Points: 1
Favored Class Designation:

Henry Flamel Stat Block:

Dr. Henry "Joker" Flamel
Male Human Alchemist (Vivisectionist/Chirurgeon)
Neutral Good Medium Humanoid (Human)
Initiative: +4 (2 Dex, +2 Trait); Senses: Perception
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Defenses
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AC: 15, Touch: 12, Flat Footed: 13 (10, +2 Dex, +3 Armor)
HP: 10 (1d8+2) (8, +2 (2*1) Con;
Fort: +4 (2 Alchemist, +2 Con)
Ref: +4 (2 Alchemist, +2 Dex)
Will: +4 (0 Alchemist, +1 Wis, +2 Iron Will, +1 Trait)
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Offenses
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Speed: 30 ft. (30 base)
Melee: +2 Sickle 1d6+1 (x2/20), +2 Light Crossbow 1d8 (x2/19-20)
Special Attacks: +1d6 Sneak Attack

On-Going Spells: None

Alchemist Formulas Memorized (CL 1st; Concentration +4)

Lvl 1: (DC 14)—Cure Light Wounds, Identify

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Statistics
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Str 12, Dex 14, Con 14, Int 16, Wis 12, Cha 11
BAB: +0; CMB: +1 (0 BAB, +1 Str, +0 Size); CMD: 13 (10, +0 BAB, +1 Str, +2 Dex, +0 Size)
Feats: Brew Potion, Iron Will, Throw Anything, Weapon Finesse
Traits: Paragon of Speed (+2 Initiative), Indomiable Faith (+1 Will), Fools for Friends
Skills: See Skills Tab
Languages: Common, Elven, Dwarven, Celestial
Combat Gear: See Equipment Tab
Other Gear: See Equipment Tab

Feats:

Level 1 Alchemist Bonus: Throw Anything
Level 1 Alchemist Bonus: Brew Potion
Level 1 Human Bonus: Iron Will
Level 1: Weapon Finesse

Equipment:

CONTAINERS:

Backpack - 2 gp - 2 lbs.

Armor: Studded Leather Armor – 25 gp – 20 lbs.
Waist: NONE
Body: NONE
Chest: NONE
Eyes: NONE
Feet: NONE
Hands: NONE
Head: NONE
Headband: NONE
Neck: NONE
Ring 1: NONE
Ring 2: NONE
Shield: NONE
Shoulders: NONE
Weapons: Sickle – 6 gp – 2 lbs. ; Light Crossbow - 35 gp - 4 lbs
Wrist: NONE

Crossbow Bolts (20) - 2 gp - 2 lbs.

Alchemy Crafting Kit – 25 gp – 5 lbs.
Explorer's Outfit - Free
Formula Book - Free
Ascot (Scarf) from Claire - 2 gp
Eyeglasses - 5 gp
Bandolier (2) - 10 sp
Blanket - 5 sp - 3 lbs.
Bedroll - 1 sp - 5 lbs.

CONSUMABLES:

Potion of Cure Light Wounds (2) - Personally Brewed - 25 gp

TOTAL SPENT: 127.6
REMAINING: 22.4

Formula Book 5/100 Pages Used:

Level 1 (5 Pages)-Cure Light Wounds, Enlarge Person, Identify, Shield, Youthful Appearance

Skills:

Total Ranks: 8 [ (7 * 1) 7 Alchemist, + 1 Human]

Craft (Alchemy): +7 (3 Int, +1 Ranks, +3 Class)
Disable Device: +6 (2 Dex, +1 Ranks, +3 Class)
Heal: +5 (1 Wis, +1 Ranks, +3 Class)
Knowledge (Arcana): +7 (3 Int, +1 Ranks, +3 Class)
Knowledge (Nature): +7 (3 Int, +1 Ranks, +3 Class)
Perception: +5 (1 Wis, +1 Ranks, +3 Class)
Spellcraft: +7 (3 Int, +1 Ranks, +3 Class)
Use Magic Device: +4 (0 Cha, +1 Ranks, +3 Class)

Human Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill point at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alchemist (Vivisectionist/Chirurgeon) Abilities:

Alchemy

Sneak Attack: 1d6

Mutagen

Throw Anything Bonus Feat

Brew Potion Bonus Feat

Appearance:

Henry stands proudly at an impressive six foot two, and he is built like a professional boxer. He has not aged as well as he would like, though. His silver hairline is falling back by the day, and he does not move as gracefully as he did twenty years ago. Spending a lot of time in the lab, Dr. Joker is slightly on the pale side, and his many decades of study have given his chocolate brown eyes an intelligent shine. For some reason, he sports slight mutton chops but no real mustache or beard.

Henry takes pride in dressing well. His normal attire is usually various shades of tan, beige, or brown and consists of a turtle neck sweater, heavy pants, and Chelixian military grade books. When he travels about the city of Riddleport, he tosses on his father's old studded leather armor for protection and covers it with his beige trench coat. He completes the ensemble with stylish ascot given to him by his late life.

Personality:

One word best describes this man: eccentric.

Henry Flamel is a rather chatty individual; he speaks a lot, he speaks his mind, and at times, he largely says notbhing. Sometimes he will spend days in his lab experimenting while then taking another few to simply socialize with his friends around town. He looks composed and stoic, but he is actually rather bubbly and expressive. Unlike many people, Henry does not devote himself to one deity. As long as the god or goddess isn't evil, he prays to them at some point in the week. He throws darts at slips of paper sporting deities' names to figure out which church he goes to on Sunday.

Such tendencies have compelled friends and family to give him a nickname: Joker.

However, there are a few things that are consistent about this strange man. Henry's morale compass is fairly fine tuned. He detests many wicked things such as murder, poison, bombs, theft, and gambling, and in recent years, Henry has taken to distributing some of his potions out to the poor. It is certainly a struggle to stay so noble in Riddleport, but Henry takes pride in the fact he has held out so long.

Secondly, by all accounts, he is an intelligent, hard-working man. Perhaps a little oblivious at times, but Henry knows quite a bit, and he is a very good problem solver. Additionally, anything he brews is always of high quality.

Finally, Henry deeply misses his late wife Claire and regrets not practicing his alchemy for nearly a decade. Maybe if he had not given up his craft to study ten years ago, he could have concocted something to treat her sudden sickness. His friends sometimes worry about what he might be doing in his lab for days on end, but to date, he only produces normal, safe potions that restore health.

History:

The Flamel family immigrated to Riddleport from Korvosa decades ago, so Henry himself is a native to the city. The entire line has been composed of alchemists for generations. Always having the Flamel touch for the art, Henry followed in his father's footsteps from an early age. He still is not sure why his family set up shop in such a lawless place. Joker has always promised himself that he would leave Riddleport at the first possible chance, but for many different reasons, he has never permanently left.

Growing up in Riddleport gave Henry a different insight to alchemy. Early on, having lost a grandfather to poison, Joker developed a terrible disdain of the stuff and decided to become a Chirurgeon instead. However, he inevitably ran into trouble quite a bit when traveling around town; his family's potions sold well on the black market for some odd reason. He never really saw the point of tossing bombs at muggers. Too messy. In the end, he found that his Chirurgeon knowledge of the human body could be used to apply a dagger to the gut much more efficiently and much less noticeably. Eventually, Henry stopped practicing his craft and skipped town. It was just too chaotic for him.

In his late teens and early twenties, he toured the world at large. He spent a couple of years studying alchemy in Magnimar before moving on to Chelixan and Andoran for a spill each. At first, he never really showed much interest in formal adventuring, but some of his traveling companions eventually convinced him to tag along for at least one expedition. Henry finally reasoned that an adventurer's life would be the excuse he needed to never return to Riddleport. However, his mother's death (of natural causes thankfully) was more than enough to draw him home again.

As Henry tells his friends very often, Claire was something else. She had been the cleric who had tended to his mother as she withered away and had taken great care to make sure that the older woman did not suffer. Claire and Henry first spoke after the funeral, and one thing always lead to another. A thank you letter from the alchemist became regular communication. That in turn lead to Henry showing up regularly in her temple on Sunday. Claire in turn began to drop by the Flamel Shop to see how her new friend was doing in relearning the art he had given up years ago. A simple proposal to grab a meal together became regular dating. The next year, when Henry turned twenty-four, they married.

Knowing very well that Riddleport was not a place to raise a stable family, he wanted to propose leaving for Magnimar or Sandpoint, but Claire's love for her home city and her desire to improve it kept him from ever saying anything. As such, Henry stayed for her.

In Dr. Joker's mind, Claire died all too soon. If he had been just a little more skilled... if he had never taken a hiatus from alchemy... maybe he could have brewed something to treat her sudden sickness. Many would wonder why Henry stayed in Riddleport, and the truth is simply he could not stand to be too far away from Clarie's gravestone. Knowing that she would not be happy with him locking himself and burying himself in his work, Henry tries to say social with the friends they made. He tries to better the community as she did. However, there are times when he throws himself into his studies and brewing for days on end. One of these days, Dr. Henry "Joker" Flamel will find what he is looking for.

The problem is that he is not too sure what that something is.