Beltias Kreun

Drucias Flavius's page

5 posts. Alias of The Thing from Beyond the Edge.


About Drucias Flavius

Drucias Flavius

Drucias Flavius Back Story:

Drucias Flavius is a half-orc whose memories go back for only a short while. Before that, things are somewhat hazy as some of his memories are of being an orc and some are of being a human.

This makes it difficult for him to claim an identity that he calls his own. He has hazy memories of tribal life as an orc devoted to the Blood God. And, he has memories of the devices and needles piercing his orc flesh and filling his orc body with strange fluids. He has hazy memories as a human surrounded by and working with great machines which are incomprehensible to him and would be to all he has met, yet a part of him understands them. And, he dreams of riding this machinery among the stars.

His first memories of himself as a half-orc were to the west in the land called Numeria. He awoke amid a ruin that was being searched by men who had clothing which marked them as members of the Technic League. As an aside, he knew them to be mere babes toying with dimly understood gifts, and he felt as if in a dream while he slid past them and made his escape. Since then he has made his way south and east.

Drucias knows the name he has chosen to use is taken from his human memories. Not something he can claim as all his own since it is shared with some human, but choosing it was a start to forging an identity for himself. The forging itself is another thing that he has used as a foundation. He knows that a part of him, the human part, was always a builder, a creator of things. He also knows that a part of him, the orc part, has always been a destroyer of things. And he knows there was some overlap of both facets. He has always been a builder and a destroyer.

Now, he wishes to build something greater and be a part of something other than his disjointed memories. He does not want to lay claim to another's beliefs or nation (as in the definition: A large aggregate of people united by common descent, history, culture, or language, inhabiting a particular country or territory.) but wants to build his own with others, something new. He wants to build anything and everything and he knows there are those who will wish to destroy what he builds. Those who will not wish their old ways and ideas to be replaced with new thoughts and ideas will oppose him and he will be forced to destroy them.

Note: Basically, Drucias is an orc who wandered too far from Belkzen, was captured by some (possibly malfunctioning) machinery from Numeria and taken to an automated laboratory. There, "gene therapy" was enacted upon him and many memories were implanted. Some of these memories have yet to surface. Now, he has been changed into a half-orc who, with no schooling, is an excellent mathematician and engineer with a good deal of knowledge that would be called "alchemical" by some and perhaps technology by others...

General
Race: half-orc
[b]Age:

Sex:
Height:
Weight:

Abilities
12 Strength 12 (2 points)
14 Dexterity 14 (5 points)
10 Constitution 10 (0 points)
18 Intelligence 16 (10 points) +2 (half-orc)
13 Wisdom 13 (3 points)
10 Charisma 10 (0 points)

Alchemist (mindchemist) 1
8 Hitpoints
+2 Initiative +2 dex
+6 Perception

Saves
+3 Fort +2 base +0 con +1 luck
+5 Reflex +2 base +2 dex +1 luck
+2 Will +0 base +1 will +1 luck

combat:

Armor Class
10 (base) (armor) (shield) (dex) (dodge) (defl) (misc.)
flatfooted
touch

CMB
CMD

Attacks
longsword
bombs
Thrown Splash Weapons

Racial:

half-orcs

Darkvision 60'

Half-orcs are Humanoid creatures with both the human and orc subtypes.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Double Headed Eagle, something like this
Drucias does not know if this was something he gained as an orc or if it was tattooed on him within the laboratory.

Intimidating
Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
This is a residual effect of being a member of a tribe that follows the orc Blood God. A member apprenticed to a shaman.

Weapon Familiarity
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
This is a result of memory implants of being a soldier and engineer in a star fleet

Alchemist (mindchemist):

alchemist
mindchemist
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike 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 thepotion 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.

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.

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.

Cognatagen: At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen as a discovery).
Cognatagen (Su): Benefit: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.
+4 alchemical to mental score and -2 to physical score, +2 natural armor
Note: Drucias has gone down this path (mindchemist) in order to try and recover more memories that he can use to fulfill his goals.

Feats:

Alchemist 1 Brew Potion: 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.

Alchemist 1 Throw Anything: Benefit: 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.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Shaman's Apprentice Endurance: Harsh conditions or long exertions do not easily tire you. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

1st level

Traits:

1. (Magic) Mathematical Prodigy link: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. Benefit: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

2. (kingmaker) Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori.Benefit You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Note: Although he did not live in the vicinity of Restov for all his life, Drucias feels as if he has always had a sword in his hand. He is quite skilled in his use and feels that his human genetic predecessor probably used a sword similar to an Aldori Dueling Sword while engaging in combat amongst the stars.

Skills:

Acrobatics Dex
Appraise^ + Int
Bluff Cha
Climb Str
Craft (alchemy)^ +4 Int +1 rk +3 class
Craft (firearms)^ +4 Int +1 rk +3 class
Craft (robot)^ ** +4 int +1 rk +3 class
Diplomacy + cha + rk +
Disable Device^ +2 Dex +1 rk +3 class
Disguise Cha
Escape Artist Dex
Fly^ Dex
Handle Animal Cha
Heal^ +1 Wis
Intimidate Cha
Knowledge (arcana)^ +4 Int +1 rk +3 class +1 trait
Knowledge (dungeoneering) Int
Knowledge (engineering)^ +4 Int +1 rk +3 class +1 trait
Knowledge (geography) Int
Knowledge (history) Int
Knowledge (local) Int
Knowledge (nature)^ +4 Int +1 rk +3 class
Knowledge (nobility) Int
Knowledge (planes) Int
Knowledge (religion) + Int
Linguistics Int
Perception^ +2 Wis +1 rk +3 class
Perform + Cha
Profession Wis
Ride Dex
Sense Motive Wis
Sleight of Hand Dex
Spellcraft^ +4 Int +1 rk +3 class
Stealth Dex
Survival Wis
Swim Str
Use Magic Device

** robot subtype