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Dworkin, Dwarf Alchemist's page
59 posts. Alias of darth_borehd.
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Full Name |
Dworkin |
Race |
Dwarf |
Classes/Levels |
Alchemist 2 |
Gender |
Male |
Size |
Medium |
Age |
55 |
Special Abilities |
Alchemy, Bomb, Darkvision, Defensive Training, Discoveries (infusion), Greed, Hatred, Humanoid Traits, Indomitable Faith, Mathematical Prodigy (Knowledge (Engineering)), Mutagen, Stability, Steady, Stonecunning, Stubborn, Throw Anything |
Alignment |
NG |
Deity |
None (atheist) |
Languages |
Common, Draconic, Dwarven, Goblin, Orc, Terran, Undercommon |
Occupation |
Herbalist & Apothecary |
Strength |
10 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
18 |
Wisdom |
12 |
Charisma |
5 |
About Dworkin, Dwarf Alchemist
Dworkin
Male Dwarf
Alchemist 2
NG Medium Humanoid (Dwarf)
Init: +2, Senses: Darkvision (60 ft.), Perception: +5
Languages: Common, Draconic, Dwarven, Goblin, Orc, Terran, Undercommon
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DEFENSE
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AC 12, Touch 12, Flat-footed 10, CMD 13
HP 21 (2HD)
Fort: +5, Ref: +5, Will: +2
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee Pick (heavy) +1 (1d6/x4)
Ranged Dart +3 (1d4)
Ranged Bomb +4 (1d6+4)
Face: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: +1
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STATISTICS
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Abilities: Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 5
Feats: Armor Proficiency, Light, Brew Potion, Extra Bombs, Simple Weapon Proficiency, Throw Anything
Skills: Acrobatics +2, Acrobatics (Jump) -2, Appraise +8, Appraise (Precious metals and gemstones) +10, Bluff -3, Craft (Alchemy) +9, Craft (Alchemy/Create item) +11, Craft (Untrained) +4, Diplomacy -3, Disable Device +6, Disguise -3, Escape Artist +2, Fly +2, Heal +5, Intimidate -3, Knowledge (Arcana) +9, Knowledge (Engineering) +9, Knowledge (Geography) +5, Knowledge (Nature) +8, Knowledge (Religion) +5, Linguistics(Draconic) +5, Perception +5, Perception (Notice unusual stonework) +7, Perform (Untrained) -3, Profession (Herbalist) +5, Ride +2, Sense Motive +1, Sleight of Hand +6, Spellcraft +8, Stealth +2, Survival +1, Use Magic Device +1
Traits: Black Sheep Apothecary, Rich Parents
Possessions: outfit (scholar's); pick (heavy); dart (x10); bomb; Backpack [ Acid (Flask); Alchemist's Kindness; Sunrod; Alchemical Grease; Alchemist's Kit; Flask (Empty) (x3); Oil (1 Pint Flask) (x3); Rations (Trail/Per Day) (x7); Tindertwig (x7); Bedroll; Candle; Chalk (1 Piece); Hammer; Inkpen; Iron Spike; Lamp (Common); Magnet; Marbles; Paper (Sheet) (x4); Powder; String (50 ft.); Whetstone; ]; Flask (Empty) ; Pouch (Belt) [ Alchemist's Fire (Flask) (x3); ]; Waterskin ; Case (Map or Scroll)
Formulae
Formulae per Day: (0/3/0/0/0/0/0/0/0/ DC:14+Formula level)
Prepared Formulae: Alchemist (CL 1): 1st - Ant Haul, cure light wounds (DC 15) , true strike
Formulae Known: 1st - Ant Haul, Comprehend Languages, Cure Light Wounds, Enlarge, Endure Elements, Identify, Shock Shield, True Strike
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SPECIAL ABILITIES
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Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +2 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Bomb (Su) You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use 8 [class level + Int Bonus + Extra Bomb Feat] bombs each day. 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, you must use a small vial containing an ounce of liquid catalyst - you 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 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, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Discoveries Infusion
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Language Common, Draconic, Dwarven, Goblin, Orc, Terran, Undercommon
Mathematical Prodigy (Knowledge (Engineering)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Engineering) is always a class skill for you.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 20 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save 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.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Stubborn (Ex) Dwarves are renowned for being stubborn. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but can try one on the second round (if the first reroll ability fails).
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your 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.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
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