Lord Villastir

Efwin Albaster's page

33 posts. Alias of Dakcenturi.


Full Name

Efwin Alabaster

Race

Elf

Classes/Levels

Alchemist (Chirurgeon) 10 | AC 24 T 15 FF 20 | HP 63/63 | F +11 R +14 W +7 | Init +4 | Perc +16

Gender

Male

Size

Medium

Alignment

NG

Deity

Atheist

Languages

Abyssal, Celestial, Common, Draconic, Elven, Sylvan

Occupation

Alchemist

Strength 14
Dexterity 19
Constitution 12
Intelligence 20
Wisdom 13
Charisma 8

About Efwin Albaster

Efwin Albaster
Male Elf Alchemist (Chirurgeon) 10
NG Medium Humanoid (elf)
Hero Points 0
Init +4; Senses low-light vision; Perception +21
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Defense
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AC 24, touch 15, flat-footed 20 (+8 armor, +4 Dex, +1 natural, +1 deflection)
hp 63 (10d8+10)
Fort +11, Ref +14, Will +7; +2 vs. enchantments, +4 bonus vs. poison, +2 trait bonus vs. fear
Immune magic sleep; Resist elven immunities, poison resistance +2
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Offense
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Speed 30 ft.
Melee Gauntlet (from Armor) +7/+2 (1d3+2/x2) and
. . Masterwork Cold Iron Longsword +8/+3 (1d8+2/19-20/x2) and
. . Unarmed strike +7/+2 (1d3+2/x2)
Ranged +1 Seeking Composite longbow (Str +2) +10/+5 (1d8+3/x3) and
. . Bomb +10/+5 (5d6+5 Fire/x2)
Special Attacks bomb 5d6+5 (17/day) (dc 20), discoveries (explosive missile, healing touch, infusion, precise bombs, spontaneous healing [50 hp/day])
Spell-Like Abilities Comprehend Languages (1/day), Detect Magic (1/day), Detect Poison (1/day), Read Magic (1/day)
Alchemist (Chirurgeon) Spells Prepared (CL 10):
4 (2/day) Breath of Life (DC 19)
3 (4/day) Remove Blindness/Deafness, Cure Serious Wounds
2 (5/day) Darkvision, Invisibility, Alchemical Allocation
1 (7/day) Identify, Bomber's Eye, Bomber's Eye
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Statistics
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Str 14, Dex 19, Con 12, Int 20, Wis 13, Cha 8
Base Atk +7; CMB +7; CMD 24
Feats Brew Potion, Bullseye Shot, Extra Bombs, Point Blank Shot, Precise Shot, Ricochet Splash Weapon, Skill Focus (Heal), Throw Anything
Traits Alchemical Adept, Child of the Crusades (Mendev), Sacred Touch
Skills Acrobatics +2, Appraise +18, Climb +0, Craft (alchemy) +18 (+28 to create alchemical items, +20 to craft alchemical items), Disable Device +12, Escape Artist +2, Fly +10, Heal +25, Knowledge (arcana) +14, Knowledge (nature) +13, Linguistics +6, Perception +21, Profession (merchant) +14, Ride +2, Sleight of Hand +10, Spellcraft +13, Stealth +12, Survival +7, Swim +0, Use Magic Device +7; Racial Modifiers +2 Perception, alchemy +10
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Elven, Infernal, Sylvan
SQ anaesthetic, avarice, fast poisoning (swift action), hero points, infused curative, mutagen (dc 20), swift alchemy
Combat Gear Boro bead (1st level) (1/day), Boro bead (1st level) (1/day), Boro bead (1st level) (1/day), Boro bead (1st level) (1/day), Boro bead (1st level) (1/day), Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Oil of bless weapon (10), Potion of protection from chaos (10), Potion of protection from fire (5), Potion of undetectable alignment (5), Quick runner's shirt (1/day), Wand of cure light wounds; Other Gear +2 Mithral Chainmail, +1 Seeking Composite longbow (Str +2), Arrows (100), Blunt arrows (100), Cold Iron Arrows (50), Cold Iron Arrows (50), Cold Iron Arrows (50), Masterwork Cold Iron Longsword, Amulet of natural armor +1, Belt of physical might (Str & Dex +2), Cloak of resistance +3, Efficient quiver (350 @ 52.5 lbs), Eyes of the eagle, Feather step slippers, Formula alembic, Handy haversack (6 @ 56 lbs), Headband of vast intelligence +2 (Stealth), Healer's gloves, Ring of feather falling, Ring of protection +1, Alchemist's kit, Diamond Dust x5, Dungeoneering kit, deluxe, Formula book, Silk rope (3), Thieves' tools, masterwork, 885 GP
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TRACKED RESOURCES
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Arrows - 0/100
Blunt arrows - 0/100
Bomb 5d6+5 (17/day) (DC 20) (Su) - 0/17
Boro bead (1st level) (1/day) - 0/1
Boro bead (1st level) (1/day) - 0/1
Boro bead (1st level) (1/day) - 0/1
Boro bead (1st level) (1/day) - 0/1
Boro bead (1st level) (1/day) - 0/1
Cold Iron Arrows - 0/50
Cold Iron Arrows - 0/50
Cold Iron Arrows - 0/50
Comprehend Languages (Envoy) (1/day) (Sp) - 0/1
Detect Magic (Envoy) (1/day) (Sp) - 0/1
Detect Poison (Envoy) (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Oil of bless weapon - 0/10
Potion of protection from chaos - 0/10
Potion of protection from fire - 0/5
Potion of undetectable alignment - 0/5
Quick runner's shirt (1/day) - 0/1
Read Magic (Envoy) (1/day) (Sp) - 0/1
Spontaneous Healing (50 HP/day) - 0/50
Wand of cure light wounds - 0/50
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Special Abilities
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Alchemical Adept Raw materials are not consumed on failed craft checks for alchemical items.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.

He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only
Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
Bomb 5d6+5 (17/day) (DC 20) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.

Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.

Benefit: You can spend a move action to steady your shot. When yo
Child of the Crusades (Mendev) +2 trait bonus on all saves against fear.
Comprehend Languages (Envoy) (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Explosive Missile Use bomb with ranged weapon.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Formula alembic Allows user to learn alchemist formula from potions. Potion is unharmed.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The
Hero Points (0) Hero Points can be spent at any time to grant a variety of bonuses.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Read Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Spontaneous Healing (50 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a 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. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Background:
Efwin always had a knack for putting things back together as well as a very inquisitive mind. Later in life he applied his skills to healing and caring for people. Of course, being as inquisitive as he was it didn't take long before he found himself in dangerous situations hunting down the most recent knowledge. Luckily for him he was able to recieve training from a great elven Alchemist which helped in keeping him alive while hunting down the next piece of lore or great mystery. It also helped that his love for healing and fixing people came in handy to keep himself alive.

Eventually he found his way to the Worldwound after several years of adventure. Here to research new ways to improve his healing arts, utilizing some of the demons abilities to quickly heal themselves when injured. He has setup a local business and has become well known for his potions and brews that not only help to heal individuals but grant them other boons to assist with continued battles of the Worldwound.