Lord Almir

Euchrid's page

76 posts. Alias of BinkyBo.


Full Name

Euchrid Vibirnum

Race

human

Classes/Levels

alchemist 2 (chirurgeon, internal alchemist)

Gender

male

Size

5'10"

Age

33

Special Abilities

bombs, "tonics" and pragmatism

Alignment

neutral good

Languages

vulgar, divina, argot, ignan

Occupation

ex-med student/ apothecary asst

About Euchrid

Str:13
Dex:14
Con:14
Int:16
Wis:12
Cha:10

AC:15 tch:13 ff:12
HP:17
BAB:+1

Fort:+5 Ref:+5 Will:+1

CMB:+2
CMD:14 (ff:12)

Initiative:+2
Movement: 30'
Encumbrance: light 55/58
Coinpurse:209gp 6sp

Combat

sickle +2 (1d6+1) 20/x2
darts +3 (1d4+1) 20/x2 20'RI (+1 to hit and damage w/in 30')
bomb +3 (1d6+3) 20/x2 20'RI (+1 to hit and damage w/in 30') 5' splash radius 4 damage (DC 14 Ref save for half) 5/day

Splash Weapon Rules:

Throw Splash Weapon

A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. Splash weapons cannot deal precision-based damage (such as the damage from the rogue's sneak attack class feature).

You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.

If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.
--quoted from PRD core rulebook pg202


Class Features
  • alchemy: bonus equal to level with craft(alchemy) checks, and use to identify potions in the same way as spellcraft checks with magic items - hold for one round (d20 + 10 vs DC 15 + potion's caster level)
  • bomb: 1d6+3 damage to target, 4 damage to 5' splash radius ... Ref save DC 14 for half ... 5 bombs per day
  • breath mastery: can hold breath for 14 minutes before checks ... can go twice as long with no food or water before penalties ... can put self in suspended animation as move action.
  • mutagen: +2 natural AC, +4 Dex, -2 Wis... 20 minute duration ... takes one hour to brew .. brewing a mutagen makes previous unconsumed mutagen inert.
  • Infused Curative: cure extracts may be used by others.
  • Precise Bombs (discovery): exclude number of squares up to Int mod from bomb splash radius.

Extracts Prepared

  • cure light wounds - 1d8+2 hp
  • illusion of calm - 2 minute duration (Ultimate Combat p.231)
  • unprepared - 1 minute to create any extract from formula book

Formula Book: ant haul, crafter's fortune, comprehend languages, cure light wounds, polypurpose panacea, illusion of calm

Feats:
  • point blank shot: +1 to hit and damage with ranged weapons w/in 30'
  • dodge : +1 dodge AC
  • (bonus)brew potion : create a potion of any formulae known 3rd level or lower. Takes 2 hours for potions 250g or less, or one day per 1000g cost.

Skills:
  • +10 Craft:Alchemy (2/+3+2+3)(+1 with lab)
  • +7 Disable Device (2/+2+3)
  • +6 Heal (2/+1+3)
  • +8 Knowledge:Arcana (2/+3+3)
  • +8 Knowledge:Nature (2/+3+3)
  • +6 Perception (2/+1+3)
  • +8 Spellcraft (2/+3+3)
  • +6 Survival (2/+1+3)
  • +6 Use Magic Device (2/+0+3+1)

Traits:
  • anatomist: +1 to critical confirm roll
  • dangerously curious: +1 to UMD and treat as class skill

Gear:
(18.5 lbs) leather armor, sickle, (3)darts
(30.5 lbs) master work backpack, healer's kit (10 uses), bedroll, 18lb.portable alchemist lab, gunsmithing kit, wineskin, flask, flint and tinder, formulae book, hooded lantern, (2) flask of oil, rations and local spices, dopp kit, recipe for alchemical kindness (hangover medicine)+8 doses of powder, inkpen, 8oz vial of ink, leather-bound chalkboard, (5)chalk, (5)charcoal
Tracked resources 1 cure light extract, 1 illusion of calm extract (contained in waterskin), 1 mutagen, 5 bombs.

Background:
Euchrid comes from a large family of self sufficient woodsmen and farmers. His father, Eli Flarhill, was a trapper and tanner, his mother Fanni made potato liquor and hard apple cider. Before he spoke his first words he would sit mesmerized by his mother's distillery; the bubbling dripping spewing and steaming from glass tubes of different shapes sizes and colors. His parents assumed he just found it "pretty" and tried to keep an eye on him when he'd get too close...No one had any idea he had made adjustments to the set-up, boosting efficiency, until his mother and three customers went blind.

He was sent to the nearest city with his uncle Arbin to procure potions to cure the blindness. They were led to an apothecary near the academy run by a man named Miro. Euchrid made an impression on Miro with his curiosity and instant understanding of the complex distiller in Miro's in-house alchemy lab. It was also on this trip that Euchrid discovered (through a conversation between Uncle Arbin and Miro - intrigued by the name) that the Flarhill name was the result of a mangled pronunciation of Flowerhill ... this name came about from his side of the family not caring much for the name Vibirnum, the flower that fills the area in which his family has lived for many generations.

Realizing he was not meant for their way of life, the entire family helped him save up to attend medical school. While he was there, in spite of being one of the more gifted students, he experienced friction due to culture clash among his well-to-do peers. His main rival was Windham Roefrero, one of the heirs of the "wand-mill" business... Euchrid had come to realize this school was all about keeping patients alive until you could hire a cleric or buy a wand. In fact because of the possibility of wounds "healing wrong" (skin growing over amputated stump, bone repairing misaligned) they were teaching students how to prevent healing... Windham took offense to Euchrid's complaints...and considering the amount the family donated to the school, much of the faculty was brusque at best with him.

His only true connection was with the willful old man Miro, whom he assisted in the apothecary. Miro became his mentor as Euchrid went to classes less and less. He taught Euchrid how to use his own body chemistry and internal energy as catalysts, and how to transcribe magic scrolls into alchemical formulae. Unfortunately, in one tragic week, Euchrid was kicked out of school and Miro passed away from a sudden illness.

With no reason to stay and unwilling to return home a failure, he took Miro's masterwork portable alchemy lab, formulae book and headed for Globeto to start a new life. For the past few years he has been working for a gunsmith; cleaning, packing ammo... spending the meager remnants of his day and wage on advancing his studies. His mentor had passed down unfinished alchemical discoveries that will be revolutionary.

Euchrid's overall goal is complete control of his body through chemistry, including a bit of immortality. That was the mistake his mentor made ...longevity should have been a higher priority for him. His current motivation, however, is the practical application of his bomb research. Having both live targets and allies to account for is difficult to recreate in a simulation.

He has a fairly liberal view of magic for a Valesman, however he is a bit skeptical of divine magic. He prefers healing with "no strings attached."


Description:
Brown well-groomed hair and mustache as thick as a bear pelt. Intense dark eyes that seem intrigued or judging depending on your self esteem. His armor consists of a modified leather work apron, tall soft leather boots, bracers and a war-hat. Extremely dry sense of humor and demeanor until something ignites his passion. Cranky when tired and loses a bit of impulse control when on his mutagen - to which he might be a little addicted ...especially in times of stress.

Research Notes:
Completed
  • Reflex and coordination enhancing tonic (mutagen) ... seems to lower impulse control, self monitor and decision making an acceptable amount. Need to work on duration for it to be useful for more than a round of darts.
  • Breath mastery ... I am taking command of my body. It is mine and I will no longer tolerate its enigmatic nature. I can now breathe, eat, and drink when I choose to.

Current Research
  • Tanglefoot Bombs - I've found keeping my enemies more than a few feet from arm's reach, severely reduces the risk of serious injury.
  • Cognatogen - It really is difficult to fathom an increase of intelligence, if its anything like the rush of the mutagen..
  • Strafe Bombs - not sure where to start .. maybe I need that Cognatogen.
  • I was suddenly reminded of something an old friend of mine said to me the last time I saw her.. "beneath that cold calculating exterior, there is a caged beast inside... and that beast is a real jerk." I am starting to think this frustration I have been feeling is tied to that .. and it is getting in the way of my progress. I will try to focus more of my time toward finding a way to control, appease, or extricate this "beast"

Abandoned Research
  • Sentient Goiter - based on preliminary research surveys... the cost with regards to exacerbated social awkwardness may outweigh the benefits.
  • Multi-purpose Wonder-tonic - waterproofs leather, cures baldness and settles your stomach... scrapped due to unacceptable amount of hairballs in 100% of tested subjects