Damiel

Filon Cen's page

105 posts. Alias of DinosaursOnIce.


Full Name

Filon Cen

Race

Elf HP: 16/16

Classes/Levels

Alchemist (Preservationist) 2

Common Stats:
AC:16, T: 13, FF: 13; F: +4 (+4 Poison), R: +6, W: +1 (+4 Enchantments, +2 Emotion); CMD 15, CMB +2; Init: +3 ; Perc:+8, Low-Light Vision, Blightscar Sixth Sense

Gender

Male

Size

Medium

Age

120

Special Abilities

Alchemy

Alignment

Neutral Good

Deity

The Green Faith

Location

Nirmathas

Languages

Common, Elven, Goblin, Sylvan, Draconic, Celestial

Occupation

Alchemist

Homepage URL

Mythweavers Sheet

Strength 12
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 7

About Filon Cen

Active Effects:

Resource Tracker:

Bomb: 6/6, 1d6+4, DC 15
Mutagen: Dex 1/1
1st Level Extracts (3/Day): Shield, Open, CLW

Crunch:

Filon
Male Elf Alchemist (Preservationist)
NG Medium humanoid (Elf)
Init +3; Perception +8
Low-Light Vision
Scar throbs painfully if an aberration, ooze, blighted fey, or fungal creature is within 30 feet of him (can always act in the surprise round against such creatures).
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 DEX, +3 Armor)
hp 16 (2d8+2)
Fort +4, Ref +6, Will +1
+4 vs Poisons, +4 vs Enchantments, +2 vs Emotion Effects, Immune to Magical Sleep
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OFFENSE
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Speed 30 ft.
Melee:
Longsword +2 (1d8+1, 19-20/x2)
mwk Sickle +3 (1d6+1, x2)

Ranged:
Shortbow +4 (1d6, x3)
mwk Light Crossbow +5 (1d8, 10-20/x2)
Fire Bomb +5 (1d6+4, x2, Fire)

Alchemical Forumalae Known (CL 2)
1st (3/day): Cure Light Wounds, Blend, Monkey Fish, Shield, Reduce Person, Expeditious Retreat, Endure Elements, Summon Nature's Ally 1
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STATISTICS
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Str 12, Dex 16, Con 12, Int 18, Wis 12, Cha 7
Base Atk +1; CMB +2; CMD 15

Traits:
Blight-Burned (Campaign)
You were raised deep in the Fangwood Forest, but in your childhood, the Darkblight overtook your community, and blighted fey attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly fungal disease and still bear a terrible scar from your ordeal.
Benefit: You gain a +2 trait bonus on Fort saving throws against poison, and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures.

Principled (Faith):
You hold yourself to a strict code of behavior that guides all of your decisions and actions.
Benefit: You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Feats:
1) Brew Potion
1) Throw Anything
1) Point-Blank Shot

Languages:
Common, Elven, Goblin, Draconic, Sylvan, Celestial

Favored Class Bonus: (Alchemist)
+2 Skill Ranks

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SPECIAL ABILITIES
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R) Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

R) Keen Senses: Elves receive a +2 racial bonus on Perception checks.

R) Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

R) Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

R) Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.

1) Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like 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 the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, 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 2–1. 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 losing its magic, 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. An alchemist can draw and drink an extract as a standard action. 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, pages, 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.

1) Bomb: 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.

1) 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.

1) Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) 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.

1) 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.

2) At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

2) Discovery: Infusion
When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

2)Bottled Ally 1
At 2nd level, a preservationist adds Handle Animal to his list of class skills. He adds summon nature’s ally I to his formula book as a 1st-level extract. When he prepares that extract, he actually prepares a tiny, preserved specimen in a bottle (as with a caster casting the spell, the preservationist doesn’t have to choose the creature until he uses the extract). When the alchemist opens the bottle, the specimen animates and grows to normal size, serving the preservationist as per the spell and otherwise being treated as a summoned creature. When the duration expires, the preserved creature decays into powder. If the preservationist has the infusion discovery, another character can use the infused specimen. The Augment Summoning feat can be applied to these specimens.

2) Poison Resistance (Ex)
An alchemist gains a +2 bonus on all saving throws against poison.

Skills:

2x[4/Level Class + 4/Level Int Mod + 2 Background] +2 FCB
-1 ACP
Appraise: +8 1 Rank + 3 CS + 4 Ability + 0
Craft Alchemy: +11 2 Rank + 3 CS + 4 Ability + 2 Competence
Disable Device: +7 2 Rank + 3 CS + 3 Ability + -1 ACP
Heal: +6 2 Rank + 3 CS + 1 Ability + 0
Know Arcana: +9 2 Rank + 3 CS + 4 Ability + 0
Know Nature: +10 2 Rank + 3 CS + 4 Ability + 1 Racial
Know Geography: +6 2 Rank + 0 CS + 4 Ability + 0
Perception: +8 2 Rank + 3 CS + 1 Ability + 2 Racial
Spellcraft: +9 2 Rank + 3 CS + 4 Ability + 0
Stealth: +4 2 Rank + 0 CS + 3 Ability + -1 ACP
Survival: +7 2 Rank + 3 CS + 1 Ability + 1 Racial
Swim: +2 1 Rank + 0 CS + 1 Ability - 1 ACP

+1 to Knowledge Nature and Survival in Forest Terrains
Scar alerts me to the presence of unnatural creatures (see traits).

Gear:

Wealth: 0 PP, 8 GP, 0 SP, 0 CP

General:
Alchemist Kit (-4 Torches)

Combat:
Shortbow
20 Cold Iron Arrows
Longsword
Leather Armor

Magic Items:

Background:

Filon hails from a tribe of displaced Elven refugees that had been slowly making their way South, fleeing the horrors of the Worldwound. Their trek had been perilous and few except a sister (a Cleric of Erastil who lives in Tamran) are still alive. Demons to start with, and then eventually Orcs and then Blighted Fey have all caused Filon's people great distress. Unfortunately, their northern approach had left them decimated and constantly scavenging for resources.
Eventually Filon, his parents, a sister, and a few other siblings made it into the Fangwood and settled deep into it, making due for several years. Most of his tribe were practitioners of the Green Faith (Filon being no exception), part of the reason for their desire, and willingness to harrow such a dangerous adventure (though the Worldwound certainly was a good motivation too). So living in such a remote location where they could properly respect nature was ideal for them.

It was during this time that Filon learned the art of Alchemy from old manuscripts and Elders in order to better contribute to the survival of his tribe. Filon, in particular, took care to infuse his alchemical teachings with the naturalist philosophies of the Green Faith. He aims to preserve and honor the many wonders of the natural world.

For many years his tribe lived in relative peace, their encampment was well protected and hidden, they were far enough south as to avoid the vast majority of Orc's and had seen no sign of a known Green Dragon that they had heard tale of while passing through Lastwall (some of the tribe stopped they, either not wishing to travel the dangers of the Northern Fangwood or hearing their pleas for fortifying their numbers to stand guard). But, after a few decades living in remote isolation, a number of Blighted Fey started causing his tribe problems. These small skirmishes eventually grew more numerous as the Darkblight spread and eventually the corruption destroyed most of their tribe.

Filon and his sister are the only known survivors (from their perspective), though Filon nearly died from an otherworldy fungal disease. They fled further South together, joining up with smaller communities along the way. Each learning their own pr

Filon himself has survived practicing his alchemical skills as a trader for smaller communities, moving about from place to place within Nirmathas and surveying nature, trying to serve the Green Faith in motion. While his sister has served a town healer and acolyte for the Green Faith for Tamlan (she is a Priestess of Erastil).

Appearance:
Elven typical look. He wears an explorer's outfit, fit for any sort of conditions with greens and browns that are specially tailored to the Fangwoods.

A nasty scar marks his left arm from the Blightburn. It encompasses the entirety of the arm, and has only been further injured from his alchemical "oopsies". He has several burns and his clothing is often burned as well from alchemical testing and experimentation.

At 5'8 and 122 pounds, he was on the smaller side for an Elf. He wore clothing fit for his exploration but modified for his trade. His cloak was colored to match the spruces of the Fangwood. Besides typical adventuring gear, he wore a belt used to hold a number of important items for alchemy. His pockets and belt were full up of various odds and ends. His gloves here heavily singed from the application of his trade, and several small burn marks are apparent on his hands and face. Hidden from plain view, though obvious to anyone who had seen Filon with less than his full ensemble was horrible disfiguration to the vast majority of his left arm, with only the last few inches near his shoulder lacking any deformity. A terrible scar that had been acquired from exposure to some sort of unnatural fungal disease a few years back.

Filon's almond hair waved as he turned the corner and his emerald eyes surveyed the tavern before him. The trip with Aubrin and the other guards hadn't been bad, which was good as he had desperately hoped to avoid any fighting. Still, it had allowed him to sell off his current reserves of alchemical merchandise. It hadn't been for much, he had always had a soft heart and was often willing to sell low enough to resupply and keep himself fed. He groaned inwardly, he really ought to have insisted on more.
Oh well, nothing to be done about it. At least the Antiplague should give them good odds of surviving that infection.

Personality:
Filon is laid back and enjoys a good chat, though he is naturally quiet. His tribe would practice not speaking for long hours most days in order to better facilitate deep meditation in their reverence. He, over the past few years, has become better acquainted with interacting with others. He is most open with his sister, the two enjoy a friendly rivalry in terms of their naturalistic skills.

Quiet
Friendly
Interested in Nature, Balance, Animals,
Dislikes Fey but still finds himself drawn to them.

Filon does not like fighting, as it brings memories back of the loss to his family and tribe. Thus he has avoided joining most organizations that are more martially minded. That being said, he practices with his ancestral arms (bow in particular) most days, as weapon proficiency is needed for survival. Deep within Filon is the call to stand up and fight when needed.

He is a devout worshiper of the Green Faith, but he is also a dedicated Alchemist. His interest in Alchemy was a naturally occurring event that happened to coincide and work off of his faith.

Relations:
Merisiel-Sister, Cleric of Erastil

Intelligence Gathered:

You manage to get the hobgoblin to reveal a few useful informations.

The captive is from an army called the Ironfang Legion.

A great hobgoblin general—Azaersi—leads the army, but she isn’t commanding this attack personally.

Only the highest-ranking officers in the army are allowed to speak to the general.

This attack force was sent to capture the town of Phaendar, and take the humans within as slave stock.

The hobgoblin doesn’t know why the Ironfang Legion wants the town.

The leader of the attack force is a brutal, sadistic hobgoblin named Scabvistin, but most of the soldiers answer to his various adult children.

The attack force arrived through a very long underground tunnel that ended in the middle of town, and the hobgoblin doesn’t know where precisely Phaendar is.

Bounty!
Phaendar has not been secured to our glorious general’s satisfaction, and in her name I now offer a bounty of 25 pieces of gold to any member of the Ironfang Legion who returns reliable information regarding the location of fugitive human-likes who fled Phaendar. The payment is doubled if you instead return their heads. Live captives may be claimed as slaves! All rewards are doubled for the impudent ringleaders of this band! Return all information or heads to my cur of a son, Sergeant Scarvinious. —Lieutenant Scabvistin