Verik Vancaskerkin

Gellius Dandrae's page

102 posts. Alias of Iammars.


Full Name

Gellius Dandrae

Race

Male Human Alchemist 1 | hp 13/13 | AC13(15) T11 FF12(14) | Fort +3 Ref +3 Will +0 | Perception +4

About Gellius Dandrae

Current Resources:

1st level extracts - cure light wounds, shield
Mutagen - used

Gellius Dandrae's Stat Block:

Male Human (Varisian) Beastmorph Alchemist 1
CN Medium humanoid (human)
Init +5; Senses Perception: +4

Defenses
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 13 (1d8+5)
Fort +3, Ref +3, Will +0

Offense
Speed 30 ft.
Melee greatsword +5 (2d6+7/19-20)
Ranged bomb +2 (1d6+1)
Special Attacks bomb (2/day, DC 11)
Extracts (CL 1)
1st level- 2/day

Statistics
Str 20, Dex 13, Con 13, Int 13, Wis 11, Cha 11
Base Atk +0; CMB +5; CMD 16
Feats Brew Potion(B), Martial Weapon Proficiency (greatsword), Toughness, Throw Anything(B)
Traits Accelerated Drinker, Teacher's Pet
Skills Craft (alchemy) +5, Knowledge (arcana) +7, Perception +4, Spellcraft +5, Survival +4
Languages Common, Varisian
SQ mutagen (+4 Strength, 10 min)
Gear alchemist's kit, alchemy crafting kit, common grappling hook, 50ft. silk rope, greatsword, leather armor, 14gp

Special Abilities

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.

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.


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.

A stat block with links to everything, including some combat math, can be found here.

Backstory

There is no scarier monster than the beast within ourselves.

Spoiler:
There is something living within Gellius. His father told him that as he grew up, his body would change and grow. What no one told him was that something else would grow too. The... thing... inside of him.
Young Gellius brought up the thing inside of him with his parents. He described how it wanted out and how it wanted to change his body and how his body felt wrong. His parents looked nervously at each other before telling Gellius that the thing he described is a beast that lives within all of them and that the best thing he can do is control the instincts and don't let them overtake him. This seemed to make sense. The thing inside would flare up inside of him with great intensity some days, and other days be quiet. Gellius assumed that the quiet days were the days where Gellius learned control. This quieted young Gellius for some time.

Years later, when Gellius was almost a man, the caravan he traveled in with his family was besieged by bandits. Gellius had grown to be quite the fighter, so he was up on the front lines with the other guards defending the wagons. As a group, they easily drove off the bandits, but not before one took a bite out of Gellius' arm. Gellius meant to cry in pain, but he didn't. Instead he let out one long, loud howl. The next thing Gellius heard, someone was knocking him out from behind while someone else yelled "Anyone got any silver?"

Later that night, Gellius briefly awoke. He could hear his parents talking to the caravan leader. While he couldn't hear everything that was going on, he could hear the caravan master chastizing his parents for not letting the caravan leader know that the boy had a beast within him. He said that he wouldn't have a werewolf in his caravan, especially now that they are getting additional business from the Taldans thanks to his sister. Zeldana, who is one of my PFS characters. As he lost consciousness again, Gellius could hear his parents crying...

Gellius awoke some time later. It was day, and there was no sign of the caravan. No trail, no campsite, nothing. Gellius was alone in the Varisian wilderness. His caravan, his friends, his family had all abandoned him. He was left there in the woods with nothing but the clothes on his back. Well, if his caravan was going to leave him out in the wilderness to survive on his own, then survive he would!

Over the course of a week, Gellius taught himself how to survive, partially through trial and error and partially by remembering the old folk sayings that his mother used to teach him. Even so, the thing inside him grew. The thing told him that he was wrong. It told him that the way he was made was alien, that the thing was his true form. Gellius fought back mentally, but he was confused and desperate. The full moon had come and went. If he was a werewolf, why hasn't he transformed yet?

Gellius tried to hide himself from other people while he was surviving, but one time that plan backfired. Gellius hid in the bushes, but a group of guards who were walking with the passing wagon spotted him and decided to head out the ambush. Gellius fought back with brute strength, killing one guard and knocking another out before the man inside the wagon called for the guards to cease. "Let that one go. He's clearly not trying to kill us. Come over here why don't you!"

Gellius followed the man inside of his wagon. There he found all sorts of magical items, books, talismans and various bags filled with unknown stuff. The man proceeded to quiz Gellius about the various points in his life. After a bit of talking, the thing came up. "My dear boy, there's no need to try to control it with just your wits! That's what magic is for! Have you ever heard of alchemy?"

Gellius found regular work with the man (Professor Lorrimor) as a bodyguard when traveling (since the Professor apparently had an opening. Oops.) and while the Professor paid him with enough cash to get by, the real payment was the knowledge of alchemy. But Gellius' plan wasn't to try to control it. If he could transform his body maybe, maybe something similar to a werewolf, the thing woould leave him alone. If he could just make his body right...

Description:
Gellius Dandrae is a Male Varisian human. He is 24 years old, is 5ft. 9in. and 200 lbs. He is rather muscular, and will often wear a light shirt to show off his muscles. It keeps people away, which is just the way he'd like it when he's on a job. He carries a giant backpack filled with his alchemical gear - most of which used to belong to the Professor, although some of the important bits are on his belt. You know, just in case.

Item Wishlist:

Boro Beads are always nice.
I plan on doing natural attacks with feral mutagen, but I also can use a greatsword, so magic greatsword and amulet of mighty fists are always helpful.
Weird/Random potions to use with alchemical allocation later.

Plan:
I don't usually play brute characters, but Gellius interested me as another take on the Jekkel&Hyde trope. Also, I've been wanting to try out Master Chymist at some point, so he's built towards that.

Useful Links
Description of the Books in the Professor's chest
The Professor's Journal
Background of Harrowstone
Background of Tar-Baphon