About HatimBasics:
AC:18
Touch: 14 Flat: CMD: 18 HP: 28/28 (Dead at -13) BAB: +2
Init: +4
Racial traits:
Dual Talent: pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. Class Features:
Alchemy (Su): 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. Extracts 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. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping. An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items.
Bomb (Su): 4/day, 1d6+3 fire damage (4 splash, DC 13 Ref for 1/2), Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Brew Potion (Ex): Brew Potion as a bonus feat. 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. Mutagen (Su): 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. Breath Mastery: the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state. Favored Class Bonuses: +1 hit point.(Levels 1,2)Precise Bombs: He can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect. Explosive BombBombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. Poison Use (Ex: Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon. Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison. Disease Resistance At 3rd level, an internal alchemist gains a bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well. Feats:
Godless Healing (Su): Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action.Extra Feat: You gain one additional discovery. You must meet all of the prerequisites for this discovery. Traits:
Reclaiming your Roots: Your interest in the village of Kelmarane is more personal than most of the others who are heading out to aid in the reclamation. You aren’t seeking revenge against gnolls, glory, money, or anything else—to you, this is purely a matter of honor, as Kelmarane is where you were born. Your were forced to flee the village when you were only a few years old, and you didn’t discoverer this until a few years ago—perhaps you found an old document that revealed the truth, or maybe you learned the news from a relative. Both of your parents are now dead, and from what you’ve been able to piece together, one of your parents actually died in the village when whatever happened there happened. Your surviving parent spirited you away to safety to grow up elsewhere, but never spoke of Kelmarane and always told you that your other parent died when you were a child in a horrific tragedy like a fire or a flood that swept away the body. Now that you’ve started to uncover the truth, you are convinced that your heritage remains hidden in Kelmarane. Whether you just wish to find out what really happened to your parent that died there or you want to rebuild the village in his or her honor is up to you—but Garavel’s caravan to the village is just the opportunity you’ve been waiting for. When your other parent died recently, among his or her effects was a single item that once belonged to the parent who died at Kelmarane. This item is your most valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year. Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. Basic Attacks:
Melee: Javelin +1 (1d6+3/x2) Longspear +5 (1d8+4/x3) Ranged:Javelin +5 (1d6+3/x2) Bomb +6 (2d6+3 Fire/x2) Special Attacks: bomb 2d6+3 (4/day) (dc 13) Skills (*trained):
+4 Acrobatics +3 Appraise [C] +1 Bluff +3 Climb +8/+9 Craft (Alchemy)/when crafting [C]* +1 Diplomacy +9 Disable Device [C]* +1 Disguise +3 Escape Artist +3 Fly [C] +5 Heal [C]* +1 Intimidate +8 Knowledge (Arcana)[C]* +4 Knowledge (Dungeoneering) +4 Knowledge (Engineering) +4 Knowledge (Geography) +4 Knowledge (History) +4 Knowledge (Local) +8 Knowledge (Nature) [C]* +3 Knowledge (Nobility) +4 Knowledge (Planes) +4 Knowledge (Religion) - Linguistics +6 Perception [C]* +1 Perform - Profession [C] +4 Ride +1 Sense Motive - Sleight of Hand [C] +9 Spellcraft [C]* +4 Stealth +1 Survival [C] +3 Swim - Use Magic Device [C] Extracts:
Mutagen type: Dex buff
Extracts/Day: 3/1st Formulae List: 1st - Polypurpose Panacea, Cure Light Wounds*, Comprehend languages, Shield, Keen Senses*, Adjuring Step. * These can be made into potions Extracts Prepared: 1st - DC 14Shield, Comprehend languages. One un-prepared Equipment:
Encumbrance: / lbs Other Gear Masterwork Chain shirt, Javelin (6), Longspear, Alchemy crafting kit, Backpack, masterwork (7 @ 14 lbs), Bedroll, Belt pouch (1 @ 1 lbs), Belt pouch (3 @ 0.5 lbs), Compass, Ink, black, Inkpen, Journal, Thieves' tools, masterwork, Trail rations (4), Travelling formula book, Waterskin, acid (4), Alchemical solvent (2), Gel, phosphorescent (1), Liquid ice (1), Repellent, vermin (5) Money:
Background:
Hatim was born in the village Kelmarane, and had lived there until the age of 4. He still has foggy memories of his brother Ahanu, and his father Jal. Both perished when he and his family were forced to flee their village. Hatim doesn’t recall how his brother or father died; perhaps a suppressed memory or maybe he didn’t witness it. The only memory he has of his brother is how, he and Ahanu would play and terrorize their parents.
Hatim’s mother, Adira, being the lone surviving parent, swept him away to Bug Harbor. This is where many of her distant realitives took both of them in after the tragedy. Hatim since then has always had dark nightmares about his past village, but doesn’t understand what or where the place was… or even what happened. Adira never talked about the place, even though Hatim would awake from night terrors, and stated to become increasingly cautious when coming in contact with anything that might be “dirty”. The constant fear of the night pressed him to search for some form of control, and growing up in a place such as Bug Harbor made it extremely difficult to keep a balance. Luckily for Hatim the Town of Bug Harbor was a popular trade route for many Alchemists, who had sparked his interest in the field. Alchemy allowed Hatim to create controls for his “crazy” and “filthy” bug infested environment. Most of these controls were made out of fear that there was something constantly wrong with himself, or the swamp around him. To make matters worse, Adira, Hatim's beloved mother passed away from a dreadful fever in his late teenage years. After which he gathered all the contents of their hut, and blew them up with a bomb in order to get rid of the disease. The one item he did not part with was his father’s Master Work Chain Shirt. Some years after, one of his mother’s distant relatives finally tells him of Kelmarane years ago. At this point Hatim is forever convinced that there are no Gods or Goddesses. In his mind he must search out the truth behind his father’s and brother’s death, and also to discover what had happened to his family’s village. Hatim doesn’t have any remorse about leaving Bug Harbor, and has lost nearly all the connections that kept him there. By joining Garavel’s caravan he can now search for the meaning to his strange behaviors, and reclaim his family's honor.
Hatim
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