Igor of Caliphas's page

457 posts. Organized Play character for Great Green God.

Full Name

Igor of Caliphas


Human (Varisian)


alchemist (chirurgeon, promethean alchemist) 3 | hp 29/30| AC 15 T 12 FF 13 | CMD 16 | F +5 R +5 W +1 (+2 v poison) | Spd 30' | Init +2 | KnArc +8, KnDun +8, KnNat +8, Perc +7, SensM +0 |





Special Abilities

alchemy (alchemy crafting +3), homunculus (Scraps), infused curative, poison resistance +2, quick poisoning




Common, Dwarven, Hallit, Necril, Varisian


Personal Assistant

Strength 14
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 10
Charisma 8

About Igor of Caliphas

Igor is, well, an Igor (in the classic Discworld-sense, traditional lisp and all) hailing from the city of Caliphas, in Ustalav where he serves as a personal attendant.

Igor of Caliphas
Human (Varisian) alchemist (chirurgeon, promethean alchemist) 3 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Occult Adventures 112, Pathfinder RPG Ultimate Magic 18)
LN Medium humanoid (human)
Init +2; Senses Perception +7
15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 30 (3d8+12)
Fort +5, Ref +5, Will +1; +2 v poison
30 ft.
Melee morningstar +4 (1d8+2) or
_____ unarmed strike +4 (1d3+2 nonlethal)
Ranged light crossbow +4 (1d8/19-20)
Alchemist (Chirurgeon, Promethean Alchemist) Extracts Prepared (CL 3rd; concentration +6)
__ 1stcure light wounds, enlarge person (DC 14), monkey fish
14, Dex 14, Con 14, Int 17, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats Additional Traits, Prodigy UM, Skill Focus (Craft [alchemy]), Toughness
Traits highlander (hills or mountains), muscle of the society, precise treatment, tomb raider
Skills Appraise +7, Craft (alchemy) +14 (+17 to create alchemical items), Disable Device +10, Heal +12, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Perception +7, Profession (personal assistant) +8, Stealth +9 (+11 in hilly or rocky areas); Racial Modifiers highlander (hills or mountains)
Languages Common, Dwarven, Hallit, Necril, Varisian
SQ alchemy (alchemy crafting +3), homunculus (Scraps), infused curative, poison resistance +2, quick poisoning
Combat Gear alchemist's fire (2), flash powder, healer's kit (10), holy water, oil (2), potion of cure light wounds (2), sunrod; Other Gear mwk studded leather, crossbow bolts (10), light crossbow, morningstar, alchemy crafting kit APG, bullseye lantern, cauldron APG, masterwork backpack APG, masterwork thieves' tools, wayfinder ISWG, 1,780 gp, 8 sp

Mission Gear/Bonus +1 morningstar

Tracked Resources

Alchemist's fire - 2/2
Crossbow bolts - 10/10
Flash poweder - 0/1
Healer's kit - 6/10
Holy water - 2/2
Light (wayfinder, At will) - 0/0
Potion of cure light wounds - 2/2
Sunrod - 1/1
Tanglefoot bags - 1/1

Special Abilities

Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Highlander You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
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 other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).
Infusion Extracts, in many ways, 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: Alchemist. 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 becoming inert, 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.
Muscle of the Society You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.
Poison Resistance 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.
Precise Treatment You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
Prodigy (Craft [alchemy], Profession [personal assistant]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Tomb Raider You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (Knowledge (dungeoneering)) becomes a class skill for you.


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Player Great Green God
Character Igor of Caliphas
PFS # 139009-68
Faction Scarab Sages
Day Job Craft (alchemy) +13

Games played: Confirmation, Wounded Wisp, First Steps I