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About JulpertJulpert
Defense:
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) HP 10/10 (1d8+2) Fort +3, Ref +5, Will +1 Offense:
Speed 30 ft. Melee dagger +0 (1d4, 19-20/x2) Ranged Shortbow +3 (1d6, 20/x3, 90’) or dagger +3 (1d4, 19-20/x2, 10’) Space 5 ft.; Reach 5 ft. Special Attacks Sneak attack +1d6 Spell-Like Abilities none Alchemist Mutagens Crafted (CL 1; concentration +4 ) 1st-CLW, uncrafted (DC 14) Statistics:
Str 11, Dex 16, Con 12, Int 16, Wis 12, Cha 10 Base Atk +0; CMB +0; CMD 13 Favored class (Alchemist) +1 hit point Feats Precise Shot, Point-blank shot Traits Anatomist, Alchemical Adept Languages Common, Mwangi, Drow, Dragonic, Elven SQ Skills (trained) Bluff +1, Craft (alchemy) +7 (+4 to create poisons and antitoxins, +2 to create other alchemical items), Heal +5, Knowledge (Arcana) +5, Perception +5, Spellcraft +7, Stealth+4, UMD +4;Armor Check Penalty -2 (not included above) Combat Gear arrows (100) Other Gear dagger, shortbow, chain shirt, backpack, bedroll, torches (10), tindertwigs (10) Special Abilities:
Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Arcanotoxin (Su): An eldritch poisoner can blend volatile chemicals and her own personal magic to create deadly poisons known as arcanotoxins. She can use this ability a number of times each day equal to her alchemist level + her Intelligence modifier. An arcanotoxin functions only when used by the eldritch poisoner and becomes inert if not used within 1 minute. Creating an arcanotoxin is a standard action, and it can be applied to a weapon as a move action. At 1st level, an eldritch poisoner must choose whether her arcanotoxin deals Strength or Dexterity damage. At 3rd level and every 2 alchemist levels thereafter, she can enhance her arcanotoxin in one of the following ways. She can’t select the same improvement twice in a row. - Select one additional form of ability damage: Charisma, Dexterity, Intelligence, Strength, or Wisdom.
If an eldritch poisoner can deal different kinds of ability damage, she selects which ability to affect each time she creates a dose of arcanotoxin, and can willingly reduce enhanced aspects of her arcanotoxin, such as the save DC or onset time. Some discoveries apply secondary effects; a dose of arcanotoxin can cause only one secondary effect. Alchemist discoveries that affect mundane poisons do not apply to an arcanotoxin. This ability replaces bomb. Arcanotoxin
Toxicologist (Ex): An eldritch poisoner gains a +2 bonus on Craft (alchemy) checks to create poisons and antitoxins, and creates them in half the normal amount of time. This ability replaces Throw Anything. Sneak Attack (Ex): At 1st level, the eldritch poisoner gains a sneak attack identical to the rogue class feature, dealing 1d6 points of sneak attack damage at 1st level; the damage increases by 1d6 at 4th level and every 4 alchemist levels thereafter. This ability replaces mutagen and persistent mutagen. Alchemy (Su): 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 formuale 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. 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. Brew Potion You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Alchemical Adept You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again. Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
My Boons:
Here is where you can list your character’s boons if you like, to save you from hunting them down later. Earned Rewards and Sessions:
placeholder Bot Me!:
Julpert will help his friends as necesary - He’ll light a torch to help the party explore, or check out things that look odd. If combat breaks out, he’ll bust out his bow and try to get in sneak attack.
[dice=CLW]1d8+1[/dice] Appearance:
Julpert has brown, shaggy hair and a constant twitch to his right eye. His eyes are a dark, stormcloud grey. His robes carry a decent number of stain marks as well. Personality:
Julpert is wary of anyone trying to be friendly, but once he has established that they are not trying to hurt him he becomes a nice friend, always willing to help out. Background:
As a child, Julpert’s parents were borderline abusive. They did nothing bad enough to permanantly scar him, mentally or physically, but many nights he was sent to his room, crying. One night, he ran to his room to find a crimson-red demon standing in the doorway. Over a few weeks, the demon, who called himself Eilderon (but probably had a more real and menacing name) became his “friend” - giving him conjured cakes and chocolate when he was sad, coming up with insulting nicknames for his parents with him, and playing pranks on his parents that (unsurprisingly) ended up with Julpert in more trouble than before. All that time, Eilderon was slowly taking control of Julpert - and after about two months of this, Eilderon had almost full control of Julpert. He taught Julpert to mix some chemicals from plants outside with some of his inner magic to create a deadly poison, and, still under Eilderon’s influence, slit his parents’ throats. This act snapped Julpert out of his enchantment. While his parents were mean to him, he still loved them. He fled his home, cursing himself and the demon who made him do this. He vowed to himself that his poison would never be used to do anything remotely as evil as what he had done. He learned the art of the bow in his travels, and eventually joined the pathfinder society, to redeem his unintentional act. To this day, he still thinks of Eilderon, and how anyone around him could be trying to do what the demon did to him so many years ago. As a consequence, he is wary of anyone trying to be friends with him. |