Osirionologist

Kailee Daikov's page

136 posts. Alias of Tirion Jörðhár.


Full Name

Kailee Daikov

Race

Human

Classes/Levels

Alchemist(Mindchemist)/4 - [HP 31/31; AC16,T12,FF14; F+6,R+5,W+2; Per+8; Init +2]

Gender

Female

Size

5'1" - 145lbs

Age

22

Alignment

Neutral Good

Deity

Erastil

Languages

Common(Taldan), Sylvan, Celestial, Draconic, Dwarvish, Giant, Infernal, Aklo

Strength 12
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 12

About Kailee Daikov

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Offense:
___________________________________________________________
+2 Initiative (+2 Dex)
+3 BAB (+3 Alchemist)

+4 CMB (+3 BAB, +1 Str)
+16 CMD (+3 BAB, +1 Str, +2 Dex, +10)

+5 Crossbow, Light (+3 BAB, +2 Dex) Damage: (1d8)
+4 Longspear (+3 BAB, +1 Str) ) Damage: (1d4)
+4 Quarterstaff (+3 BAB, +1 Str) ) Damage: (1d4)
+4 Dagger (+3 BAB, +1 Str) ) Damage: (1d4)

+6 Bombs (+3 BAB, +2 Dex, +1 Trait) Damage: 2d6+4 [+2 trait bonus on crit with fire]

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 31
Max hp: 31 (+8+5+5+5; +4 FC; +4 Con)

AC 16 [+2 Dex, +4 Armor, +10]
Flatfoot 14 [+4 Armor, +10]
Touch 12 [+2 Dex]

+5 Fort (+4 base, +1 Con, +0 Cloak) (+4 Alchemist)
+6 Ref (+4 base, +2 Dex, +0 Cloak) (+4 Alchemist)
+2 Will (+1 base, +1Wis, +1 Trait, +0 Cloak) (+1 Alchemist)

Special Abilities Available:
Bombs - 6/8 -- 2d6+4 (+PBS) DC16 Reflex for 1/2 splash damage
Cognatogen - +4 Mental/-2 Physical, +2 Natural Armor (all alchemical)

Forumlae/Infusions Prepared:

1st Level - 4/day

  • Cure Light Wounds
  • Enlarge Person
  • Reduce Person
  • (open)

2nd Level - 2/day


  • Barkskin
  • (open)

Skills:

+5 Acrobatics (Dex +2, Ranks 3)
+8 Appraise (Int +4, Ranks 1, Class Skill +3)
+1 Bluff (Cha +1, Ranks 0)
+1 Climb (Str +1, Ranks 0)
+15 Craft(alchemy) (Int +4, Ranks 4, Class Skill +3, Competence +4) (+1/alchemist level competence bonus)
+1 Diplomacy (Cha +1, Ranks 0)
+6 Disable Device (Dex +2, Ranks 1, Class Skill +3)
+1 Disguise (Cha +1, Ranks 0)
+2 Escape Artist (Dex +2, Ranks 0)
+* Fly (Dex +2, Ranks 0, Class Skill +3)
+1 Handle Animal (Cha +1, Ranks 0)
+5 Heal (Wis +1, Ranks 1, Class Skill +3)
+1 Intimidate (Cha +1, Ranks 0)
+14 Knowledge, Arcana (Int +8, Ranks 3, Class Skill +3) [double Int bonus, Perfect Recall ability.]
+9 Knowledge, Dungeoneering (Int +8, Ranks 1) [double Int bonus, Perfect Recall ability.]
+9 Knowledge, Engineering (Int +8, Ranks 1) [double Int bonus, Perfect Recall ability.]
+9 Knowledge, Geography (Int +8, Ranks 1) [double Int bonus, Perfect Recall ability.]
+9 Knowledge, History (Int +8, Ranks 1) [double Int bonus, Perfect Recall ability.]
+9 Knowledge, Local (Int +8, Ranks 1) [double Int bonus, Perfect Recall ability.]
+14 Knowledge, Nature (Int +8, Ranks 3, Class Skill +3) [double Int bonus, Perfect Recall ability.]
+9 Knowledge, Nobility (Int +8, Ranks 1) [double Int bonus, Perfect Recall ability.]
+9 Knowledge, Planes (Int +8, Ranks 1) [double Int bonus, Perfect Recall ability.]
+9 Knowledge, Religion (Int +8, Ranks 1) [double Int bonus, Perfect Recall ability.]
+7 Linguistics (Int +4, Ranks 3)
+8 Perception (Wis +1, Ranks 4, Class Skill +3)
+1 Perform(oratory) (Cha +1, Ranks 0)
+4 Profession, Scribe (Wis +1, Ranks 1, Class Skill +3)
+2 Ride (Dex +2, Ranks 0)
+1 Sense Motive (Wis +1, Ranks 0)
+* Sleight of Hand (Dex +2, Ranks 0, Class Skill +3)
+8 Spellcraft (Int +4, Ranks 1, Class Skill +3)
+2 Stealth (Dex +2, Ranks 0)
+5 Survival (Wis +1, Ranks 1, Class Skill +3)
+1 Swim (Str +1, Rank 0)
+6 Use Magic Device (Cha +1, Ranks 2, Class Skill +3)

Skill points gained:
Alchemist - 9 +FC (+ 4 Class, +4 Int, +1 race)

Traits/Feats/Drawbacks:

Traits

Firebug - You were the child of a gunsmith or alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives.
Benefit(s): You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Bastard (limited to human characters):
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus,you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own.
Benefit(s):You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Feats


  • Precise Shot (Human Bonus)
  • Brew Potion (Alchemist Bonus)
  • Throw Anything (Alchemist Bonus)
  • Point Blank Shot (level 1)
  • Splash Weapon Mastery (Level 3)

  • -----------
  • Simple Weapon Proficiency and bombs
  • Light Armor Proficiency

Racial:

+2 Int
Movement: 30
Size: M

Bonus Feat
Bonus Skill Point/Level

Favored Class & Ability Notes:

Favored Class: Alchemist
Lvl 1 (HP)
Lvl 2 (HP)
Lvl 3 (HP)
Lvl 4 (HP)
Lvl 5 ()
Lvl 6 ()
Lvl 7 ()
Lvl 8 ()
____
Stats - initial + modifiers:
Str 12(2)
Dex 14(5)
Con 12 (2)
Int 15(7) +2 (race) +1 (level 4) = 18
Wis 12(2)
Cha 12(2)
______
+2 Int - Race
+1 Int - Level 4

Alchemist (Mindchemist):

Bonus Feats
A mindchemist may select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, or Spellcraft) in place of a discovery.

Languages
A mindchemist may learn three languages in place of a discovery.

Alchemy (Su)
+1/level Craft(alchemy)
lots of other stuff

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.

Cognatogen
At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen as a discovery).

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.

Discovery (Su)
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.
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.

Perfect Recall
At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
This ability replaces poison use.

Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Swift Poisoning (Ex)
At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Persistent Mutagen (Su)
At 14th level, the effects of a mutagen last for 1 hour per level.

Instant Alchemy (Ex)
At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

Grand Discovery (Su)
At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Formulae List/Book:

Level 1 Formulae


  • Endure Elements
  • Enlarge Person
  • Keen Senses
  • Heightened Awareness
  • Expeditious Retreat
  • Cure Light Wounds
  • Crafter’s Fortune
  • Reduce Person
  • Monkey Fish
  • Shield (25gp)

Level 2 Formulao


  • Alchemical Allocation
  • Barkskin(75)
  • Cat’s Grace(75)
  • Fox’s Cunning(75)
  • Restoration, Lesser(75)
  • Resist Energy(75)



Discoveries:

Level 2 - Precise Bombs - 4 squares may be excluded
Level 4 - Infusion - make extracts into potions

Cognatogen (Su) - Mindchemist Bonus
Benefit: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

Equipment:

Arms, Armor, and Clothing
Traveler's Outfit - 5 lbs.
Spell Component Pouch
Crossbow, Light - 4 lbs.
40 Bolts - 6 lbs. (3 lbs/20)
(1100) Mithral Shirt

Longspear, 9lbs
Quarterstaff, 6lbs
Dagger x2

Alchemist Fire x10

(400) Extra Scrolls (scribed into Formulae Book)

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19 lbs

In Backpack

Oil, Flask x2, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
10 days of trail rations, 5 lbs.
Waterskin, 4 lbs
Formulae Book

Alchemists Kit - 24 lbs
- alchemy crafting kit
- backpack
- bedroll
- a belt pouch
- flint and steel
- ink and an inkpen
- iron pot
-mess kit
- soap
- torches (10)
- trail rations (5 days)
- waterskin.

Deluxe dungeoneering kit: (130 gp, 15lbs)
- two candles
- chalk
- a hammer and four pitons
- 50 feet of silk rope
- two sacks
- three sunrods
- four tinder twigs
- an everburning torch.

Potions

Scrolls:

_________

Belt Pouch

Chalk, 3 pieces
0 p.p.
200 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 24 lbs

Light Load: x < 43 lbs.
Medium Load: 44 < x < 86 lbs.
Heavy Load: 87 < x < 130 lbs

Appearance:

Background:

Kailee never new her father. Her mother always told her that he was a noble from the north. Whether he was or not, she does not know. All she has as proof is a single letter signed with the initials “G.L.” Whether this letter was from a member of the Lebeda family, the Lodovka family, or some other person altogether, she does not know.

From Kailee’s earliest memories, her mother worked as an assistant in small alchemists shop. She was more of a clerk and cleaner than a true alchemist. However, she was able to bring young Kailee with her and from a young age, Kailee loved the chemicals and what they could do. Granfar Talenov, the alchemist, became as a father to her, and eventually, Kailee’s mother and Granfar became more than working associates.

By the age of twelve, Kailee was spending most of her time with her nose in books, some about magic, but most about the unusual science of alchemy. She learned how to make all sorts of alchemical creations, those that made fire, and those that made ice. With her skills, Granfar’s shop became quite profitable, and eventually he was able to purchase a larger home, not an estate, but definitely a well off home in Restov.

Spending much time at the alchemists shop, she had little time to socialize with other children and grew up more of a loner. When the family moved into the new home, Granfar even had a small alchemists lab built in the back and Kailee loved this. She began to experiment and soon discovered how to make things that went BOOM.
For several years, Kailee continued to grow her skills and abilities, studying a wide range of matters, both alchemical and most other subjects. She was fascinated by extra planar monster, fey, undead, and many other creatures that were fortunately rarely, if ever, seen in Restov.

About six months ago, she began to hear about the Swordlords and their plan to send expeditions into the Stolen Lands to the south. While Kailee did not have any intention of going, she did put her name into the lottery and went to the city center on the selection day. She was both saddened and relieved when her name was not called, and returned to the rooms she still resided in in her mother and Granfar’s home.

About two weeks ago, a bit of an accident occurred. She was playing with some new chemicals in the shop one evening after the store had closed. She does not recall what exactly happened, but suddenly there was a great ball of flame. When she awoke, she was being cared for by a priest of Erastil and smoke was rising from what remained of her step-father’s shop.

Unsure what to do, she told Granfar what had happened. While Granfar was upset, he had saved enough to be able to rebuild the shop. However, Kailee decided that she needed to repay him. Hearing that the adventurers trying to tame the Stolen Lands had run into some problems and several of their number had abandoned the cause, she packed her bags, hugged her mother and bade Granfar goodbye. She then set forth to the south, truly the only time she had ever left Restov other than an occasional trip to Silverhall to purchase supplies for the shop.

What the lands to the south will hold, she does not know. She has heard rumors of strange fey, bandits and worgs. Rumors even exist of great trolls and dragons. While Kailee disregards these, the thought that she might actually see one of these creatures that she has read about is enough in and of itself to keep her going.

Looking up, she sees Oleg’s trading post ahead. The last bastion of civilization if what she has heard is true. Licking her lips and saying a prayer to Erastil, she adjusts her pack and continues south. What lays ahead, she does not know. Whether the adventurers will even allow a simple girl with nothing more than the most basic knowledge of alchemy to join them she does not know. All she can do is hope and ask.