Alchemist

Kalman Dorn's page

72 posts. Organized Play character for Valeron De Stinzite.


Classes/Levels

Male CN human Alchemist 1 | HP:9 | AC:14, Touch:14, FF:10 +4Dex) | F:3 R:6 W:0 | CMB:-2 | CMD: 12 | Speed 30ft |

Gender

Formulae Lvl1 4/4

Bombs:
5/5
Extracts:
L1 2/2

About Kalman Dorn

Background:

Kalman grew up in a normal home. He had an average childhood. He discovered his affinity for alchemy at a very early age. He would routinely mix things together in his parents kitchen to see what they did. That brought about another problem.
Kalman is very trustworthy. He mixes his chemicals together with wreckless abandon. He is very well spoken and mannered. A little on the odd side, Kalman has a tendency to give names to his bombs and has even been known to talk to them as if they are alive.

PP:5
XP:3

Male human (versatile human) alchemist 1
CN Medium humanoid (human)
Init +6; Senses Perception +4
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9 (1d8+1)
Fort +3, Ref +6, Will +0

OFFENSE
Speed 30 ft.
Special Attacks bomb(1d6 + 4), throw anything
Alchemist Spells Prepared (CL 1st, concentration +5):

STATISTICS
Str 7, Dex 19, Con 12, Int 19, Wis 10, Cha 7
Base Atk +0; CMB -2; CMD 12
Feats  Point-Blank Shot, Throw Anything
Skills Craft (Alchemy) +8 , Craft (Alchemy) (Create item) +9 , Fly +8 , Knowledge (Arcana) +8 , Knowledge (History) +5 , Knowledge (Nature) +8 , Knowledge (Planes) +5 , Perception +4 , Profession (Scribe) +4
Traits fate's favored, reactionary
Languages Abyssal, Common, Dwarven, Elven
SQ alchemy, bonus extract formula, dual talent, formulae, mutagen, versatile human, extra bombs
Equipment
alchemists kit(alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), bandolier(2), blackpowder, magnesium,explorers outfit, vial(5), iron vial(10), alchemists fire flask(3), alchemical cement,1539gp
Formula Book
cure light wounds, bombers eye, ant haul, keen senses
SPECIAL ABILITIES
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you 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.
Bomb (Su) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Bonus Extract Formula Add one extract formulae from the alchemist's list to the character's formulae book. This formulae must be at least one level below the highest formulae level the alchemist can create.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans 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.
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Formulae 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.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save 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.
Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your 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.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.

Scenarios:

6-15 The Overflow Archives(GM credit)
3-09 Quest for Perfection Part 1
3-11 Quest for Perfection Part 1