Full Name |
Ke'ahilani |
Race |
Human (Tulita) |
Classes/Levels |
Alchemist (Chirurgeon) L9/Barbarian L1 | AC 19 | HP69/69 | Saves F10 R8 W4 | Percep +8 | Init +2 | Bombs: 16/16 | Status: 100% |
Gender |
M |
Size |
M |
Age |
22 |
Special Abilities |
As Alchemist (Chirurgeon) |
Alignment |
Chaotic Good |
Languages |
Common, Jistka, Minkaian, Polyglot, Shoanti, Vudrani, Tulita |
Occupation |
As a junior assistant witch doctor, he helps the community with his potions; occasionally gulping down a mutagen and going all barbarian on an enemy |
Strength |
14 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
20 |
Wisdom |
12 |
Charisma |
10 |
About Ke'ahilani
Appearance:
You see a largish tulita man with dreadlocked hair and heavily tattooed. You can tell he was once heavily muscled, but running a bit fleshy now. He hobbled about on a peg leg with the help of a staff.
He is crudely dressed in leather and rope, with long grass and vines draped demurely over his lower region. (Those familiar with the Tulitan people can tell he is dressed like a Witch-Doctor acolyte.)
Aside from a couple of boomerangs and hand axes, he has many bottles, tubes, flasks and small gourds fitted to the harness that carries all his readily available alchemical concoctions.
Incongruously, he took out a pipe and lit it with a small firestick. He grinned heartily at you all, revealing a shark-like double row of teeth filed to points.
Ke'ahilani L10
Male human alchemist (chirurgeon) 9/barbarian 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18)
CG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 19, touch 13, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 natural)
hp 69 (10 HD; 9d8+1d12+13)
Fort +10, Ref +8, Will +4; +6 bonus vs. poison
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Offense
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Speed 40 ft.
Melee
. . greenwood quarterstaff +10/+5 (1d6+3) or
. . unarmed strike +9/+4 (1d3+2 nonlethal)
Ranged
. . bomb +10 (5d6+5 Fire) or
. . boomerang +5 (1d6+2) or
. . force bomb +10 (5d4+5 Force) or
. . smoke bomb +10 () or
. . throwing axe +9 (1d6+2)
Special Attacks
bomb 16/day (5d6+5 fire, DC 19),
rage (5 rounds/day)
Alchemist (Chirurgeon) Extracts Prepared (CL 8th; concentration +13)
. . 3rd—cure serious wounds, elemental aura[APG] (DC 18), haste, water breathing
. . 2nd—bull's strength, cure moderate wounds, cure moderate wounds, fire sneeze (DC 17), invisibility
. . 1st—adhesive spittle[ACG] (DC 16), cure light wounds, endure elements, enlarge person (DC 16), reduce person (DC 16), shield, stone fist[APG]
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Statistics
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Str 14, Dex 14, Con 13, Int 20, Wis 12, Cha 10
Base Atk +7; CMB +9; CMD 22
Feats
Brew Potion,
Combat Casting,
Combat Expertise,
Extra Bombs[APG],
Extra Discovery[APG],
Point-Blank Shot,
Ricochet Splash Weapon[UM],
Skill Focus (Heal),
Throw Anything
Traits
peg leg,
perfectionist's brew,
proud tribesman (mwangi)
Skills
Acrobatics +14 (+18 to jump),
Appraise +10,
Climb +9,
Craft (alchemy) +21 (+30 to create alchemical items),
Escape Artist +8,
Heal +20,
Intimidate +7 (+9 vs. colonial Sargavans),
Knowledge (arcana) +14,
Knowledge (local) +7,
Knowledge (nature) +18,
Perception +8,
Profession (herbalist) +13,
Profession (sailor) +5,
Spellcraft +16 (+18 to brew potions),
Survival +14,
Swim +11,
Use Magic Device +4
Languages Common, Jistka, Minkaian, Polyglot, Tulita, Vudrani
SQ
alchemy (alchemy crafting +9),
anaesthetic,
discoveries (explosive bomb, force bomb, healing bomb, precise bombs [5 squares], smoke bomb),
fast movement,
infused curative,
mark of slavery,
mutagen (+4/-2, +2 natural armor, 80 minutes),
swift alchemy
Combat Gear
potion of cat's grace,
potion of cure light wounds (9),
potion of cure moderate wounds (2),
potion of cure serious wounds (2),
potion of delay poison,
potion of displacement,
potion of enlarge person,
potion of gaseous form,
potion of invisibility,
potion of neutralize poison,
acid (2),
alchemical glue[UE],
alchemical solvent[APG],
alchemist's fire (5),
armor ointment[UE],
foaming powder[UE] (2),
holy water (3),
rusting powder[UE],
silence dust (2),
smoke pellet[APG] (5),
smokestick (5),
X tanglefoot bag,
thunderstone (2),
weapon blanch (cold iron)[APG] (6),
weapon blanch (silver)[APG] (5);
Other Gear
+1 chain shirt,
boomerang[APG],
greenwood quarterstaff,
throwing axe (2),
amulet of natural armor +1,
ring of protection +1,
alchemy crafting kit[APG],
backpack, bedroll, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit[UE], portable alchemist's lab[APG], pot, soap, sunrod (5), tindertwig (10), torch (10), trail rations (5), waterskin,
168 gp, 6 sp, 1 cp
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Tracked Resources
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Acid - 0/2
Alchemical glue - 0/1
Alchemical solvent - 0/1
Alchemist's fire - 0/5
Armor ointment - 0/1
Bomb 5d6+5 (16/day, DC 19) (Su) - 0/16
Boomerang - 0/1
Foaming powder - 0/2
Holy water - 0/3
Potion of cat's grace - 0/1
Potion of cure light wounds - 0/10
Potion of cure moderate wounds - 0/2
Potion of cure serious wounds - 0/2
Potion of delay poison - 0/1
Potion of displacement - 0/1
Potion of enlarge person - 0/1
Potion of gaseous form - 0/1
Potion of invisibility - 0/1
Potion of neutralize poison - 0/1
Rage (5 rounds/day) (Ex) - 0/5
Rusting powder - 0/1
Silence dust - 0/2
Smoke pellet - 0/5
Smokestick - 0/5
Sunrod - 0/5
Tanglefoot bag - 1/1
Throwing axe - 0/2
Thunderstone - 0/2
Tindertwig - 0/10
Torch - 0/10
Trail rations - 0/5
Weapon blanch (cold iron, 60 ammunition or 1 weapon) - 0/60
Weapon blanch (silver, 50 ammunition or 1 weapon) - 0/50
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Special Abilities
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Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.
He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum allowed.
Bomb 5d6+5 (16/day, DC 19) (Su) Thrown Splash Weapon deals 4d6+5 fire damage.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Explosive Bomb (Su) The alchemist’s bombs 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 act that requires a Ref save. Rolling on the ground gives +2 to the save. 2 gallons water auto extinguishes.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone.
Healing Bomb Use cure extract as bomb, healing target of bomb (as extract) and those in splash. (min. heal)
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 othe
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Mutagen (DC 19) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square
Smoke Bomb (9 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Personality:
Wild haired uncouth country boy, now in a responsible position. Likes mixing up bugs and weeds making alchemical concoctions to simultaneously heal and disgust his teammates. Also likes setting things on fire.
Sardonic sense of humor, likes to smoke. Tries to live up to his position by helping Tulitan people. Hates slavers in particular.
Background:
Once a Tulitan warrior, was captured by slavers and chained aboard a ship. Was able to escape once a shark bit off the leg that was chained.
Crawling ashore, was healed by a Witch Doctor. When he despaired of a warriors life, the Witch Doctor took him as an apprentice.
Now he is sent out on errands to the Tulitan community by his Witch Doctor.