Sorcerer

Khabash's page

148 posts. Organized Play character for John Woodford.


Full Name

Khabash

Race

Human Alchemist (crypt breaker)/2 HP 16/17 | AC16 (20 temporary) /T12 (16 temporary)/FF14 CMD 13 | Fort +5 Ref +5 Will +1 | Init +2 | Perc +7/+8 | Sense Motive +1

Gender

Male

Size

Medium

Alignment

N

Deity

Nethys

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 12
Charisma 8

About Khabash

XP: 5
Prestige: 5
Fame: 5

Male human crypt breaker alchemist 2
N Medium humanoid (human)
Init +2 Perception +8/+9 to find traps

Daily Expendables
1st-level Extracts (3/day) [x] [ ] [ ]
Bombs (8/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 17 (2d8+2+2)
Current hp
Fort +5, Ref +5, Will +1

OFFENSE
Speed 30 ft.
Melee staff +1 (1d6/x2) or dagger +1 (1d4/19-20/x2))
Ranged light crossbow +3 (1d8/x3)
Special Attacks Bombs (incl. PBS and Throw Anything) +5/1d8+4+1 vs. constructs & corporeal undead; 1d4+4+1 vs. other targets
Formulas Known
Level 1: cure light wounds, reduce person, expeditious retreat, keen senses, shield, touch of the sea, monkey fish

STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats
Throw Anything (alchemist bonus): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. 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.
Point-Blank Shot (L1): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Extra Bombs (human bonus): You can throw two additional bombs per day.

Skills
Appraise +9 (+2 ranks, +4 INT, +3 class skill)
Craft (Alchemy) +11 (+2 ranks, +4 INT, +3 class skill, +2 circumstance for level)
Disable Device +10 (+2 ranks, +2 DEX, +3 class skill, +1 trapfinding, +2 circumstance for mw tools)
Knowledge (Arcana) +9 (+2 ranks, +4 INT, +3 class skill)
Knowledge (Dungeoneering) +10 (+2 ranks, +4 INT, +3 class skill, +1 trait)
Knowledge (History) +10 (+2 ranks, +4 INT, +3 class skill, +1 trait)
Knowledge (Nature) +9 (+2 ranks, +4 INT, +3 class skill)
Perception +7/+8 to find traps (+2 ranks, +1 WIS, +3 class skill, +1 trait, +1 trapfinding (situational))
Spellcraft +9 (+2 ranks, +4 INT, +3 class skill)
Use Magic Device +4 (2 ranks, -1 CHA, +3 class skill)
Racial Modifiers +1 SR/level
ACP -1

Traits
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.
Scholar of the Great Beyond Your great interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Knowledge (history)) is always a class skill for you.

Languages Common (Taldane), Osiriani, Aklo, Undercommon, Polyglot, Vudran
SQ
Combat Gear mw chain shirt, light crossbow, 20 bolts, dagger, staff, belt pouch (2), flint & steel*, traveler's outfit, backpack*, alchemy crafting kit*, acid flask (2), formula book*, mw thieves' tools*, bedroll*, torch (5)*, rice paper (20 pcs)*, ink*, pen*, sack (2)*, trail rations (1 days)*, wayfinder, CLW wand (45 charges) 0 pp, 145 gp, 0 sp, 0 cp. All items marked with asterisks are in his backpack. Total encumbrance: lbs (light load). Encumbrance without backpack: lbs (light load).

SPECIAL ABILITIES

Favored Class: Alchemist +1 SR at L1, L2

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.

Bomb (Su): (See below for modification for alkahest bombs.) 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.

Trapfinding: A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat.

Alkahest Bombs: A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.

Crypt Breaker’s Draught: Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness. This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery from Ultimate Magic).

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.

A crypt breaker may take the following rogue talents as discoveries: quick disable, trap sense, and trap spotter. Treat the crypt breaker’s alchemist level as his rogue level for these talents.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. (L2 discovery)

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.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

BOONS

Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success
condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +i bonus on Knowledge checks attempted while you are in the Grand Lodge.

Chronicle Sheet #1