Larur Feldin

Kurgan Kegstalker's page

164 posts. Alias of Grumbaki.


Race

HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison)

Classes/Levels

Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Gender

Kurgan Kegstalker

Strength 16
Dexterity 12
Constitution 15
Intelligence 14
Wisdom 15
Charisma 8

About Kurgan Kegstalker

Combat
* To Hit: +4 (BaB) + 3 (Str) + 1 (WF) + 1 (Enchantment) -2 (PA) = +7
* Damage: 1d6 (base) + 4 (Str) + 6 (PA) + 1 (Enchantment) +2 (weapon specialization) = 1d10+13

[dice=Hit]1d20+7[/dice]
[dice=Damage]1d6+13[/dice]
[dice=Sneak Attack]2d6[/dice]

Mutagen
[dice=Hit]1d20+9[/dice]
[dice=Damage]1d6+16[/dice]
[dice=Sneak Attack]2d6[/dice]

Ranged
[dice=Hit]1d20+5[/dice]
[dice=Damage]1d6+2[/dice]

Defenses
* AC: 10 (base) + 9 (armor) + 1 (Dex) +4 (shield) = 24 (+2 mutagen +2 barkskin)
* Fort: +4 (class) + 2 (con) + 1 (resistance) = +7
* Ref: +4 (class) +1 (dex) + 1 (resistance) = +6
* Will: +1 (class) +2 (wis) + 1 (resistance) = +4 (+1 Fear)
* Spells/SLAs: +3
* Poison: +4

Race, Traits, Stats:

Dwarf
* Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
* Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
* Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.
* Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
* Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
* Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
* Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Traits
* Glory of Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
* Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Stats
* Str: 15 (7pts) + 1 (lvl 4) = 16
* Dex: 12 (2pts)
* Con: 13 (2pts) + 2 (race) = 15
* Int: 14 (5pts)
* Wis: 13 (2pts) + 2 (race) = 15
* Cha: 10 (0pts) -2 (race) = 8

Feats, Skills, Equipment:

ABP
* +1 resistance to saves, +1 enchantment to weapon, +1 enchantment to armor

Feats
Lvl 1: Improved Shield Bash, Brew Potion, Throw Anything (Int damage splash weapons), Shield Focus
Lvl 2: Weapon Focus
Lvl 3: Power Attack
Lvl 4: Weapon Specialization
Lvl 5: Advanced Weapon Training: Focused Weapon
Shield Damage: lvl 5 (2d6) Lvl 10 (2d8) Lvl 15 (3d6) Lvl 20 (3d8)

Skills
* Craft Alchemy +13
* Sense Motive: +10
* Knowledge Nature/Heal: +9
* Perception: +8
* Survival: +8
* Diplomacy: +8

Equipment
* Darkwood Spear/Shield, aka spiked heavy shield
* Masterwork Plate armor
* Alchemist kit: This kit includes an alchemy crafting kit, a masterwork 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. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.
* Brewer's Kit: A brewer’s kit includes a mash tun, as well as copper kettles and piping for boiling and cooling before casking it and allowing it to ferment. It also includes a variety of dried hops and spices for flavoring.
* 2x Speed Sheathes: This sheath is designed to be strapped around your forearm, but it is too bulky to be hidden under a long sleeve. It can hold one forearm-length item, such as a dagger, dart, potion, scroll containing a single spell, or wand. As a swift action, you can bend your wrist to cause the sheathed item to drop into your hand (provoking attacks of opportunity as normal for retrieving an item). Placing an item in the sheath is a full-round action that provokes attacks of opportunity. You can wear only one wrist sheath per arm that you have.
* 2x bandoliers: This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other's way and restrict your movement).
* 1x Potion of expeditious retreat - alcoholic - CL 6 (135 gold) in sheathes
* 3x Potions of CLW - alcoholic - CL 5 (110 gold), bandolier
* 8x Alchemist Fire, bandolier
* 469 gold

Extracts:

Formulae known
Lvl 1: Expeditious retreat, cure light wounds, endure elements, enlarge person, Identify, Shield, Deathwatch
Lvl 2: Barkskin

Extracts prepared
Lvl 1: 3x cure light wounds ** (1x alcoholic shield)
Lvl 2: 1x barkskin (1x alcoholic barkskin)

Mutagen Fighter and Mixologist Vivisectionist Alchemist:

Bravery (Ex)
* Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Mutagen (Su)
* At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) 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.

Discoveries
Lvl 2 A: Extend Potions
Lvl 4 A: Infusions: Your extracts can be used by others
[s]Lvl 6 A: Spontaneous Healing
Lvl 7 F: Preserve Organs
Lvl 8 A: Healing Touch
Lvl 10 A: Mummification
Lvl 11 F: Preserve Organs
Lvl 12 A: Bleeding Strike
Lvl 13 feat: Greater Mutagen
Lvl 14 A: Crippling Strike
Lvl 15 F: Preserve Organs
Lvl 16 A: Eternal Potion (True Seeing)
Lvl 17 feat: Grand Mutagen
Lvl 18 A: Enhance Potion
Lvl 19 F: Preserve Organs
Lvl 20 A: Fast Healing

Alcoholic Alchemy (Su)
* A mixologist can infuse potions and extracts he creates with alcohol, increasing their potency. When a mixologist brews a potion, he can spend an additional 10 gp in raw materials to increase his caster level by 1 for the purpose of the potion’s effects, but the potion counts as a strong alcoholic drink. When a mixologist creates his extracts, he can spend 1 extra minute doing so to increase his caster level by 1 for the purpose of that extract’s effects, but the extract counts as a strong alcoholic drink. A mixologist can prepare one alcoholic extract for each level of extracts he can prepare. A mixologist can’t ever gain a mutagen or discoveries that alter mutagens. This alters alchemy and brew potion and replaces mutagen.

Alcoholic 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.
* At 2nd level, a mixologist’s bonus on saving throws against poison also applies on saving throws to become less drunk and to avoid passing out. This doesn’t allow a mixologist to become immune to alcohol. This alters poison resistance

Sneak Attack
* At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.

Torturer’s Eye
* At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Cruel Anatomist
* At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

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.

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.