About Laree AnCrunch:
Name: Laree An Everglow Alignment: Neutral Class: Bramble Brewer/Clone Master/Visionary Researcher 13 Deity: Shelyn (loosely) Homeland: Korvosa, Varisia Race: Half-elf Size: Medium Gender: Female Age: 27 yrs old (Maturity 20 yrs old) Bodily Measurements: 5'9", 33C-25-36, 137 lbs. Bodily Attributes: Above average height. Slender. Nice skin. No blemishes. Appearance: Fey-beauty. Average-looking. Feminine. Hair: Honey Brown. Shoulder-length. Wavy. Eyes: Golden and Silver irides. Almond-shaped. Upturned. Protruding. Short-lashes. Vision: Low-Light --------------------------------------------------------------
STR 11
--------------------------------------------------------------
HP: 97 (8+5+5+5+5+5+5+5+5+5+5+5+5+5+26con+3fav)
SAVES (Immune to cold, non-lethal damage, paralysis, sleep. Resist Acid 5)
--------------------------------------------------------------
BAB: +9/+4
Melee
Ranged
Ranged
Rapid Shot Ranged
Ranged
Ranged
--------------------------------------------------------------
* Class Skill
--------------------------------------------------------------
1st Alchemist: Alchemy, Bomb 1d4, Dendrite Mutagen, Mutagen, Throw Anything
--------------------------------------------------------------
Adaptability
Arcane Training
Elf Blood
Keen Senses
Low-Light Vision
Perfect
--------------------------------------------------------------
Fate’s Favored (Faith)
Intuitive Anatomy (Unwelcomed Business Reskinned--Social)
--------------------------------------------------------------
ALCHEMIST ABILITIES
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 her 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. Her base daily allotment of extracts is given on Table: Alchemist. In addition, she receives bonus extracts per day if she has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, she infuses the chemicals and reagents in the extract with magic siphoned from her own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to her keeping—an alchemist cannot normally pass out her extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare her 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 her daily extract slots open so that she can prepare extracts in the field as needed. Although the alchemist doesn’t actually cast spells, she does have a formulae list that determines what extracts she can create. An alchemist can utilize spell-trigger items if the spell appears on her formulae list, but not spell-completion items (unless she 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. The alchemist uses her 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 she 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. She stores her formulae in a special tome called a formula book. She must refer to this book whenever she prepares an extract but not when she consumes it. An alchemist begins play with two 1st level formulae of her choice, plus a number of additional forumlae equal to her Intelligence modifier. At each new alchemist level, she gains one new formula of any level that she can create. An alchemist can also add formulae to her book just like a wizard adds spells to her spellbook, using the same costs 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)
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 1d4 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d4 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 2d4+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)
Mutagen (Su)
When an alchemist brews a mutagen, she 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 her 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 her mental ability scores. If the mutagen enhances her Strength, it applies a penalty to her Intelligence. If it enhances her Dexterity, it applies a penalty to her Wisdom. If it enhances her Constitution, it applies a penalty to her Charisma. Throw Anything (Ex)
Discovery (Su)
---Cognatogen
---Dendrite Greater Mutagen
---Healing Bomb
---Infusion
---Mummification
---Precise Bombs
---Preserve Organs
-------------------------------------------------------------- BRAMBLE BREWER Briar Bombs (Su)
---Tanglefoot Bomb Discovery (Su): A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all. Dendrite Mutagen (Su)
A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but her fast healing increases to 3 as long as she is in an area of bright light. This otherwise works like the greater mutagen discovery and replaces that ability. A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to her Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s fast healing increases to 5 as long as she is within an area of bright light. This otherwise works like the grand mutagen discovery and replaces that ability. -------------------------------------------------------------- CLONE MASTER Bomb
This otherwise functions as and replaces the standard alchemist bomb class feature. Lesser Simulacrum
Rebirth
This ability replaces poison resistance +6 and poison immunity. Simulacrum
-------------------------------------------------------------- THUVIAN RESEARCHER
This ability replaces poison use. Acid Resistance (Ex)
This ability replaces swift alchemy. --------------------------------------------------------------
Amulet of Mighty Fists (Breaking) Upon command, a breaking weapon deals an extra 2d6 points of damage against inanimate objects and crystalline creatures on a successful hit and ignores the hardness of objects with a hardness of 5 or lower. When used against a crystalline creature, the damage from this effect does not stack with bane or similar weapon special abilities. This effect remains until another command is given.
--------------------------------------------------------------
FORMULAE KNOWN
EXTRACTS PREPARED
EXTRACTS PER DAY
MUTAGENS
Experimental Mutagen: Benefits others. If given to someone else, it gives half the ability bonus with no nauseating side effects. --------------------------------------------------------------
Gold 18pp 38gp 6sp 5cp
Carried Items (Total 110567gp 33 lbs.)
In Haversack, Portable Hole, or Weightless (Total 28901gp 3sp 5cp)
-------------------------------------------------------------- Fluff:
Backstory
Laree was born to a human druidic mother from the Varisian forests who entranced her elven father with her beauty and pull back to his roots. Her father worked for the Acadamae in the middle of Korvosa for decades and this human's pull was just too great for him. In time, the two came together and Laree was born to them. After, came her younger brother Wolfe and her younger sister Aris. From youth, there was a division between the will of Laree's mother's intentions for her life and her father's will. He wished that she enter into his occupation. When Laree showed promise in the arcane, she was awakened to the magic within her, but her mother kept her from joining and going through the rigors the Acadamae placed on the young hopefuls. Much to the displeasure of her father, Laree spent her young years discovering her power by adventuring and pressing the boundary of her potential with what was awakened within. Like a sorcerer, she was gifted with raw power that took hold in combination with her father's alchemy lessons. It was through this channel that she shined best. After glorious accomplishments in her youth, she showed such promise even her father relented some and the two grew closer. It was his intent that if she would not join the Acadamae, that she learn what she could from him in hopes that she succeed during the Breaching Festival, so as to bring honor to their family. Her mother, once again, pressed Laree to refuse, and sure enough, the young girl took both sides. From her father, she grew intent to learn from him, and appealed to her mother and would not enter. It was here she fell in love with transmutation and began her experiments between her elven awoken powers, alchemy, and the body modification magic of the transmutation school. For a time, Laree spent time down in Nex away from her father and mother. There it seems that she learned some of the origins of her body modification extracts, but not long after, fled back home. In time, she became infatuated with hidden knowledge of past transmutationists over the prestigious schools that dotted the land and often would go with hired adventurers to explore old arcane sites in hopes of finding more insight into these magics; since she didn't have access to Acadamae. It was as summer was turning to fall that Laree made her way home after a number of years of being gone. A different sight met her upon arriving at the ancestral home. Her mother was gone. When asked about it, she was told that she had returned to nature's call, meaning she had returned to the forests and left Laree's father. The alchemist also noticed her brother had gone. No one in her home would answer her as to where or even could look her in the eye. By fortune, she pressed her younger sister enough to know when he had gone missing. It was as spring turned to summer. Laree filled in the blanks while she yelled at her father. Her bother had entered into the Breaching Festival and vanished at the behest of her father. Filled with rage, the young alchemist forced her father over the rest of that year to teach her everything he knew about the Acadamae, the Festival, as well as what lay in front of her, as she vowed to enter and find out what happened to him at the cost of her own life. He refused, but she would not be gainsaid and forced him to do so by her will alone. In his shame, he relented and began the long process of preparing her mind for what she may face. Appearance/Personality
She's not overly charismatic. The girl can even be a nagging bore to some friends at times (they love to "party" and she refrains). There is no beauty there that would stop a god in his path. Yet there is something strikingly intriguing about her. This vibrancy of mind and spirit, coupled with a body that has experienced the rigors of transmutation magic and actually come out the other side appearing better, gives those who see Laree a pleasant puzzle to look at. There is very little fat on her bones despite her on and off again sedentary lifestyle. She's of the age still where she can pack down pastries en masse and still not gain a pound. She'd rather die than willingly exercise though, and as such, she's not overly strong. The chemist would infinitely be reading a book on the horticulture methods of the Taldans than move a box from one side of her room to the other. Although most would never know it, she's a slob. Not a dirty one mind you, but definitely doesn't enjoy organizing. She much rather prefers a stack of papers strewn over the floor of her room to a pristine study space. Humorously enough, she flees her room to go study in these nice spaces more frequently than she'd like to admit because of the clutter. One day, it will be her death. Most commonly, Laree will be found in loungewear. Loose-fitting garments and a turban of some kind. She has skin revealed at her hips on these outfits, but other than that is mostly covered from head to toe. While adventuring, that is another story. She possesses a brilliant set of Celestial armor, given to her by an Azata she rescued a few years ago and was forged in the heavens. Such trinkets are common for her after some of the things she's experienced. Neither upholding evil or good, Laree most commonly leans toward good and the preservation of life, but is realistic. She also considers her research and the pursuits of creating life to be paramount to all else, including aspects of alignment. That said, she'd rather forge an alliance with an Angellic being than a Devil to understand some secret knowledge. Notable Events
Gathakaniel (Daniel) (1st to 5th-level): This is an Azata being that Laree freed from a temple he had been imprisoned in. Cultists had summoned him and forced him to remain there for centuries as they used his divine energy for their evil transmutation rituals as well as bringing back the dead. It was the rumor of this behavior in the region that drew the young alchemist in hopes of discovering their secrets. She ended up in a campaign against this group and was found victorious. The Azata was so thankful he appealed to his goddess (Shelyn) to reward the young woman and keep her eye upon her travels. Laree walked away with centuries of mutation/transmutation research and some new divine boons. Ever since then, her life has seemed to work out for the better. Captain Argentus Ervasus (6th to 11th-Level): This young man was a good friend of Laree from one of her first quests being a youthful adventurer. It was not a big task, just clearing out some rats that had infested a basement, but the two drawn close, even flirty romantic. Later, when Laree had become wealthy from her adventures and he had become poor from that same wealth and bad investments, he took up a job as a gate guard. The Academae's outer regions of Citidel Crest fell under attack by orcs organized by a disgruntled demon for a time. It was then that a group of adventurers went out to face the orcish leader of these villains. Argentus was one of them and although he managed to strike down the leader, he was impaled and killed in action. Laree later sought out the remnants of his body from the wilds and paid to have him resurrected. He was not the same; like a life apart from reality. It was a long time before he found purpose in life again, but before that had happened, Laree distanced herself. The lowly gate guard never forgot her kindness and now that he is Captain of the Gate to the Acadamae and the city surrounding it, he would love to see her again. After distancing herself, Laree ended up going on a three-year campaign with some others to seek vengeance against the demon who started the whole event. In a glorious battle at the foot of Citadel Crest, she vanquished him by throwing a bomb down his gaping maw and exploding his face all over the nearby wall. To this day, there are burn marks and holes where his teeth indented in the stone from the blast. Elasaril-an Everglow (11th to 13th-Level): Laree's father, who has made a mistake in allowing Laree's brother to enter into the Breaching Festival last year, lost his son and has been distraught ever since. With the leaving of his wife and only his youngest daughter, Aris, to take care of him, he did not plan on doing anything about the loss of his son. Laree, his eldest daughter, freshly returned, instead, forced him to reveal his knowledge from years of working in the Acadamae to her aid in her efforts to find out what went wrong. She is determined to find where her brother is. Over the last months since her return, the two of them have been perfecting her alchemy, mastery of the arcane, and getting her ready for the challenges ahead. With everything constantly in flux in the defenses and abjurations of the Breaching Festival, and her father not present since the loss of his son, he cannot predict this year what it will be that she will face. He has focused her education to focus on what they have done in the past to help aid her in this quest.
Sample Alchemical Beastshape Builds:
Tiny-Size Alchemical Dexterity Mutagen Viper Build
Mutagen+bear's endurance+beastshapeIII+shield 9 (-2size) 20 (+2alchemical+4size) 22 (+4alchemical+4enhancement) 22 10 (-2alchemical) 8 (-2alchemical) HP: +52
Huge-Size Alchemical Strength Mutagen Allosaurus Build
Movement: 50ft
Simulacrum:
--------------------------------------------------------- Elann CR 6 --------------------------------------------------------- N Medium Simulacrum Init +2; Senses low-light; Perception +15 --------------------------------------------------------- DEFENSE --------------------------------------------------------- AC 16, touch 12, flat-footed 14 (+2 Dex, +4armor) In Combat AC 22 (+3 Dex, +4armor, +4shield, +1size) hp 41/48 (8+5+5+5+5+5+12+3fav) Fort +7, Ref +7, Will +3 Defensive Abilities resist acid 5 --------------------------------------------------------- OFFENSE --------------------------------------------------------- Speed 30 ft. Melee Silver Dagger +4 (1d4-1) Ranged Light Crossbow +6 (1d8 19-20x2) Special Attacks bomb +6 (3d4+4, 5ft radius burst 7damage reflex dc17 for half) or briar Bomb +6 (30ft radius reflex dc17 entangled, half movement) or +4/+4 bomb fire rapid shot Spells Prepared (CL 6th; concentration +10) 2nd—cure moderate wounds (4/4)
---------------------------------------------------------
Brew Potion (Ex)
Briar Bomb (Su)
---Tanglefoot Bomb Discovery (Su): A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all. Cognatogen Discovery (Su)
Dendrite Mutagen (Su)
Experimental Mutagen (Su)
Healing Bomb
Swift Poisoning (Ex)
Throw Anything (Ex)
|