Damiel

Nym Phiren's page

58 posts. Alias of Fanguar.


Classes/Levels

Elf Alchemist (Chirurgeon, Crypt Breaker) 1 AC 17/13/14 / HP : 6/10 / F +3 R +6 W +1 / Init. +4 / Perc. +5 / Sense Motive +7. Bombs:5/5

Strength 10
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 12
Charisma 9

About Nym Phiren

Nym Phiren
Elf Alchemist (Chirurgeon, Crypt Breaker) 1
N Medium Humanoid (Elf)
Init +4; Senses Perception +5, Low-Light Vision.
FCB(Alchemist)x1: +1 Hitpoint
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+3 armor, +4 DEX)
hp 10 (1d8+1+1)
Fort +3, Ref +6, Will +1
Resistances
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OFFENSE
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Speed 30 ft.
Melee
Ranged SA: +6 Bomb 1d4+4 (1d8+4 vs undead) or longbow +4 1d8
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KNOWN FORMULAE
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1st: Bomber’s Eye, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Shield, Detect Secret Doors
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STATISTICS
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Str 10, Dex 18, Con 12, Int 18, Wis 12, Cha 9
Base Atk +0; CMB +0 ; CMD 14
Trained Skills (4+4 x lvl) Disable Device (Dex) +8, Heal (Wis)+5, Knowledge (arcana) (Int) +8, Knowledge (nature) (Int) +8, Perception (Wis) +5, Sense Motive (Wis) +7, Spellcraft (Int) +8, Survival (Wis) +5,
Background Skills: Craft(Alchemy)(Int) +8, Sleight of Hand(Dex) +8
Languages Common, Elven, Draconic, Auran, Terran, Aquan
Other Gear Studded Leather (25gp), longbow(75gp), arrows(20)(1gp), Thieves' tools (30gp), Alchemist 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) (40gp), 9gp.
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Traits:

Firebug: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Big City Exile: You gain a +2 bonus on Sense Motive checks, and Sense Motive is always a class skill. You are never caught flat-footed by a trusted friend attacking you—at least, not by the betrayal itself.


Feats:

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Throw Anything: 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.

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SPECIAL ABILITIES
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Alchemy:
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: Alchemist. 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 becoming inert, 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 formulae 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. 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 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:

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.

Alkahest Bombs (Su):

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 acid damage for every odd-numbered level.

This ability otherwise functions as and replaces the standard alchemist bomb class feature.

Crypt Breaker’s Draught (Su):

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).

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.

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RACIAL TRAITS
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Elven Immunities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.

Envoy:
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.

Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light.

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Background
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History:

Nym was a promising student at one of Magnimar’s academic institutions. During his time at the school he indulged and developed a bit of a taste for a number of illicit narcotics, primarily the stimulants that let him study all day and party all night and eventually he developed a bit of a dependency. Not particularly wealthy, he used his alchemical know-how to produce his own supply and made a bit of profit selling his product to other students. These activities and his increasingly erratic behavior eventually caught up with him and he was expelled.

With few prospects, but with a skill-set useful to the right people, Nym made his way down to the Underbridge district and after a few trials and tribulations became part of a small, but ambitious gang. Over the next few years running with the gang, he was mostly involved in the group’s narcotic production, but was occasionally brought in on other jobs that required his specific skill set, usually requiring things going boom (Trait: Firebug). Things were going well up until a new gang of shapeshifting doppelgangers started muscling in on their territory. Out maneuvered at every turn and with his fellow gang members descending into paranoia fueled in-fighting, Nym could see the writing on the wall. Packing up a few meagre belonging, he abandoned his fellows to their fate and headed for the hills (Trait:Big City Exile). Eventually he ended up in Diamond Lake, hopefully where the doppelgangers and any aggrieved survivors of his gang won’t be able to find him.

Since arriving in town, Nym’s been working small contracts for the mines, producing or deploying explosives. His impromptu exile imposed a forced detox upon him and he’s managed to remain clean so far. This owing more to the lack of quality drugs than any real discipline on his part. (His need having faded enough that the local low quality product hasn’t tempted him too much yet). Rumors of the local cairns have peaked his interest as of late, since a big enough payout could afford him the chance of getting out of this town and setting up a new life of luxury somewhere else.


NPC Contacts:

Eruztan the Wizard: With Diamond Lake being a bit off the beaten path, sourcing the reagents for his concoctions has proven to be a little harder than Nym's used to. His dealings with Eruztan have mostly been of the professional nature.

Ellival Moonmeadow: Nym's primary source of contract work, usually just a bit of demolitions. Nym's hiring is most likely simply due to their shared racial heritage.

Zalamadra: Nym's familiarity with narcotics, his knowledge of the medical arts and general total lack of scruples, has made him a favored associate of the Proprietress of The Emporium. He often provides consulting on the quality of drugs and medical advice to the working girls. Baring any change of circumstances, this would most likely end up resulting in Nym getting back into the drug making business.