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Pend Alemore's page

1 post. Alias of blondebandit.


About Pend Alemore

Pend Alemore
Male Dwarf Alchemist
CG Medium Humanoid (Dwarf)
Init +2;Senses Darkvision 60ft , Perception +5

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Defense
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AC 15 (+3 Armor, +2 Dex), Touch 12, Flat-Footed 13
HP 10
Fort +3, Ref +4, Will +1
Defensive Abilities Spell Resistance 10 ;

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Offense
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Speed 20 ft.
Melee Battleaxe +2 (1d6+2 / x3)
Ranged Bomb +3 (1d6+3)
Special Abilities Alchemy, Mutagen
Extracts
1st (2/day)(DC 14) – Crafter’s Fortune, Heightened Awareness, Tears to Wine, Comprehend Languages, Enlarge Person
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Statistics
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Str 14, Dex 14, Con 12, Int 16, Wis 12, Cha 8
Base Atk +0; CMB+2; CMD 14
Feats Potion Glutton, Throw Anything, Brew Potion
Traits Fortified Drinker, Pragmatic activator
Languages Common, Dwarven, Goblin, Gnome, Giant
SQ Bombs 1d6+3

Skills:

Craft (Alchemy) +8 = 1 rank, +3 Class Skill, +3 Int, +1 Alchemist
Profession (Brewer) +5 = 1 rank, +3 Class Skill, +1 Wis
Knowledge (Nature) +7 = 1 rank, +3 Class, +3 Int
Use Magic Device +7 = 1 rank, +3 Class, +3 int
Sleight of Hand +5 = 1 rank, +3 Class, +2 Dex, -1 ACP
Perception +5 = 1 rank, +3 class, +1 Wis
Spellcraft +7 = 1 rank, +3 Class, +3 Int
Knowledge (Arcana) +7 = 1 rank, +3 Class, +3 Int
Survival +5 = 1 rank, +3 Class, +1 Wis
Appraise +7 = 1 rank, +3 Class, +3 Int

Equipment (starting gold = 105 GP):

Studded Leather Armor [25 GP]
Battleaxe [10 GP]
Alchemist’s Kindness x10 [5 GP]
Alchemist’s Kit [40 GP]
Sunrod [2 GP]
Acid x4 [20 GP]
Bandolier [5 GP]
Flasks x 4 [1 SP 3 CP]

1 GP 3SP 7CP Remaining

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Special Abilities
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Alchemist:

Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fireand 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 analchemical 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 usingdetect 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 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 thecaster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that apotion 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 Intelligencemodifier. 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'sIntelligence 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'sIntelligence 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.

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 hisDexterity, 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.

Dwarf:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

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.

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.


Abilities/Consumables:

Bombs = 4/4 Remaining
Extracts = 2/2 Remaining

Current Buff/Debuff/Effects:

N/A

Background:

Pend was the youngest son of a large well respected forging family. He was not as skilled at the forges as his siblings, nor strong enough to compete in hand to hand combat with them. He often was invisible in the day to day stories of his family much to his dismay. As dedicated to the Dwarven way as he was, he simply did not have the abilities to make a name for himself or to bring pride to his family in their ways. Even his older sister, who seemed to care little for their ways had found the means to find respect among their clan.

Pend continued to toil, trying to create something worthwhile of his family’s pride, but never quite succeeding. His one success did not come from the forge but from the tavern; A masterful brew that he perfected over many years. It was not until his older sister left the Citadel that Pend realized that there could be another way. The idea that his life could have meaning beyond the walls of mountain was a life shattering revelation. So much of his life had been spent trying to perfect an art that just didn’t seem appreciated within the citadel. His sister had showed him that perhaps he could have a life outside of the forges.

So Pend left, risking it all to live with the surface dwellers. It was slow going but eventually he found himself in the city of Daggerford, brewing his ale’s out of a decrepit building in the Caravan Quarter, and selling his special brew (at basically his cost to produce) to the taverns and Inn’s around the city, but at least he was doing something he loved now, and sort of getting paid to do it. If only he could find a way to get his brew flowing in the richer areas of town, or even in the cities surrounding Daggerford!

Well Known Secret: Pend enjoys his own brew a little bit too much. Everyone acknowledges the brew’s superior flavouring to the other local choices but Pend’s drunken antics are hurting his ability to really get the brew accepted in the richer areas of the city.

Description/Personality:

Shorter than the average dwarf, Pend keeps his brown hair and beard in long braids. He has a stocky build perhaps a little on the chubby side from his consumption.

Abrasive and politically incorrect, Pend usually makes more enemy then friends when he opens his mouth.

Fluff Alterations to Alchemy: Pend's "Alchemy" is actually him drinking from his super special brew, flasks of which he always carries with him, by tinkering with ingredients in his flasks ever so slightly he's been able to get it to do some pretty magical things. His bombs are made from the swill he siphons off the top of his brew each morning.