Vaultbreaker

Penka Borsay's page

54 posts. Alias of rdknight.


Full Name

Penka Borsay

Race

Human Alchemist 2 | HP: 18/18 | AC: 16 (T: 13, F: 13) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +1 (+2 vs Poison / +2 vs Charm, Compulsion) | Init: +3 | Perc: +6, SM: +1 | Speed 30' | Bombs 5/5 Day

Age

19

Alignment

CG

Deity

Desna

Languages

Taldane, Hallit, Dwarven, Gnome

Strength 11
Dexterity 16
Constitution 14
Intelligence 17
Wisdom 12
Charisma 10

About Penka Borsay

Penka Portrait

Statistics:
Female Human Alchemist (Chirurgeon, Crypt Breaker, Dimensional Excavator) 2
CG Medium Humanoid (Human)
Init +3; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +3 dex)
hp 11
Fort +5, Ref +6, Will +1 (+3 vs Charm/Compulsion)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +1 | +4 (finesse)

Ranged +4
------------------------------
STATISTICS
------------------------------
Str 11, Dex 16, Con 14, Int 17, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD +14
.
.
Traits

Local Ties (Camapiagn):
You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Focused Disciple (Faith):
When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

Mathematical Prodigy (Magic):
Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Dependent (Drawback):
You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.

Feats

Precise Shot
Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Benefit: 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 are used to throwing things you have on hand.
Benefit: 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.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Technologist
You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Skills (16 points; 8 class, 6 INT , 2 Skilled)
-------------------------------
Acrobatics* +3 = DEX 3+0+0
-------------------------------
Appraise +3 = INT 3+0+0
-------------------------------
Bluff +0 = CHA 0+0+0
-------------------------------
Climb* +0 = STR 0+0+0
-------------------------------
Craft (Alchemy) +8 = INT 3+2+3
-------------------------------
Diplomacy +0 = CHA 0+0+0
-------------------------------
Disable Device*† +12 = DEX 3+2+3+1+3 (+3 Trait/Feat, +1 Class)
-------------------------------
Disguise +0 = CHA 0+0+0
-------------------------------
Escape Artist* +3 = DEX 3+0+0
-------------------------------
Fly* +3 = DEX 3+0+0
-------------------------------
Handle Animal† +0 = CHA 0+0+0
-------------------------------
Heal +5 = WIS 1+1+3
-------------------------------
Intimidate +0 = CHA 0+0+0
-------------------------------
K (Arcana)† +8 = INT 3+1+3+1
-------------------------------
K (Dungeoneering)† +3 = INT 3+0+0
-------------------------------
K (Engineering)† +8 = INT 3+1+3+1
-------------------------------
K (Geography)† +3 = INT 3+0+0
-------------------------------
K (History)† +3 = INT 3+0+0
-------------------------------
K (Local)† +3 = INT 3+0+0
-------------------------------
K (Nature)† +7 = INT 3+1+3
-------------------------------
K (Nobility)† +3 = INT 3+0+0
-------------------------------
K (Planes)† +3 = INT 3+0+0
-------------------------------
K (Religion)† +3 = INT 3+0+0
-------------------------------
Linguistics† +3 = INT 3+0+0
-------------------------------
Perception +6 = WIS 1+2+3 (+1 vs Traps)
-------------------------------
Perform +0 = CHA 0+0+0
-------------------------------
Profession (Baker)† +5 = WIS 1+1+3
-------------------------------
Ride +3 = DEX 3+0+0
-------------------------------
Sense Motive +1 = WIS 1+0+0
-------------------------------
Sleight of Hand*† +7 = DEX 3+1+3
-------------------------------
Spellcraft† +3 = INT 3+0+0
-------------------------------
Stealth* +4 = DEX 3+1+0
-------------------------------
Survival +6 = WIS 1+2+3
-------------------------------
Swim* +0 = STR 0+0+0
-------------------------------
Use Magic Device† +4 = CHA 0+1+3
-------------------------------
ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Dwarven, Hallit, Gnome

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Human

Alchemist (Crypt Breaker/Chirurgeon/Dimensional Excavator):

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 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 force 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.

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.

Infused Curative:
At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use.

Discoveries:
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.

Extradimensional Extract (Su):
The intense study a dimensional excavator applies to dimensional forces causes him to treat his class level as 2 lower when qualifying for alchemist discoveries other than those granted by Precipitous Discoveries (see below). At 4th level, the dimensional excavator adds create pit to his list of extracts known, treating it as a 2nd-level alchemist extract. He can create an extract of this spell, which can then be thrown as a ranged attack, targeting a creature or square. If it strikes a square, the pit manifests in that area and all nearby creatures are affected normally. If a creature is struck, the pit manifests in the creature’s location, and the struck creature must succeed at a Reflex save with a –2 penalty or fall into the pit.
This alters the discovery ability, and replaces the discovery gained at 4th level.

Precise Bombs:
Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Discoveries:

Formulae:

------------------------------
Formula List
------------------------------
1st (2+1/day)

Cure Light Wounds
Expeditious Retreat
Heightened Awareness
Monkey Fish
Shield
Targeted Bomb Admixture
Tears to Wine

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS

Studded Leather Armor
Light Mace
Dagger
Kunai (x2)
Light Crossbow (20 Bolts)
Sling & 20 Bullets
Alchemy Crafting Kit
Acid Flask
Alkali Flask
Thieves Tools
Smoked Goggles
Backpack
Waterskin
Whetstone
Bedroll
Belt Pouch
Bandolier x2
Notebook
Pen & Ink
Flint & Steel
Iron Pot
Mess Kit
Soap
Torches
Rations (5 Days)
Basic Dress
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 1 GP 6 SP 8 CP

Appearance and Personality:

Height: 5'2" | Weight: 110 | Hair: Dark Brown | Eyes: Brown

Penka is short and rather small-framed. Her head is topped by a great mass of long brown hair that comes over her shoulders. Her skin is tanned from plenty of time in the sun, which has freckled her cheeks and nose as well. Her nose is a prominent feature on her face, long and thin, and it can give her a slightly bird-like appearance. She is not unattractive, but she doesn't put much effort into highlighting her looks.

She typically wears clothing that is practical for dirty and messy work. Tough durable fabrics like canvas in colors that do not show stains well are her choice because stains, burns, and other chemical mishaps wreck nicer clothes so easily. Dark brown trousers with boots, a loose black cotton shirt, and a pocketed vest of brown or dark green is what she can usually be found in.

Penka is not great with people. It's not that she is unfriendly or mean spirited, quite the opposite actually. She tries to make friends and she's helpful and considerate (to the extent her distractions allow her to recognize others' wants and needs). She is not good at reading people, so she usually misses the interpersonal cues people give in communicating. She is also very focused on her particular interests so while some few people might find alchemical processes and gadgetry interesting, she usually bores people without realizing it.

Generally she is cheerful and positive in her outlook towards things. She is an optimist who rarely gives up without good reason. She is also not terribly concerned with, or necessarily aware of, many social rules and norms. This can mean companions or friends of hers must sometimes show patience with her and be willing to take the lead in dealing with strangers while finding a way to keep her quiet.

Background:

Penka is born and raised in Torch. While her ancestry is Kellid, her family has lived in Torch for three generations including Penka, and their connection to any tribal ways is weak at best. Her family is small, just her mother Bogarka and an uncle Nojus. Penka’s father died a number of years ago due to an illness.

Bogarka owns a small bakery where she and Penka work. Nojus is a porter, carrying tools and materials back and forth for the smiths who work at the flame on top of the hill.

Penka came to alchemy through baking. Her mother is a baker of great artistry. As she taught the young Penka her craft, Bogarka endlessly emphasized the mastery of fundamentals: exact proportions of ingredients, precision in timing and temperature. It was those things, Bogarka said, that can make even the plain loaf of bread stand above the most delicious looking pastry or tart. “Baking is edible chymistry” Bogarka asserted. Only after the fundamentals are mastered should one look to infuse baking with imagination, to follow one’s inspirations in creation. Penka is one hell of a baker as a result of her mother’s efforts.

In her teens Penka began looking beyond baking. She was very smart, and curious about what else in the world might follow similar rules. Using whatever texts or advice she could scrounge, Penka began taking her mother’s baking fundamentals, precise ratios of ingredients, careful application of heat, and exact timing, in other directions. Penka soon discovered she must have inherited some small spark of magic from someone among her ancestors. With practice she was able to move beyond mundane chymistry and herbalism to true alchemy.

Penka’s interests connected her to Khonnir Baine, who noticed her talents and began to mentor her. At first he would offer her a tip or advice on something she was struggling with, but over time their relationship developed into more of a teacher and student one. For a couple of years now, Penka begs off work for an afternoon or two a week to go spend dabbling in this and that with him. Penka is also friendly with Val, Khonnir’s daughter.

10 Minute Background:

10 Minute Background

Write five things about your character's concept and background - five things that you think are the most essential parts of your character.

1. Penka is very, very smart. While she may have little formal education, she is very good at cobbling together an impressive body of knowledge about those things that interest her.

2. Penka is very socially awkward. She doesn’t understand people and what makes them tick very well. She does try, but her jokes are complex and usually require special knowledge to understand. Her efforts to be nice or have conversations with people tend to result in the other party being put off for some reason, a perception of condescension, boredom, confusion, etc.

3. Penka loves alchemy. While she is interested in machines and tinkering in general, it is chemicals and their reactions when mixed, along with the required precision of the work that gets her up in the morning.

4. Penka is more practical and analytical than emotional.

5. Penka is curious and interested in seeing or learning about new things, but she’s not exceptionally brave. She is never looking for a fight. If there is one, her goal is to end it as quickly and completely as possible to prevent herself or those with her from being injured.

List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

First to gain some sort of recognition for something she has invented, or more generally to be recognized for her intelligence in some positive way.

Second, to make some friends who genuinely like her despite her awkwardness and foibles.

Party Roles and Advancement:

Penka will be more of a ranged character with her bombs and crossbow than a melee fighter. As an Alchemist, she's more of a small town style jack-of-all-trades than a specialist. As a starting point she is set up to develop according to party needs, with a few different potential paths.

Chirurgeon will make her a bit better at healing than usual. If needed, depending on party composition, she can lean more into that role and take the Healing Hands feat line for skills-based healing.

Crypt Breaker gives her Rogue essentials (her best skill presently is Disable Device). I've taken the Technologist feat as well. She's a techie type and her skills will reflect that. The archetype also helps her bombs versus constructs.

Dimensional Excavator will allow Penka to provide some battlefield control later on by giving her the "Pit" line of spells as thrown extracts.

Although I don't have definite plans for it, Penka could dip a level in Fighter or Slayer if she needs to be a bit stouter.