Irabeth Tirabade

Peridot the Doctor's page

106 posts. Organized Play character for MadScientistWorking.

Full Name



Half Orc


Alchemist 10 Bombs 17/17

HP83/83 - AC 25, T 16, FF 21/ F +12, R +14, W +7/ CMD 23, Per +14(Dk Vis), Init +4, Move 30ft












Aboleth, Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Boggard, Necril



Strength 10
Dexterity 18
Constitution 14
Intelligence 20
Wisdom 12
Charisma 7

About Peridot the Doctor

Female Half-Orc alchemist 10 Archetypes Chirurgeon, Sacrament Alchemist, Wasteland Blightbreaker,
CG Medium humanoid (orc, human)
Init +4, Senses darkvision (60 ft.); Perception +13
AC 25, touch 16, flat-footed 21 (+5 armor, +2 deflection, +4 Dex, +2 natural, +2 shield, )
hp 75 ((9d8)+27)
Fort +11, Ref +13, Will +7,
Speed 30 ft.
Melee masterwork dagger +8 (1d4/19-20)
Ranged masterwork dagger (thrown) +12/+7 (1d4+1/19-20), within 30 ft. +12/+7 (1d4+1)
Ranged +1 underwater crossbow (light) +12/+7 (1d8+1/19-20), within 30 ft. +13/+8 (1d8+2)
Ranged alkali (flask) +12/+7 (1d6+6), within 30 ft. +13/+8 (1d6+6)
Ranged holy water +12/+7 (2d4+6), within 30 ft. +13/+8 (2d4+6)
Ranged bomb +12/+7 (1d6+6), within 30 ft. +13/+8 (1d6+6)
Special Attacks Bomb, Fast Bombs, Healing Bomb*, Precise Bombs, Throw Anything,
Wayfinder Spell-Like Abilities light (at will)


Str 10, Dex 18, Con 14, Int 20, Wis 12, Cha 7,
Base Atk +6; CMB +6; CMD 22
Feats Additional Traits, Brew Potion, Extra Bombs, Extra Discovery (2x), Point-Blank Shot, Precise Shot, Skill Focus (Heal), Throw Anything
Skills Craft (Alchemy) +18, Craft (Alchemy) (Create item) +26, Diplomacy +0, Heal +17, Knowledge (Arcana) +18, Knowledge (Nature) +15, Knowledge (Religion) +15,Linguistics(Aboleth, Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Boggard, Necril) +15, Perception +14, Spellcraft +14, Survival +9, Use Magic Device +18,
Traits Fate's Favored, Pragmatic Activator, Student of Philosophy,Mana Wastes Medic
Languages Aboleth, Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Boggard, Common, Draconic, Giant, Gnoll, Goblin, Necril, Orc
SQ alchemy, anaesthetic, banish blights, brew potion, darkvision, dispelling bomb, divinely inspired alchemy, faithful, formulae, healing infusion, infused curative, infusion, intimidating, orc blood, poison resistance, sacramental cognatogen, sacred tattoo, swift healing infusions, weapon familiarity, +1 bonus feat,
Combat Gear alkali (flask) (5), holy water (5), scroll of breath of life,
Other GearAnt Haul Wand 38/50, CLW 48/50, Wand Lesser Restoration 9/10, Wand Detect Magic 40/50, headband of vast intelligence +2, amulet of natural armor +2, first aid gloves x2 One Half Used, masterwork dagger, ring of protection +2, belt of incredible dexterity +2, cloak of resistance +1, mithral/+1 chain shirt, +1 buckler, formula book, wayfinder, handy haversack, crossbow bolts (10) (2), +1 underwater crossbow (light), wand key ring, alchemist's lab, portable, bomb, 212.0 gp
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +9 competence bonus on the Craft (alchemy) check. In addition, you 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.

Anaesthetic (Ex) You know how to supplement uses of the Heal skill with pain-killing drugs. You gain Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by you.

Banish Blights (Su) At 8th level, a blightbreaker can end any effect affecting a creature that could be reversed by break enchantment. To do so, the affected creature must imbibe one of the blightbreaker's infused extracts of the healing subschool of at least 3rd level.

Bomb (Su) You can use 17 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+5 points of fire damage. Your bombs also inflict an additional 4d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (10). Those caught in the splash damage can attempt a DC 19 Reflex save for half damage.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Dispelling Bomb When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect. The alchemist must be at least 6th level before selecting this discovery.

Divinely Inspired Alchemy (Su) At 3rd level, a sacrament alchemist's faith inspires him with ideas for novel alchemical achievements, although the mental strain means that he can't reliably repeat them. Once per day while preparing extracts, for a period of 24 hours, a sacrament alchemist can gain an alchemist discovery for which he qualifies. He treats his alchemist level as 2 lower for the purpose of this discovery.

Faithful Like a cleric, a sacrament alchemist must worship a deity, and must be within one step of his deity's alignment.

Fast Bombs An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Formulae 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, pages, 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.


Headband of Intellect Skill Selection (Knowledge (Religion))

Healing Bomb* Creating a healing bomb requires the alchemist to expend an infused extract (APG 31) or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.

Healing Infusion (Su) At 6th level, the blightbreaker can absorb an infusion of the healing subschool as if with touch injection as a standard action an unlimited number of times per day. While he has a healing extract absorbed in this fashion, he can deliver it as a swift action.

Infused Curative (Ex) Your extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When you prepare your extracts, you may choose to render any or all of your infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy your daily extract slots until consumed or used).

Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Mana Wastes Medic
After witnessing a terrible disaster result from an attempt at magical healing in the Mana Wastes, you are careful and methodical when crafting your own healing tinctures. The amount of hit points restored by your Heal checks to treat deadly wounds and your extracts of the healing subschool is increased by 1.
No Racial Subtype You have chosen no racial subtype.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

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.

Sacramental Cognatogen (Su) A sacrament alchemist can anoint himself as his deity's servant using his own special version of a mutagen called a sacramental cognatogen. This is brewed, imbibed, maintained, and can nauseate non-alchemists in the same way as a mutagen. While a sacramental cognatogen is in effect, the sacrament alchemist takes a -2 penalty to Dexterity.
Instead of providing physical benefits, the sacramental cognatogen grants the sacrament alchemist access to the domain powers of one domain or subdomain belonging to his deity as if he were a cleric of his alchemist level. The sacrament alchemist must choose the domain or subdomain when he brews the sacramental cognatogen. A sacrament alchemist can select an alignment domain only if his alignment matches that domain. He treats his alchemist level as his cleric level for purposes of using these domain powers, and treats his Intelligence modifier as his Wisdom modifier for purposes of variable effects. The effects of the sacramental cognatogen last for 10 minutes per alchemist level.
A sacrament alchemist doesn't gain the bonus spells listed for each domain, nor does he gain any bonus spell slots. Levels of classes that normally provide access to domains stack with the sacrament alchemist's alchemist level for purposes of determining domain powers and abilities, but not for purposes of determining bonus spells. Discoveries, feats, and effects that interact with the mutagen class feature do not affect sacramental cognatogen.
A sacrament alchemist cannot take the cognatogen or mutagen discoveries. [RESTRICTION NOT YET IMPLEMENTED]

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Force Bombs

Power Over Death

Student of Philosophy You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Swift Healing Infusions (Su) At 2nd level, the blightbreaker can prepare extracts of the healing subschool as if he had the infusion discovery and can choose to render any such extracts inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). If the blightbreaker has the infusion discovery, or if he is also a chirurgeon, he can use touch injection as a spell-like ability once per day as a standard action, but only to absorb an infusion of the healing subschool.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Formula Book
Alchemist Spells
1st 7
2nd 5
3rd 4
4th 2
All prepared spells are usually healing unless requested by allies.
Spell Level 1 Adhesive Spittle; Bomber's Eye; Comprehend Languages; Crafter's Fortune; Cure Light Wounds; Heightened Awareness; Reduce Person; See Alignment;
Shield; True Strike;
Spell Level 2 Alchemical Allocation; Barkskin; Curative Distillation; Cure Moderate Wounds; See Invisibility;
Spell Level 3 Beast Shape I; Cure Serious Wounds; Heroism; Remove Blindness/Deafness; Remove Curse; Tongues;
Spell Level 4 Breath of Life

Domain: Travel
Extra Discovery: Lingering Spirit