Quinn

Robilar Hawke's page

72 posts. Organized Play character for EmissaryOfTheNorth.


Full Name

Dominic Farrel

Race

Human

Classes/Levels

Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Gender

Male

Size

Medium

Age

18

Alignment

Neutral Good

Languages

Common, Draconic, Elven, Gnome

Occupation

Lumberjack, Trapper, Hunter

Strength 10
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Robilar Hawke

Background:

Robilar Hawke, a doctor's apprentice that dabbled into black powder mysteries during his training, which fascinated him. A kind and good hearted man which ventured to the vast world with the intention to help and experiment, to live life to its fullest and help others do the same.
Even though his mentor, Victor, taught him a good deal of important scientific and medical lessons, the old man wasn't a social butterfly and so proper etiquette and social tricks aren't Robilar's forte.

Despite this he is a good willed young man, albeit a bit awkward, decided to improve his skills and travel the world. During his earliest steps of the travel, Robilar had to earn money anyway possible. Using the dexterity that practicing to be a surgeon and doctor had given him he acted on the streets doing small acts of legerdemain, and he even had to pickpocket a few times -but those people had plenty of money, so he is sure they didn't even care-. Luckily for him, he have recently met a group of likeminded people with which he is now travelling, and despite his social awkwardness and sometimes too deft hands, the future seems bright!
But Robilar isn't alone... few people know that the abuse of mutagens and other alchemical concoctions leave deep scars inside the user's mind. Robilar's one is Krieg. Krieg is a subtle voice, one Robilar is only half aware of... and even if Krieg shares Robilar's body, where the doctor wants to help others he is selfish in a sense: he revels in the chaos of battle, the thrilling of the unexpected and the glory of victory.


Details:

Robilar Hawke
Male Human
Alchemist 1
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Stats
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Size / Type: Medium Humanoid (Human)
Alignment: NG
Age: 23
Speed: 30 Ft.
Initiative: +3
Senses: Perception +1
Languages: Common, Draconic, Elven, Gnome

Attributes
STR 10 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 8 (-1)


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Offense
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BAB: +0
Melee:
Quarterstaff +0 ( 1d6/ x2 )

Ranged:
MWK Light Crossbow +4 ( 1d8 / 19-20, x2 ) or
MWK Light Crossbow +5 ( 1d8 +1 / 19-20, x2 ) with Point Blank or
MWK Light Crossbow +3 ( 1d8 +2 / 19-20, x2 ) with Deadly Aim or
MWK Light Crossbow +4 ( 1d8 +3 / 19-20, x2 ) with Point Blank and Deadly Aim or
Bomb +5 touch ( 1d6 +3 / 20, x2 ) or
Bomb +6 touch ( 1d6 +4 / 20, x2 ) with Point Blank
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Defense
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HP: 11 (1d8 + 2 Con +1 Favored Class)
AC: 15 (10 Base + 2 armor + 3 Dex)
Touch: 13 / Flat-Footed: 12
CMB: 0 (0 BAB + 0 Str)
CMD: 13 (10 Base + 0 BAB + 0 Str + 3 Dex)

Fort: +4 (+2 Base +2 Con)
Refl: +5 (+2 Base +3 Dex)
Will: +1 (+0 Base +1 Wis)

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Skills
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Per Level: 8 (4 Base + 3 Int + 1 Human)

Skills List:

Appraise +7 (3 INT +3 Class +1 Rank)
Craft(Alchemy) +7 (3 INT +3 Class +1 Rank)
Craft(Firearms) +7 (3 INT +3 Class +1 Rank)
Disable Device +7 (3 DEX +3 Class +1 Rank)
Heal +5 (1 WIS +3 Class +1 Rank)
Perception +5 (1 WIS +3 Class +1 Rank)
Sleight of Hand +7 (3 DEX +3 Class +1 Rank)
Survival +5 (1 WIS +3 Class +1 Rank)


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Traits
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Firebug:

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

Black Powder Fortune:

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Benefit: As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.

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Feats
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Point Blank Shot:

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You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


Deadly Aim:

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You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Brew Potion(Bonus):

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Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

See magic item creation rules for more information.


Throw Anything(Bonus):

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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.


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Special Abilities
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Weapons & Armor Proficiencies:

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

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 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.


Bombs:

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.

Brew Potions:

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagens:

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 his Dexterity, 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.


Throw Anything:

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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.

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Extracts Prepared
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CL: 1

[/spoiler]

Level 1:

Total Number: 2 (1 Extracts per Day + 1 Intelligence + 1)
Cure Light Wounds , Shield

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Formulae Book
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Level 1:

Total Number: 6 (3 Starting + 3 Intelligence)
Ant Haul
Cure Light Wound
Expeditious Retreat
Shield
True Strike
Crafter's Fortune
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Equipment
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Gold: 0 gp

[Spoiler=Equipment]
"ROBILAR'S KIT"
Price 45 gp; Weight 26 lbs.
(Alchemist's Kit + Gear Maintenance Kit)
This kit includes an 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), metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, a few buttons and a waterskin.

"ROBILAR'S CROSSBOW"
Price 35 gp; Weight 4 lb
Load: Loading a light crossbow is a move action that provokes attacks of opportunity.

Note: You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

"STANDARD AMMUNITION"
Price 5 gp Weight 5 lb
A few packs of bolts, five actually (50 bolts total).

"LEATHER ARMOR"
Price: 10 gp ; Weight: 15 lb.
Now with plenty of pockets!

"EXPLORER'S OUTFIT"(WORN)
Price - gp; Weight 8 lbs.
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches , a belt, a shirt (with a jacket), gloves, and a cloak. The clothes have plenty of pockets (especially the cloak).