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About Roldy HesonRoldy Heson
Feats:
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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: No penalties for improvised ranged weapons Brew Potion: Create magic potions Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Traits:
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. Egorian School Apprentice: You studied under one of the masters of the Egorian School style of architecture. You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style. Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Skills:
Adventuring Skills: (4+Int mod(3)/level = 7 Ranks Acrobatics +4 (+0 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc) Bluff +10 (+5 Rank, 1 Cha, +3 Trained, +1 Misc) Climb +1 (+0 Rank, +1 Str, +0 ACP, +0 Trained, +0 Misc) Diplomacy +1 (+0 Rank, +1 Cha, +0 Trained, +0 Misc) Disable Device +14 (+16 vs traps)(+5 Rank, +4 Dex, +0 ACP, +3 Trained, +2 Misc) Disguise +1 (+0 Rank, +1 Cha, +3 Trained, +0 Misc) Escape Artist +4 (+0 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc) Fly +4 (+0 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc) Heal +0 (+0 Rank, +0 Wis, +0 Trained, +0 Misc) Intimidate +1 (+0 Rank, +1 Cha, +0 Trained, +0 Misc) Knowledge Arcane +10 (+5 Rank, +3 Int, +3 Trained, +0 Misc) Knowledge Nature +7 (+1 Rank, +3 Int, +3 Trained, +0 Misc) Perception +8 (+10 vs Traps)(+5 Rank, +0 Wis, +3 Trained, +0 Misc) Ride +4 (+0 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc) Sense Motive +0 (+0 Rank, +0 Wis, +0 Trained, +0 Misc) Spellcraft +11 (+5 Rank, +3 Int, +3 Trained, +0 Misc) Stealth +4 (+0 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc) Survival +0 (+0 Rank, +0 Wis, +3 Trained, +0 Misc) Swim +1 (+0 Rank, +1 Str, +0 ACP, +0 Trained, +0 Misc) Use Magic Device +11 (+5 Rank, +3 Int, +3 Trained, +0 Misc) More Skills: (2 ranks/level = 2 ranks)
Languages: Common, Draconic, Halfling, Infernal. --------------------
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 2–1. 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 losing its magic, 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. An alchemist can draw and drink an extract as a standard action. 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, 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.
Bombs: 3d6+5(6), 8/day, DC 15
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.
Mutagen:
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.
Discovery at level 2:
Precise Bomb : 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.
Trapfinding +2:
Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps. This ability replaces poison use and poison resistance +2.
Swift Alchemy (Ex):
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. Bonus Feat:
Brew Potion Throw Anything Discovery at level 4:
Explosive Missile : As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.
Explosive Disarm (Ex):
At 5th level, a trap breaker can attempt to disarm a mechanical trap by detonating it rather than disarming it with a Disable Device check. As a fullround action, a trap breaker may expend one of his bombs to make a ranged touch attack against a trap, using the trap’s Disable Device DC as its AC. If the attack misses, the bomb’s splash damage activates the trap. If the attack hits, the bomb deactivates the trap without setting it off. The trap breaker must both know the location of the trap and be able to reach the trap’s trigger with a ranged touch attack in order to use this ability. At 8th level, a trap breaker can disarm magic traps with this ability. This ability replaces poison resistance +4 and poison resistance +6. Favored Class Bonus: +2.5 Bomb Damage --------------------
Level 2 : Bear's Endurance, Bull's Strength, cure Moderate Wounds, Invisibility, Levitate, Resist Energy, Restoration Lesser, See Invisibility.
Inside the Chelish Crux
Background:
Hometown: Egorian Father: Lovac Heson Mother: Lekani Anoteka Roldy had everything he ever wanted. His family had ties with House Leroung which gave him entrance to the University of Egorian where he learned the secrets of alchemy. He was promised an excellent prospect for a future union that would secure a better standing for his family. And finally, thanks to his parent wise investments, money would never be a problem. But there was one problem that his parents and Roldy tried to make sure never surfaced. Roldy wasn't human. He was a Grimspawn. A tiefling born with the tainted blood of a Daemon. While on the outside, the only visible sign was his light gray eyes, on the inside, Roldy had dark black blood coercing through his veins. The blood was also thick has oil. For years, lies and schemes were used to hide the fact. Allowing Roldy to rise in standing at the university. But all came to an end on the day of the accident. On that Day, a young student was executing an experiment way beyond his understanding. As one would have expected, a mistake was made and the energy overload destroyed multiple rooms at the university. The student, among other people were killed in the explosion, but for Roldy, a fate worst than death happen. Not only was he injured, but the incident happened while he was with important people from House Leroung. The reaction was immediate. Roldy was kicked out of the university. His parent disowned by the rest of the Heson family. Now on his own, Roldy does jobs here and there, gathering what knowledge he can to increase his power. He dreams of the day when he will be back in the high echelons of society and bring back honour to his family name. To that end, he always keep and ear out for opportunity that would attract a powerful house to accept him in their rank. One thing he did learn during his time at the bottom, the world is without mercy, and so would he.
Appearance&Personality:
Eyes: Light Gray Hair: Black Height:5'8" Weight: 155 lbs Appearance Small and skinny. His eyes are somewhat unsettling, but what really make people react is when Roldy is wounded. His blood, instead of being red, is a black and of a very thick consistency. Personality Liar, schemer, and determined. Those words would be the best way to describe Roldy. notes:
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