Alchemist

Sawbones Zirul's page

806 posts. Alias of ShadowyFox.


Full Name

Zirul "Sawbones" Karesh

Race

Half-Elf

Classes/Levels

Alchemist (Internal Alchemist/Vivisectionist) 12 / Rogue 2

Spoiler:
77/141 hp/ 64 Non-lethal Init +9, AC 34[touch 19, FF 29], Fort +14, Ref +23, Will +7; Perception +18 Effects: Barkskin, Bullet Shield, Fly

Gender

Male

Size

Medium

Age

32

Special Abilities

Extracts Per Day: Level 1s (7), Level 2s (7), Level 3s (6), Level 4s (4)

Alignment

CN

Deity

Besmara

Location

Places Unknown

Languages

Common, Elven, Aquan, Sylvan, Orc, Giant

Occupation

Sawbones and all around handy man

Homepage URL

http://pinterest.com/pin/320107485983889990/

Strength 11
Dexterity 24
Constitution 17
Intelligence 24
Wisdom 10
Charisma 9

About Sawbones Zirul

Defense:
AC 22, Tch 15, FF 16
CMD 29
HP 141
Fort +14, Reflex +20, Will +8

Offense:
BAB +9/+4
CMB 9
Natural Attacks: +17
Melee: Scoundrel’s Sword Cane +15/+10 (1d6+7+2, x2, P)
Ranged: Longbow +8/+3 (1d8, x2, P)
Initiative: +4
Str Modifier: +0
Dex Modifier: +6

Speed: 30ft

Feats & Traits:

Feats:
Brew Potion
Weapon Finesse
Master Alchemist
Extra Discovery x4
Skill Focus (Knowledge [Nature])

Traits:
Indomitable Faith: +1 on Will saves
Vagabond Child: +1 on Disable Device; always a class skill

Racial Traits:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (Knowledge [nature])
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Thus far: Alchemist & Rogue. Have chosen all HP)

Skills:

Acrobatics (Dex) +14 *
Bluff (Cha) +7
Climb (Str) +7
Craft (Alchemy) (Int) +25
Craft (Carpentry) (Int) +15
Fly +12
Disable Device (Dex) +20
Escape Artist (Dex) +14
Knowledge (Arcana) (Int) +22
Knowledge (Dungeoneering) (Int) +18
Knowledge (Local) (Int) +22
Knowledge (Nature) (Int) +30 (+6 additional from skill focus)
Knowledge (Planes) (Int) +22
Knowledge (Religion) (Int) +22
Perception (Wis) +18 (+2 racial)
Sense Motive (Wis) +6
Spellcraft (Int) +18
Stealth (Dex) +16
Swim (Str) +7
Use Magic Device (Cha) +3

*(+3 bonus fighting defensively; +6 bonus total defense)

Abilities:

Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike 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.

Brew Potion: 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.

Breath Mastery:At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.

Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. 7d6 sneak attack

Trapfinding:A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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.

Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Disease & Poison Immunity: The alchemist is immune to both poison & disease.

Torturer's Eye: At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Uncanny Dodge: Starting at 6th level, an internal alchemist can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. However, he still loses his Dexterity bonus to AC if he is immobilized, or if an opponent successfully uses the feint action (see Bluff ) against him. If the internal alchemist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (as a rogue) instead.

Tortorous Transformation: At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, he multiplies the duration by the number of extracts used.

At 9th level, a vivisectionist adds awaken and baleful polymorph to his formula book as 3rd-level extracts. When he uses the awaken or baleful polymorph extract, he injects it into the target (not a plant) as part of a 24-hour surgical procedure. He can make anthropomorphic animal permanent on a creature by spending 7,500 gp.

Rogue Talents:
Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Bleeding Attack:A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Discoveries:
Bleeding Attack: See Rogue Talent

Combine Extracts: When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.

Crippling Strike: See Rogue Talent

Feral Mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Healing Touch: The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist’s daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist.

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.

Lingering Spirit: The alchemist treats his Constitution score as 10 points higher than normal for determining death. Reducing his Constitution score to 0 merely leaves him comatose. An additional 5 points of Constitution damage (effectively -5 Constitution) is required to kill him.

Malignant Poison: As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison's extended duration ends or for a number of minutes equal to the alchemist's level, whichever comes first. After that, the poison reverts back to its original state.

Preserve Organs: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Spontaneous Healing: The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

Formulae Book:

1st Level: Blend, Deathwatch, Disguise Self, Enlarge Person, Identify, Reduce Person, Shield, True Strike, Touch of the Sea

2nd Level: Aid, Alchemical Allocation, Anthropomorphic Animal (surgery), Aram Zey's Focus, Barkskin, Bullet Shield, Cure Moderate Wounds, Darkvision, Defensive Shock, Elemental Touch, False Life, Fire Breath, Kinetic Reverberation, Touch Injection, See Invisible

3rd Level: Amplify Elixir, Awaken (surgery), Baleful Polymorph (surgery), Burst of Speed, Communal Resist Energy, Cure Serious Wounds, Displacement, Draconic Reserves, Elemental Aura, Fly, Monstrous Physique I, Protection From Energy, Thorn Body

4th Level: Universal Formula, Stoneskin, Detonate, Fluid Form, Greater Invisibility, Dragon's Breath, Greater False Life, Monstrous Physique II, Restoration

Enemy Formulae Remaining To Learn:

Cat's Grace, Haste, Nondetection, Remove Blindness/Deafness,

Equipment:

Amulet of Mighty Fists (Agile) +1
Headband of Vast Intelligence +6 [with Knowledge (Local), Knowledge (religion) & Acrobatics]
Belt of Incredible Dexterity & Constitution +4
Trapspringer's Gloves
Sipping Jacket
Ring of Protection +3
Cloak of Resistance +3
+3 Shadow Studded Leather Armor
Longbow x20 arrows
Scoundrel’s Sword Cane
Masterwork thieves tools

Handy Haversack (48.5/120 lbs of material)
Alchemist's Kit, Chirurgeon's Kit, Shaving Kit, Blackfire Clay

POTIONS
Touch of the Sea x1

POISONS
Greenblood Oil x2
Large Scorpion Venom x2
Blue Whinnis x2
Medium Spider Venom x2

Shadow Essence
Lich Dust
Wolfsbane

Coins: 169 gp, 5 sp

Background:

Born into poverty, his family died early on in life. Most of what our poor sawbones remembers is a life of hardship, where every moment was spend scraping by on whatever he could get. As most young, disillusioned youth, he was drafted into one of the local street gangs, where he showed a real talent with his long slender fingers.

Thankfully for our young friend, he chose to use his brain and hold onto the stories of a wild free land, where one could make their own fortune and fame. Where you didn't have to start with a name to make one.

After many hard years, and a few ships and back alley deals, this young half elf has made his way to the Shackles, to take up residence as the sawbones of one of the many ships in the area and maybe ply his own...less savory trades.

Extracts and Mutagens Du Jour:

Extracts Prepared Today:
Level 1 [5 Prepared]: Enlarge Person, Shield, Shield, True Strike, Deathwatch,
Level 2 [6 Prepared]: Alchemical Allocation (used), Alchemical Allocation (used), Barkskin (used), Cure Moderate, Touch Injection (used), Defensive Shock (used), Bullet Shield (used)
Level 3 [4 Prepared]: Shield/Enlarge Person (used), Thorn Body (used), Protection From Energy (used), Burst of Speed, Monstrous Physique I, Elemental Aura (used)
Level 4 [3 Prepared]: Greater False Life, Greater Invisibility (used), Universal Formula (used), Detonate 9used)

Mutagen Prepared (Unless Otherwise Noted):
Dexterity
Lasts 100 minutes

Cash Log:

629 gp, 5 sp Previous Coin
- 460 g for learning formulae

Subtotal 169, 5 sp

+ 8822 g, 5 sp from Eel battle
- 8370 buying Scoundrel’s Sword Cane
+ 8320 g selling +1 Human Bane rapier
+ 2400 coins/jewelry
- 722 scroll tithe

Subtotal post-rumble 14,652 gold

+ 2916.69 Tavern loot

Subtotal 17568.69
+ 8840.1 gold
and a set of women's shadow studded leather armor +3
+ 1100 Mithral shirt
- 1065 Learning Spells (Aid, Kinetic Reverberation, Draconic Reserves, Protection From Energy, Greater Invisibility, Dragon's Breath, Detonate, Fluid Form)
- 750 CSW (level 10)
- 1500 Dragon Bile Poison
- 700 Purple Worm Poison

Subtotal 23493.79
- 9000 Resistance Cloak (+3)

Subtotal 13368.79
Subtotal 14493.79
+63548.0625 loot
+4000 Belt of Dexterity +2
-16000 Belt of Dexterity +4
+16000 Headband of Intellect +4
-36000 Headband of Intellect +6
+2000 Ring of Protection +2
-18000 Ring of Protection +3
+9000 Cloak of Resistance +3
-16000 Cloak of Resistance +4
+5000 Amulet of Mighty Fists (Agile)
-20000 Amulet of Mighty Fists (Agile)+1

Subtotal
10034.8525 gold
-1500 Dragon Bile Poison

Subtotal
8534.8525
+18768.2625 spoils

Subtotal 27303.115

Potion Fund:

Subtotal 1391.025
+ 1809.4
Subtotal 3200.425
+1156.21875

Subtotal
4356.64375

Current Bonuses:

133 HP
AC 34 (10, +6 Armor, +3 Deflection, +5 Dex, +2 Shield, +1 Haste, +7 Natural Armor)
Mutagen (+4 to Dex, -2 to Wis, +2 to Natural Armor)
+5 to Natural Armor
7/11 uses of Spontaneous Healing