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About Scrivner DurranMale Half-Elf Alchemist 1
Deity Desna
XP ==Defense==
==Offense== Speed 30ft
==Stats==
Current Stats:
Str 10 Dex 18 Con 12 Int 18 Wis 11 Cha 10 BAB +0 CMB +0 CMD 14 ==Extracts & Mutagens== Extracts Per Day, Prepared, and Known:
==Extracts Per Day==
==Extracts Prepared==
==Extracts Known==
Mutagen Prepared for the day:
==Mutagen== +2 Natural Armor, +4 Alchemical bonus to DEX, -2 WIS Length: 10 mins / alchemist level DC 14 (FORT for non alchemist who drinks it to not be nauseated)
==Feats & Traits== Feats & Traits:
Feats Half Elf BF: Skill Focus(Use Magical Device) Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Alchemist Feat: Throw Anything
Alchemist Feat: Brew Potion
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.
1st: Point-Blank Shot (Combat)
Traits
Taken Traits Scholar of the Ancients:Growing up with your nose
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
==Skills & Languages== Skills & Languages:
Skills Ranks: ( Class + Favored Class) Acrobatics + Appraise* +8 Craft (alchemy)* +8 Disable Device* +6 Knowledge (arcana)* +9 Knowledge (dungeoneering) + Knowledge (engineering) + Knowledge (geography) + Knowledge (history) + 6 Knowledge (local) + Knowledge (nature)* + Knowledge (nobility) + Knowledge (planes) + Knowledge (religion) + Sleight of Hand* +6 Perception* +7 Spellcraft* +8 Survival* + Use Magic Device* +7 *Class Skill Languages Common, Draconic, Elvish, Giant, Goblin, Thassilonian, Varisian ==Class Abilities== Class Abilities:
Alchemy (Su):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. Extracts: 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. 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 formuale 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 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. 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. Bomb: Damage =1d6+4 Splash=5 (Reflex for half) DC=14 Mutagen (Su): 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. ==Equipment & Weight== Equipment:
Item Price Weight Alchemist's kit 25 GP 5 lbs Masterwork Backpack 2 GP 2 lbs Bedroll 1 SP 5 lbs Pouch, Belt 1GP 1/2 lbs Flint and Steel 1 GP - lbs Inkpen 1 SP - lbs Mess Kit 2 SP 1 lbs Soap 5 SP 1 lbs Waterskin 1 GP 4 lbs Scholar's Outfit 0GP 6 lbs Formula Book 0 GP 3 lbs Scroll Case 1 GP 1/2 lbs Marked Cards 1 GP 1 lbs Thieves Tools 30 GP 1 lbs 42 GP 1 SP CP Weight Load and Current Weight:
Weight Load Light Load 33 Medium Load 66 Heavey Load 100 Lift Over Head 100 Lift Off Ground 200 Drag or Push 500 Current Weight Load 31 ==Description=&=Background== Description:
Age:24 Height: 6'0 Weight: 190 lbs Eyes: Grey Hair: Brown Scrivner seems to be human at first glance. He goes to great lengths to conceal his elven heritage, and due to that wears a cloak that covers his ears and most of his face. The only clue to his parentage is how his eyes seem to be a storm-cloud grey seemingly shifting and changing with his moods. He always carries around a deck of cards for gambling, and has a dagger and a potion hanging off of his belt in case gambling goes wrong. Scrivner always seems to be ready with a joke or a foolish request. He does this in honor of his late master who always was able to put a smile on anybody's face no matter the peril. He also feels that people who smile are luckier, so it helps out Desna to crack a smile or a joke every once in a while. A good laugh is a good day in Scrivner's mind.
Background:
Scrivner was always a "special" child, in that while other children brought back frogs or newts to their parents, Scrivner brought back poisonous snakes and explosive materials. His constant experimenting with items led to many disasters for the village of Nybor. This continued until Scrivner accidentally blew up half of his village (and the bandits attacking it which was the most important part in Scrivner's mind). Scrivner's parents and the village elders didn't look at his "saving" of the village quite the same way as he had. He was exiled from his beautiful village Nybor, so Scrivner was forced to make do on his own. He began to sell himself out as a knowledgeable fellow, but his dual heritage made finding work hard. It was then that he began to cover his face to try and find more work, but when that failed he took what little gold he had earned and began to travel across Varisia. It was on his travels that he met a like minded fellow by the name of Horgarth. Horgarth taught Scrivner that just because other people thought they were crazy didn't mean they were. Horgarth taught him everything he had ever wanted to know. It was from him that Scrivner found out how to make bombs and other useful things, and before long another alchemist was born. It was here that Scrivner had finally found the father figure he had never had. Scrivner also learned about an ancient land called Thassilonia. His hunger for knowledge about this place was even greater than his hunger for alchemy, and he spent many months dedicating himself to learning its ancient language and customs. It was during this time that Scrivner also learned about Desna. When Scrivner heard about a deity of travelers and luck he knew he had found his patron deity. Scrivner went out that very night to pray for Desna's guidance, but that night was not to end happily. Unfortunately, Horgarth was attacked by goblins that night as he went out to get alchemical ingredients. When Scrivner found him only the pitiful remains of a once proud man and the ashes of the hovel he had called home were there to greet him. Scrivner heard from Horgrath's own mouth about who had done this to him, and when Scrivner finally had the red madness lift from his eyes he found himself in the middle of a goblin camp with all of the goblins dead or gone. Thanking Desna for protecting him on that night, when he foolishly went after an entire camp on his own Scrivner found himself at a loss of how to repay his deity. He began doing some odd jobs with his alchemy, but he never made a lot of money. He did augment his meager earnings by using some "special" cards, but Desna was the goddess of luck and sometimes you have to make your own luck. He made sure to never ruin anybody or he would "lose" his money to someone who needed it, but alas his generosity had him end up with a nearly empty purse. He continued to travel aimlessly until he reached the little town of Sandpoint. He went there to begin selling his wares (or earn some money with his "special" cards) right as the Swallowtail Festival was about to start. |