Jarl of the North Wind

Skål Nekol-ôm's page

No posts. Organized Play character for McBugman.


Full Name

Skål Nekol-ôm

Race

Male Dwarf

Classes/Levels

Dragonblood Chymist Alchemist

Strength 16
Dexterity 14
Constitution 15
Intelligence 16
Wisdom 9
Charisma 5

About Skål Nekol-ôm

Background:

In a nutshell, Skål is a master brewer and distiller who has slowly perfected a strange subgenre of brew that temporarily alters the patron in extraordinary ways. Before selling his former establishment, the 'Imbibe n' Dive', Skål was a simple Dwarf living a naive existence in a single reality world. As a naturalist avid with experimentation, Skål accidentally caught a glimpse of reality's true nature when he gambled with a Temporal Mushroom Ale. In a thirst to get back to that place he glimpsed he began formulating the most bizarre concoctions he could muster with the rarest of ingredients. Some made for good times but no success, some out right poisoned him, while others revealed power beyond his imagination. Unbeknownst to him, Skål had just stumbled onto alchemy.

I'm still learning about the Planescape but the general notion is..

Skål indeed did find his way back to the realm he had briefly glimpsed. After achieving full entry into the place he became like a Kobold in a radish patch and was obsessed with all the exotic ingredients and the other cultures methods of brewing. Arriving was just the beginning for him. Maybe it was the dragonblood talking, but the potentials hiding down every new plane became an exhilarating addiction. He was determined, he must learn and brew 'all'.

Personality:

Skål Nekol-ôm is an abrasive alcoholic. He has bad breath and is ambivalent to personal space.

What good can be said is he is kind, loving, loyal, and determined. He is creative and lighthearted.

Appearance:

A bald dwarf with a large blonde beard, Skål is oddly fit for his habits though still not in shape.

Crunch:

Skål Nekol-ôm

Male Dwarf Dragonblood Chymist Alchemist 3

NG Medium Humaniod(Dwarf)

Init +2; Senses Perception +7, Darkvision

Languages: Common, Dwarven

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Statistics

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Str 16 (+3), Dex 14 (+2), Con 15 (+2)

Int 16 (+3), Wis 10 (+0), Cha 7 (-2)

BAB +2; CMB 4; CMD 16

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Defense

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AC 19 , touch 14, flat-footed 15

hp 27 (d8)

Fort +5, Ref +5, Will +1

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Offense

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Speed 20 ft.

Melee Warhammer (+6) (1d8+4 x3, 12gp, 5lbs)

Ranged Bombs! (+4) (2d6, 30ft)

Feats

[1] Power Attack: –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon.

[3] Furious Focus: Do not take the Power Attack roll penalty on the first attack each round

Future Feats

Cleave: Make an additional attack if the first one hits

Distance Thrower: Reduce range penalties for thrown weapons by 2

Extra Bombs: Throw two additional bombs per day

Pushing Assault: With a two-handed weapon you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

Shield of Swings: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

Traits

Alchemical Adept: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Brewmaster (Dwarf): You gain a +1 trait bonus on Profession (brewer) and Craft (alchemy) checks, but you take a –1 penalty on Diplomacy checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves.

Racial Traits

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dwarves are humanoids with the dwarf subtype.

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity: Dwarves are proficient with battleaxes (1d8 x3, 10gp, 6lbs), heavy picks (1d6 x4, 10gp, 6lbs), and warhammers (1d8 x3, 12gp, 5lbs), and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class Skills

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

Alchemy: 4 Extracts / Day. 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.

Bomb (2d6) 6/Day: An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 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.

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.

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.

Swift Alchemy: 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.

Dragonblood Chymist

Dragonblood Mutagen (Su): At 1st level, a dragonblood chymist discovers how to create a mutagen that he can imbibe in order to mimic the might of a dragon. While he maintains his original form, his features take on a draconic appearance, becoming scaly and lizard-like. He gains a +2 natural armor bonus and a +2 alchemical bonus to his Strength for 10 minutes per class level.

At 2nd level, the dragonblood chymist has learned to concentrate the potency of his dragonblood mutagen such that it grants him two claw attacks and a bite attack. If these are the only attacks the dragonblood chymist makes in a round, they are primary attacks and are made using his full base attack bonus. Otherwise, these natural attacks are treated as secondary attacks. The claw attacks deal 1d4 points of damage (1d3 if he is Small) and the bite attack deals 1d6 points of damage (1d4 if he is Small). While the mutagen is in effect, he gains a +2 competence bonus on Intimidate checks. At 12th level, the dragonblood mutagen grants a +4 natural armor bonus and a +4 alchemical bonus to his Strength. At 16th level, the dragonblood mutagen grants a +6 natural armor bonus and a +6 alchemical bonus to his Strength. This ability otherwise functions as mutagen.

This ability modifies the mutagen class feature; replaces the discoveries gained at 2nd, 12th, and 16th levels; and precludes the dragonblood chymist from taking any other mutagen discoveries.

Explosive Breath (Su): At 1st level, a dragonblood chymist gains the ability to expel fire from his mouth in the same manner as a dragon. He gains the breath weapon bomb alchemist discovery but must apply this discovery to every bomb he creates.

This ability replaces the Throw Anything ability.

Draconic Resistances (Ex):[b] At 2nd level, a dragonblood chymist gains a +2 bonus on all saving throws against paralysis and sleep effects. This bonus increases to +4 at 6th level, and to +6 at 10th level. At 10th level, a dragonblood chymist becomes immune to paralysis and sleep effects.

This ability replaces poison resistance, poison use, and swift poisoning.

[b]Formulae (7 Known)

Lvl 1:

Comprehend Languages: You understand all spoken and written languages. 10 min./level

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Endure Elements: Exist comfortably in hot or cold regions. 24 hours

Enlarge Person: Humanoid creature doubles in size. 1 min./level

Long Arm: Your arms lengthen, increasing your reach with those limbs by 5 feet.

Shield: Invisible disc gives +4 to AC, blocks magic missiles. 1 min./level

True Strike: +20 on your next attack roll.

Skills 7 = 4 + INT mod (3)

Appraise (Int) 3 = (0+3+0)

Craft (Alchemy) (Int) 13 = (3+3+3+2+1+1)

Disable Device (Dex) 2 = (0+2+0)

Fly (Dex) 2 = (0+2+0)

Heal (Wis) 0 = (0+0+0)

Knowledge (arcana) (Int) 9 = (3+3+3)

Knowledge (nature) (Int) 9 = (3+3+3)

Perception (Wis) 6 = (3+0+3)

Profession(Brewer) (Wis) 6 = (3+0+3+1)

Sleight of Hand (Dex) 2 = (0+2+0)

Spellcraft (Int) 9 = (3+3+3)

Survival (Wis) 6 = (3+0+3)

Use Magic Device (Cha) -2 = (0+-2+0)

Gear

145gp staring gear

MW Chain Shirt (+4 AC)(-1 Check, 20ft, 250gp, 25lbs)

MW Buckler (+1AC) (0 Check, 155gp, 1lb)

Bracers of Armor +1 (1000gp, 1lb)

Cloak of Resistance =1 (1000gp, 1lb)

MW Cold-Iron Warhammer (+7) (1d8+4 x3, 324gp, 5lbs)

Bomb Launcher (+10ft) (10gp, 0.5lb)

Alchemist's lab (portable) 75gp, 20lbs

Alchemist's Kit (40gp, 24lbs)

Alchemy crafting kit: An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost.

Backpack

Bedroll

Belt pouch

Flint and steel

Ink

Inkpen

Formulae book

Iron pot

Mess kit

Soap

Torches (10)

Trail rations (5 days)

Waterskin

Ale .2gp, 8lbs

Dwarven Stout .8gp, 8lbs

3 1 gal Jugs .1gp, 21lbs

5 Mugs 1gp, 5lb

53gp

Carrying Weight

On Person: 32lbs

In Backpack: 24lbs

Light: 76 lbs. or less

Medium: 77–153 lbs

Heavy: 154–230 lbs

Alchemy Eratta:

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.

Bomb Eratta:

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.