Kwava

Slaynn Timberwolf's page

225 posts. Organized Play character for nightdeath.


Full Name

Slaynn Timberwolf

Race

| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6

Classes/Levels

Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Gender

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1

XP:
654 of 1300

Size

Medium

Age

163

Special Abilities

Rage, Bombs, Mutagen

Alignment

Chaotic Neutral

Deity

Desna

Location

Sandpoint

Languages

Common, Elven, Draconic, Orc

Strength 16
Dexterity 14
Constitution 10
Intelligence 15
Wisdom 11
Charisma 12

About Slaynn Timberwolf

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20pt Buy
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Slaynn Timberwolf

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Character Crunch:

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Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
Chaotic Neutral Medium Humanoid
Init +4; Senses Low Light Vision Perception +5

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Defense
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AC 16 (14), touch 12 (10), flat-footed 14 (12) (+4 armor, +0 Shield, +2 Dex, +0 natural)
hp 21 (24) (1d12+1d8+0)
Fort +5(7), [ b]Ref [/b]+4, [ b]Will [/b]+0 (2)
Resist None

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Offense
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Speed 40 ft.
Ranged Sling +3 50 Stones (1d4+3 (5)/x2)
Melee Quarterstaff +4 (6) (1d6+4 (7)/x2)
Special Attacks Bombs 3/day 1d6 Fire
Spell-Like Abilities None

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Statistics
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Str 16 (20), Dex 14, Con 10 (14), Int 15, Wis 11, Cha 12
Base Atk +1; CMB +4; CMD 16
Languages Common, Elven, Draconic, Orc
SQ None (dc XX)

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Feats
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Run (B)
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Point Blank Shot (1)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

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Traits
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Forlorn
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Giant Slayer
Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

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Class Features
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Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Alchemy (Su)
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 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 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.

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.

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 Potion (Ex)
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.

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.

Throw Anything (Ex)
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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Skills
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Acrobatics +3 (+1 Rank, +3 trained, +2 Ability, -3 Armor)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff +1 (+0 Rank, +0 trained, +1 Ability)
Climb +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Craft (Alchemy) +7 (+2 Rank, +3 trained, +2 Ability)
Diplomacy +1 (+0 Rank, +0 trained, +1 Ability)
Disable Device +3 (+1 Rank, +3 trained, +2 Ability, -3 Armor)
Disguise +1 (+0 Rank, +0 trained, +1 Ability)
Escape Artist -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Fly -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Handle Animal +1 (+0 Rank, +0 trained, +1 Ability)
Heal +0 (+0 Rank, +0 trained, +0 Ability)
Intimidate +1 (+0 Rank, +0 trained, +1 Ability)
Knowledge (Nature) +6 (+1 Rank, +3 trained, +2 Ability)
Linguistics +0 (+0 Rank, +0 trained, +2 Ability)
Perception +5 (+2 Rank, +3 trained, +0 Ability)
Perform +1 (+0 Rank, +0 trained, +1 Ability)
Ride -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Sense Motive +0 (+0 Rank, +0 trained, +0 Ability)
Spellcraft +2 (+0 Rank, +0 trained, +2 Ability)
Stealth +0 (+1 Rank, +0 trained, +2 Ability, -3 Armor)
Survival +5 (+2 Rank, +3 trained, +0 Ability)
Swim +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Use Magic Device +5 (+1 Rank, +3 trained, +1 Ability)

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Magic
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Bonus Extracts (+1 Level 1, +1 Level 2)
Alchemist (Rage Chemist) Level 1 Extracts Prepared (CL 1):
Shield
Alchemist (Rage Chemist) Extracts Known (CL 1):
Cure Light Wounds,Endure Elements, Enlarge Person, Shield

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Special Abilities
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Rage
Bombs 3/day

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Equipment
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Equipment list
Melee Weapons Quarterstaff
Ranged Weapons Sling, Bullets x20
Armor Hide Armor
Other Gear Alchemist’s 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), and a waterskin.
Grappling Hook
Rope (Hemp)
10-foot Pole
Cold Weather Outfit
Traveller's Outfit
Magic Item
Wealth 46gp 7sp 5cp


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Racial Traits
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Elf Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Elven Immunities: ]Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Languages:
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

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Background Story
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Slaynn's Words:

"I Be Slaynn Timberwolf of the tribe of the now deceased Timberwolf tribe.

I come from a land far North where Giant Linorms roam, a land where the winter brings out and tempers your very soul.

Where Prey becomes predator and Predator becomes prey.

I was raised in that very village where as an elf Foundling, I was raised without predijuice by a half crazed Half orc.

An Elf raised in a village of Half Orcs and Orcs!!!! A Finer tale no one else will hear for they are all dead. Dead and myself alone, I have wandered these past century seeing new friends grow old and die. They call me an Elf but I have within me the savagery of an Orc.

I supposed I'm good in a fist fight or in hunting with a bow though my temper might get of the best of me (Barbarian). I dabble in the alchemical as well (Alchemist future) and supposed like my departed foster father, I'll be crazy soon enough if not sooner.

I care not what job I need to do as long as it does not require me to murder the helpless or bully the weak though if the pay is high enough, I might consider it. Coins or Gems, I'll take it."

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Encumberance
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Light Load: 116 lbs. or less
Medium Load: 117–233 lbs.
Heavy Load: 234–350 lbs.
Lift: 700 lbs
Drag: 1750 lbs

Current Load: 102
Encumberance level: Light
Encumberance Effects: None

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Level Up
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Level 1: Barbarian:

HP: 12 +0 (Con Bonus)
Skill Points: 4 +2 (Int Bonus)
Favored: +1 Hitpoint
Skills: Acrobatics, Craft (Alchemy), Knowledge (Nature), Perception, Stealth, Survival
Feat: Precise Shot

Level 2: Alchemist (Ragechemist):

HP: 8 +0 (Con Bonus)
Skill Points: 4 +2 (Int Bonus)
Favored: NA
Skills: Craft (Alchemy), Disable Device, Knowledge (Nature), Perception, Spellcraft, Survival
Feat: Brew Potion (B), Throw Anything (B)
New Features