Shackles Pirate

Stephan Nilian's page

13 posts. Alias of Void Dragon.


Full Name

Stephan Nilian

Race

Human

Classes/Levels

Alchemist (Chirurgeon) (Vivisectionist) (Internal Alchemist) 1 l AC 15 T 11 FF 14 l HP 9/9 l Fort +3; Ref +3; Will +2 l Init +1 l Perc +7

Gender

Male

Size

Medium

Alignment

LE

Languages

Common, Cyclops, Polyglot

Occupation

Surgeon

Strength 19
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 10
Charisma 8

About Stephan Nilian

Stephan Nilian
Human Alchemist (Chirurgeon)(Vivisectionist)(Internal Alchemist) 1
LE Medium Humanoid (Human)
Init +1; Special Senses None; Perception +7

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DEFENSE
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AC 15 (11 without armor), Touch 11 (11 without armor), Flat-Footed 14 (10 without armor) (+4 Armor, +1 Dex )
HP 9 (1d8+1)
Fort +3, Ref +3, Will +2;

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OFFENSE
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Speed 30 ft. (30 ft. in armor)
Melee Mace, Heavy (Two Handed) Attack +4 Damage 1d8+6 (x2) Type B
Melee
Ranged

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STATISTICS
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Str 19, Dex 12, Con 12, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 15

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SKILLS
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Skills: (4 + 2 Int +1 FC = 7)

Craft (Alchemy)* +7 (1 rank, 3 class, 2 Int, 1 competence)
Craft (Carpentry)* +7 (1 rank, 3 class, 2 Int, 1 trait)
Heal* +5 (1 rank, 3 class, 1 trait)
Perception* +7 (1 rank, 3 class, 3 Skill Focus)
Profession (Sailor)* +6 (1 rank, 3 class, 2 racial)
Spellcraft* +6 (1 rank, 3 class, 2 Int)
Swim* +9 (1 rank, 3 class, 2 racial, 4 Str, -1 ACP) (10 without armor)

Languages: Common, Cyclops, Polyglot

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FEATS & TRAITS
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Feats

1st:Iron Will
Benefit: You get a +2 bonus on all Will saving throws.

HBF 1st (must be a skill focus): Skill Focus (Perception)
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 Bonus Feat: Brew Potion (Item Creation)
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. 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.

Traits

Armor Expert: Stephan has worn lots of different types of play armor, because whenever he was bored he would make it. He got used to wearing armor whether wood, or more protective materials. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Ship’s Surgeon: On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have. You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you. You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been on enough ships to know a press gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances.

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ALTERNATE RACIAL ABILITIES
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Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.

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GEAR
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Alchemist's kit 25 GP 5 lbs
Backpack 2 GP 2 lbs
Pouch, Belt 1 GP 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
Artisan's Outfit 0 GP 6 lbs
Formula Book 0 GP 3 lbs
Scroll Case 1 GP 1/2 lbs
Marked Cards 1 GP 1 lbs
Healers Kit (free from trait) 1 lbs
Lamellar (leather) 60 GP (+4 Armor; +3 Max Dex; –1 ACP; 20% Arcane Spell Failure Chance; 30 ft.; 25 lbs.)
Heavy Mac 12 GP 8 lbs.
Small Wooden Oyster with Carving of House inside.
Small Wooden Shark Carving
0 GP 2 SP 0 CP

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Extracts & Mutagens Prepared
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==Mutagen==
+2 Natural Armor, +4 Alchemical bonus to STR, -2 INT
Length: 10 mins / alchemist level
DC 12 (FORT for non alchemist who drinks it to not be nauseated)

==Extracts Per Day==
1st: 2 (1 from class 1 from high INT)

==Extracts Prepared==
1st: Shield, (Not prepared yet)

==Extracts Known==
1st:4 (Cure Light Wounds, Shield, Identify, Enlarge Person)

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CURRENT WEIGHT & WEIGHT LOAD
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Weight Load
Light Weight 116
Medium Weight 233
Heavy Weight 350
Lift Over Head 350
Lift Off Ground 700
Push/Pull 1750
Current Weight 58

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CLASS ABILITIES
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Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

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.

Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.

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.

Breath Mastery: [i]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. This ability