Arcane Experimenter

Stergil Vryce, D.V.M.'s page

105 posts. Organized Play character for R D.


Full Name

Stergil Vryce, D.V.M.

Race

Gnome

Classes/Levels

Alchemist (Preservationist)/1 | HP 10/10 | AC 13, Tch 13, FF 11 | Fort +3, Ref +4, Will +0; +2 vs. illusions; +2 vs. death effects | Perc +6 | Init +2

Gender

Male

Size

Small

Alignment

NG

Deity

Nethys

Strength 8
Dexterity 15
Constitution 12
Intelligence 17
Wisdom 10
Charisma 12

About Stergil Vryce, D.V.M.

Stergil Vryce, D.V.M.
Gnome alchemist (preservationist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 19)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +0; +2 vs. illusions
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged bomb +4 (1d6+3 Fire) or
. . sling +3 (1d3-1)
Special Attacks bomb 6/day (1d6+3 fire, DC 13)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Alchemist (Preservationist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, shield
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Statistics
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Str 8, Dex 15, Con 12, Int 17, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Extra Bombs[APG], Spell Focus (conjuration), Throw Anything
Traits animal friend, magic is life
Skills Acrobatics +2 (-2 to jump), Bluff +2, Climb +0, Craft (alchemy) +9 (+10 to create alchemical items), Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Linguistics +4, Perception +6, Use Magic Device +5; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Dwarven, Elven, Gnome, Sylvan, Thassilonian, Tien, Treant
SQ alchemy (alchemy crafting +1), gnome magic, mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear acid (6), oil, tanglefoot bag; Other Gear dagger, sling, sling bullets (10), backpack, chalk (10), ink, black, inkpen, parchment (4), signal whistle, sunrod (2), tindertwig, trail rations (2), waterskin, 19 gp
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Tracked Resources
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Acid - 3/6
Bomb 1d6+3 (6/day, DC 13) (Su) - 4/6 (2 Bombs remaining)
Dagger - 0/1
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Prestidigitation (1/day) - 0/1
Sling bullets - 4/10
Speak with Animals (1/day) - 0/1
Sunrod - 0/2
Tanglefoot bag - 0/1
Tindertwig - 0/1
Trail rations - 0/2
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Bomb 1d6+3 (6/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

RP Flavor:
Stergil Vryce, D.V.M., is at your service! He is a graduate of medical AND veterinary school in Absalom. Since childhood, he has had an unquenchable curiosity about the fauna of Golarion, and has sought to research and document as many species as gnomanly possible.

His devotion to Nethys came about at the start of his time at 'Uni', when he became swayed by the mantra, 'knowledge above all else'. Seeing some of his fellow student's more questionable research, however, has led Stergil to believe that knowledge must forever be constrained by the urge to heal, as described in the Hobbicratic Oath.

Stergil joined the Pathfinder Society as a way to 'travel the world, and meet strange and exotic new creatures', while having an expense account (his own research and menagerie of creatures has proved extremely expensive) He hopes to convince the Silver Crusade that it should work to protect all creatures of Golarion, not just the sentient races.

Progression Plan:
+1 Int at lvl 4, +1 Dex at lvl 8
Favored Class skill bonuses: Bonus HPx5, Extra Bombsx2, Skill Ranksx4 - UMD, Ride, Linguistics, Diplomacy (at lvl 11...)
Feats/Discoveries:
1: Skill Focus (Conjuration)
2: Precise Bombs
3. Augment Summoning
4. Infusion
5. Sunlight Summons
6. Tanglefoot Bomb
7. Planar Preservationist
8. Blinding Bomb
9. Extra Discovery - Force Bomb
10. Confusion Bomb
11. Extra Discovery - Wings

Skills:
Initially, Stergil concentrates on only the following skills: Perception, Handle Animal, Heal, Knowledge (Nature), and Craft (Alchemy). He takes one rank in Climb, Swim, Acrobatics, Survival, Craft (Traps) and other stuff, because he's a globe-trotting explorer of nature's mysteries!
In the middle levels, he uses his Gift of Tongues trait to help him double down on all the planar languages, so he can talk to the elementals, as well as the animals.
His growing interest in the arcane manifests itself in ranks in UMD, Spellcraft, Knowledge Arcana, Planes Dungeoneering, etc.
Around level 7 and 8 Stergil dumps all of his skills ranks into Ride, and buys himself an Axe-Beak mount, because this pint-sized pioneer puts the 'little' in 'Dr. Doolittle'. He then cruises around on the Axe-beak summoning animals and monsters (who he invariably describes as, "MY FRIENDS!", throwing various bombs at enemies, and helping/healing his summons, pets, and allies.
At level 11, Stergil uses his Favored Class bonus to buy 1 skill rank in Diplomacy - he finally learns how to talk to PEOPLE.

CRUCIAL GEAR:
Muleback cords, Handy Haversack, MANY pets and cages (see Collector trait!), Swarm suit, hook vest, bandolier, Pith helmet (Jingasa of the Fortunate Soldier), Slingshot (sling), a butterfly net, Size Medium Lenses of Detection (he has a prescription that is very hard to fill) the usual load-out stuff for saves and AC (mithral chain shirt, amulet of Natty Armor, yadda yadda), cool boots/slippers, lots of weird wands, scrolls, potions, etc.