Thuvius Breckindorf's page

61 posts. Alias of Dave Herman.

About Thuvius Breckindorf

Theme: Fighting demons, with SCIENCE!!! (MAD science, and some dirty tricks)

Male CG Human Alchemist/ Rogue (Unchained - Sniper) Gestalt 1
Age: 22 / Height: 5' 9" / Weight: 140 lbs.
Hair: Brown / Eyes: Green
Deity: Science applied for the betterment of all sentient lifeforms!

Abilities and Stats:

STR: 11 (+0) / DEX: 16 (+3)/ CON: 13 (+1)
INT: 18 (+4) / WIS: 12 (+1)/ CHA: 14 (+2)
HP: 9
Initiative: +3
Move Rate: 30 ft
AC: 16,Touch: 13, Flat Footed: 13 (Armor +3, Dex +3)
BAB: +0
CMB: +0
CMD: 13
Fort Save: +3
Reflex Save: +5
Will Save: +1
Senses: Perception +5


Rapier +3; 1d8, 18-20 x2

Bomb +4; 1d6+5, 20 x2
Shortbow +3; 1d6, 20 x2

Sneak Attack: 1d6
Point-Blank Shot: +1 Attack/Damage ranged attacks in 30 ft


Bluff (1) +6
Craft (Alchemy) (1) +9
Diplomacy (1) +6
Disable Device (1) +7
Disguise (1) +6
Knowledge (Arcana) (1) +8
Knowledge (Dungeoneering) (1) +8
Knowledge (Local) (1) +8
Knowledge (Nature) (1) +8
Knowledge (Nobility) (1) +6
Knowledge (Planes) (1) +6
Linguistics (1) +8
Perception (1) +5
Stealth (1) +7

Languages: Common, Abyssal, Aklo, Celestial, Infernal, Undercommon

Racial Abilities:

Skilled: +1 Skill rank per level
Focused Study: Receive skill focus as bonus feat at levels 1, 8 and 16.

Character Traits:

Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster.
Dreadful Forethought: As a minor Ustalavic noble, you have friends linked to Karcau’s fiendish cults. Your observations give you a keen insight into the blasphemies of the idle rich. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (planes) checks.

Unchained Rogue (Sniper) Abilities:

Sneak Attack (1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Accuracy: A sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.

Alchemist Abilities:

Alchemy 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 only a certain number of extracts of each level per day. 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 (1d6+4, 4/day, DC 15): 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.

Mutagen: 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.


Skill Focus (Disable Device): +3 to Disable Device
Point-Blank Shot: +1 Attack/Damage on ranged attacks within 30 ft.
Precise Shot: Can range attack into melee without penalty
Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Brew Potion: 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. 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.
Weapon Finesse: Substitute Dex for Str on attack rolls with certain weapons.

Gear and Property:

Masterwork Studded Leather 175gp
Rapier 20gp
Shortbow 30gp
Arrows (20) 1gp
Arrows - Blunt (20) 2gp
Arrows - Tanglefoot (5) 100gp
Arrows - Pronged (20) 2gp
Arrows - Smoke (5) 50gp
Masterwork Backpack 50gp
Alchemist's Kit 40gp
Masterwork Thieves' Tools 100gp
Portable Alchemist's Lab 75gp
Silk Rope 10gp
Antiplague 50gp
Antitoxin 50gp
Alchemical Glue 20gp
Alchemical Grease 5gp
Alchemimist's Kindness x2 2gp
Acid x2 20gp
Tindertwig x3
Forged University of Lepistadt Diploma & Investigator Credentials (DC 28)
Bandoliers x2 10sp
Cash on Hand 4gp

Encumbrance:Light: 43 lbs or less, Medium: 44–86 lbs, Heavy: 87–130 lbs


Thuvius grew up spoiled and entitled, the second son of a minor Ustalavan noble family. When he was old enough, he entered Lepistadt university, though it took his family connections to get him in since his academic performance was subpar at best. He was madly interested in demonolgy and alchemy, and ignored the more classic curriculum in favor of fringe type sciences. Scoffed at by his peers, Thuvius was dismissed as an indulgent rich kid at best, and a crack-pot in the making at worst.

He managed to coast his way to his senior year with average grades and a healthy dose of mild cheating, but was caught when he plagiarized a term paper that he had put off completing in favor of partying. Thuvius was quietly expelled from the university, again relying on his families influence to avoid a more public scandal.

His parents, mostly indifferent to his cheating but furious that he potentially embarrased them, decided to subtly send him out of town. Knowing of his interests in all things demon-related, they suggested he head off to Kenabres and indulge his desire for learning about the infernal. Their secondary intention was to scare him straight, as it were, hoping he would quaver when faced by the reality of the Worldwound.

They miscalculated though. Thuvius was inspired by the people Mendev, and their courage while under constant threat of the Abyss. He decided to permanently relocate, and hoped to apply his learning to the fight against evil. However, embarrassed by his history, he pretends to be an legitimate university graduate who is now working on his masters thesis.