Half-Orc of Averaka

Todoth Nankak's page

22 posts. Alias of Zorblag.


Race

Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

About Todoth Nankak

Name: Todoth Nankak
Race: Half-orc
Class: Alchemist (Crypt Breaker) 1
Sex: Female
Alignment: Neutral Good
Initiative + 3
Perception + 4 (+5 to find traps)

Background:
Todoth was raised steeped in the knowledge of the history of Osirion. In addition to alchemy, her tutors taught her ancient what they knew of the history and philosophy of the ancient peoples of the region with a focus on the mysterious sphinxes. Though she's had to travel far to reach the region, it was a trip that she felt she had to make once the half dead city was opened to explorers.

Todoth has done everything she can to prepare herself for what she might find here, and the exploration and discovery is her driving force. Anything she can learn of the past dynasties, and the sphinxes in particular will satisfy a yearning that she's never been able to properly explain to those about her. Sure she's a treasure hunter, but the greatest treasures she might find will be knowledge to fill in the gaps that her education has left blank.

Although she came to Wati alone, and prepared to brave crypts with no one at her side, she has quickly realized that to be taken seriously she needs to be working with an adventuring band. After some searching, she's found her fellow adventurers here, and is now prepared to enter the lottery for tombs to explore with high expectations.


Daily Resources:

Alkahest Bombs: 4/4
Crypt Breaker’s Draught: 1/1 (+4 perception, scent)
Extracts Level 1: 2/2 Enlarge Person, Unassigned

Defense:

AC 10 + 3 Dex +3 Armor = 16
TAC 13
FF 13
HP 8 + 1 Con = 9
Fort +3 Ref +5 Will +0
Special Defenses:

Offense:

Melee
Dagger (S or P) +3 (1d4 + 3/19-20 x2)
Falchion (S) + 3 (2d4 + 3/18-20 x2)
Longspear (P) +3 (1d8 +3/x3) Reach
Ranged
Alkahest Bomb (Acid) +3 vs Touch (1d4 + 3/x2, Range 20 ft) Damage 1d8 +3 against undead and constructs, +1 to hit and damage if within 30 feet, splash

Statistics:

--------------------
STR 16 (+3)
DEX 16 (+3)
CON 12 (+1)
INT 14 + 2 R = 16 (+3)
WIS 10 (+0)
CHA 8 (-1)
BAB +0 CMB +3 CMD 16
Move 30 feet

Powers and abilities:

Alchemist Formulae Level 1: Comprehend Languages, Cure Light Wounds, Detect Undead, Enlarge Person, Long Arm
Sphinx Riddler: +1 to Skill Checks to decipher a puzzle or riddle

Feats:

Point-Blank Shot Level One (1): +1 attack and damage on targets within 30 feet.

Traits:

Sphinx Riddler (Campaign): You’ve always been fascinated with the ancient race of sphinxes, and are inspired by them to love puzzles and riddles and enjoy solving difficult dilemmas.
Benefit(s): Like so many others, you’ve come to Wati to explore its ancient necropolis, but you’ve also heard that sphinxes occasionally visit a sphinx-shaped ruin in the city—perhaps you’ll have the chance to meet and talk with a sphinx yourself! You gain a +1 trait bonus on Bluff and Diplomacy checks against sphinxes, and a +1 trait bonus on any skill check to decipher a puzzle or riddle. In addition, you may choose Sphinx as one of your bonus languages.

Student of Philosophy (Social): You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.
Benefit: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).


Skills:
7 ranks
Acrobatics +3 Dex -1 ACP = +2
*Appraise +3 Int = +3
Bluff -1 Cha = -1 (+3 to convince others a lie is true)
Climb +3 Str -1 ACP = +2
*Craft (Alchemy) +3 Int +3 Class +1 Rank = +7 (1)
Diplomacy -2 Cha +1 Rank = -1 (+4 to persuade others, +5 to persuade sphixes) (1)
*Disable Device +3 Dex +3 Class +1 Trapfinding +1 Rank -1 ACP = +7 (1)
Disguise -1 Cha = -1
Escape Artist +3 Dex -1 ACP = +2
*Fly +3 Dex -1 ACP = +2
Handle Animal NA
*Heal +0 Wis = +0
Intimidate -1 Cha +2 Race = +1
*Knowledge (Arcana) +3 Int + 3 Class + 1 Rank = +7 (1)
Knowledge (Dungeoneering) NA
Knowledge (Engineering) NA
Knowledge (Geography) NA
Knowledge (History) +3 Int + 1 Rank = +4 (1)
Knowledge (Local) NA
*Knowledge (Nature) NA
Knowledge Nobility) NA
Knowledge (Planes) NA
Knowledge (Religion) NA
Linguistics +3 Int + 1 Rank = +4 (1)
*Perception +0 Wis +3 Class +1 Rank = +4 (+5 to find traps) (1)
Perform -1 Cha = -1
*Profession NA
Ride +3 Dex -1 ACP = +2
Sense Motive +0 Wis = +0
*Sleight of Hand NA
*Spellcraft NA
Stealth +3 Dex -1 ACP = +2
*Survival +0 Wis = +0
Swim +3 Str -1 ACP = +2
*Use Magic Device NA

Languages:

Abyssal, Common, Draconic, Osiriani, Orc, Sphinx

Racial Traits:

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Crypt Breaker Class Features:

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: 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.

Alkahest Bombs (Su): A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of force * acid damage for every odd-numbered level.

This ability otherwise functions as and replaces the standard alchemist bomb class feature.

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.

Crypt Breaker’s Draught (Su): Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.

This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery).

Trapfinding: A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.

This ability replaces the Brew Potion bonus feat.

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.

Favored Class Bonus: +1/2 bomb damage (1)


Equipment:
Enc: 76 lbs.
Armor: Studded Leather (+3 AC, Max Dex +5, ACP -1, 20 lbs, 25 gp)
Weapons: Dagger (1 lb, 2 gp), Falchion (8 lbs, 75 gp), Longspear (9 lbs, 4 gp)
Other Gear: Alchemist’s Kit (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) (24 lbs, 40 gp), hemp rope (50 ft, 10 lbs, 1 gp), grappling hook (4 lbs, 1 gp)

Treasure: 52 gp