About Vreekka The Brainiac-------------------------------------------------
AC 14 T 13 FF 11 | CMB -2, CMD 11 | F +4, R +6, W +1 | Init +3 (normal)
Scenario Notes: NA Now LEVEL 1!!! ;-)
Shopping:
Already Bought (Scenario #1): - To Buy/Do: - Wand of ? 50/50 (2 PP, 0lb) - Cheat sheath(100g, 2lb) - Arcane family workbook (300g, 3lb) - Handy Haversack (2.000g, 5lb);
Vreekka The Brainiac is... Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
DEFENSE
CMD 11
__________________________________________________ OFFENSE
CMB -2
To hit: BAB 0, Dex 3, Trait 1, Throw Anything 1, Acid +5
Melee
Unarmed Strike -2 (1d3-2/20/x2)
EXTRACTS (actual):
Alchemist Extracts Prepared (CL 1st; concentration +6) . . 1st(3): Heightened Awareness, Shield, [empty] EXTRACTS (typical): Alchemist Extracts Prepared (CL 1th; concentration +6) . . 2nd(1): ... . . 1st(3): Heightened Awareness, Shield, [empty] FORMULAE BOOK (current):
. . 1st: Adhesive Spittle, Ant Haul, Comprehend Languages, Crafter's Fortune, Detect Secret Doors, Enlarge Person, Expeditious Retreat, Heightened Awareness, Monkey Fish, Reduce Person, Shield, Targeted Bomb Admixture, Touch of the Sea FORMULAE BOOK (at 0 XP):
__________________________________________________ STATISTICS
Str 7, Dex 16, Con 12, Int 20, Wis 11, Cha 7
SKILLS:
9 + 1 = 10 Skillpoints
[dice=Acrobatics - ACP]1d20+3-0[/dice] [dice=Appraise]1d20+9[/dice] <1 ranks> [dice=Bluff]1d20-2[/dice] [dice=Climb - ACP]1d20-2-0[/dice] 2Lx [dice=Craft: Alchemy]1d20+9[/dice] <1 ranks> (+1 competence to create alchemical items, [dice=Craft: Anything]1d20+5[/dice] [dice=Diplomacy]1d20-2[/dice] [dice=Disable Device - ACP]1d20+7-0[/dice] <1 ranks, [dice=Disguise]1d20-2[/dice] [dice=Escape Artist - ACP]1d20+3-0[/dice] [dice=Fly - ACP]1d20+3-0[/dice] [dice=Heal]1d20+4[/dice] <1 rank> [dice=Intimidate]1d20-2[/dice] [dice=Knowledge: Arcana t]1d20+11[/dice] <1 ranks, +2 feat> x [dice=Knowledge: Dungeoneering t]1d20+7[/dice] <0 ranks, +2 feat> [dice=Knowledge: Engineering t]1d20+7[/dice] <0 ranks, +2 feat> [dice=Knowledge: Geography t]1d20+7[/dice] <0 ranks, +2 feat> [dice=Knowledge: History t]1d20+7[/dice] <0 ranks, +2 feat> [dice=Knowledge: Local t]1d20+7[/dice] <0 ranks, +2 feat> [dice=Knowledge: Nature t]1d20+11[/dice] <1 ranks, +2 feat> x [dice=Knowledge: Nobility t]1d20+7[/dice] <0 ranks, +2 feat> [dice=Knowledge: Planes t]1d20+7[/dice] <0 ranks, +2 feat> [dice=Knowledge: Religion t]1d20+7[/dice] <0 ranks, +2 feat> [dice=Linguistics t]1d20+9[/dice] <1 ranks> x [dice=Perception]1d20+4[/dice] <1 ranks> x [dice=Perform: Any]1d20-2[/dice] [dice=Profession: Any]1d20+2[/dice] <0 ranks, +2 feat> [dice=Ride - ACP]1d20+3-0[/dice] [dice=Sense Motive]1d20+0[/dice] [dice=Spellcraft t]1d20+9[/dice] <1 ranks> x (not 2Lx) [dice=Sleight of Hand - ACP]1d20+3-0[/dice] <0 ranks> [dice=Stealth - ACP]1d20+3-0[/dice] [dice=Survival]1d20+0[/dice] <0 ranks> 2Lx [dice=Swim - ACP]1d20-2-0[/dice] <0 ranks> 2Lx [dice=UMD t]1d20+12[/dice] <1 ranks, +3 feat> (when using INT instead of CHA) x __________________________________________________ EQUIPMENT AND GOLD
On person
APPEARANCE
Age 122
SPECIAL ABILITIES
Class Features (Alchemist):
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 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. 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. ---> not in PFS, here she gains Extra Bombs 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. The full list of Alchemist Discoveries can be found here. 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. Class Features (Mindchemist):
Cognatogen At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery). Bonus Feats A mindchemist may select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, or Spellcraft) in place of a discovery. Languages A mindchemist may learn three languages in place of a discovery. Discoveries The following discoveries complement the mindchemist archetype: grand cognatogen, greater cognatogen, infuse mutagen. Discoveries:
Cognatogen (Su) The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens. Alchemical Power Components: Acid 1 dose - Acid Splash (F): The spell deals +1 point of damage. Brimstone 2 doses - all spells with acid descriptor: +1 acid damage Faction Rewards:
none so far. Feats:
Skill Focus (UMD) 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. Breadth of Experience You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained. (Link) Extra Bombs You can throw two additional bombs per day. Special: You can gain Extra Bombs multiple times. Its effects stack. 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. Normal: You take a –4 penalty on attack rolls made with an improvised weapon. Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Extra Discovery You gain one additional discovery. You must meet all of the prerequisites for this discovery. Special: You can gain Extra Discovery multiple times. Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose. Traits:
Pragmatic Activator (Magic) While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. https://aonprd.com/TraitDisplay.aspx?ItemName=Firebug Firebug (Combat) You were the child of a gunsmith or alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives. You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs. Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution Elves are nimble, both in body and mind, but their forms are 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. Low-Light Vision Elves can see twice as far as humans in conditions of dim light. Languages Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Alternative Racial Traits:
Moonkissed Source Heroes from the Fringe pg. 11 Some Spiresworn, especially those born within the Spire itself, are mystically warded from birth against dangers both mental and physical. Elves with this alternate racial trait gain a +1 racial bonus on saving throws. This replaces elven immunities and keen senses. Human-Raised Source Inner Sea Races pg. 211 Forlorn—elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity. Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character. Non-Combat
Combat
PFS Boons:
Draw from the Deck You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet. NOTE - EXCEPTION! A player can use the Draw from the Deck boon without crossing it off her Chronicle sheet once during each subsequent quest in Phantom Phenomena. Scenario List:
1: Quest Phantom Phenomena 1 XP, 2 PP, 500 + 10 gold Total XP: 1
Chronicle Info:
Player: kaervek78 aka Chris N. Character Name: Vreekka The Brainia PFS #: 331079-12 Faction: The Concordance Day Job: Craft (Alchemy) +14 (includes crafter's fortune) Progression: Normal TEST:
"I am Vreekka, Alchemist extraordinaire." "I have quite a variety of formulae in my book, throw bombs, speak eight languages, know a lot about pretty much anything and can also craft about any alchemical item." |