About Wenzel Giese
Human Alchemist 1
LN, medium humanoid (human)
Senses Perception +4
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Defense
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AC 14 (+2 prof, +0 armor, +2 dex)
hp 27
Fort +5 (E), Ref +6 (E), Will +4 (T)
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Offense
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Speed 25 ft.
Hatchet +1 (1d6 S)
Dagger +3 (1d4 P)
Hunting Rifle +3 (2d10 P) 240’ range, deadly 2d10, volley 10’ (5/5 rounds)
Alchemical Bomb +5 (varies) 30’ range
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Statistics
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Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 10
Skills Arcana (T) +7, Crafting (T) +7, Deception (T) +3, Lore (Academia) (T) +7, Lore (Herbalism) (T) +7, Medicine (T) +5, Nature (T) +7, Occultism (T) +7, Perception (T) +4, Religion (T) +7, Society (T) +7
Class DC 17
Hero Points 1
Feats
Heritage: Versatile Heritage Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (Trick Magic Item).
Ancestry: Natural Ambition You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Background: Scholar You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.
Assurance (Nature) Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Far Lobber You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
Quick Bomber You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.
Alchemical Crafting You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Trick Magic Item You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.
Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers.
If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
Languages Common, French, German, Italian, Romani
Gear backpack, pup tent, hunting rifle, 5 extra rounds of ammunition, headlamp, smartphone, 5 days trail food, hatchet, folding saw, first aid kit, dagger, mess kit, compass, map of Romania, portable Goh game
Bulk 3/5, Wealth 300 Euro
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Special Abilities
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Alchemy You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science. You gain the Alchemical Crafting feat, even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.
Research Field: Chirurgeon You concentrate on Healing others with alchemy. You start with the formulas for two of the following in your formula book, in addition to your other formulas: lesser antidote, lesser antiplague, or lesser elixir of life. As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine’s untrained and trained uses.