About Wilen Proudbrew
Prestige Awarded 14
Wand of Cure Light Wounds -2pp
[PFS]Season 4: Year of the Risen Rune (Cwethan section) (The Sanos Abduction) +1 XP +2 PA
Knight of Taldor: You successfully supported Remaio's bid to redeem the Alcasti name and restore his status in Taldan society. In recognition of your services to Taldor, Princess Eutropia herself made you a knight of Taldor. You gain a +1 bonus on Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people in Taldor. After your considerable assistance, Remaio is in your debt. You gain a free courtier's outfit. Additionally, Remaio helps you prepare for one of your future missions. After rolling a Knowledge check at the beginning of an adventure, you may call upon Remaio's contacts to gain a +5 bonus and treat the Knowledge skill as if you were trained in it. Alternatively, you may grant Remaio's bonus to another PC. When you use this bonus, check off the box next to this boon.
Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number
Martyr’s Shard 2: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box
Triumph Over Scales: You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.
Bot Me/Dice Bag:
[dice=throw bomb vs touch AC]1d20+8[/dice] 20', x2
[dice=throw bomb, active mutagen vs touch AC]1d20+8+2[/dice] 20', x2
[dice=fire damage, point blank]2d6+3+1[/dice]
[dice=fire splash, DC14 reflex half]2+3[/dice]
Consume extract of Cure Light Wounds, standard action
[dice=throw alchemist's fire vs touch AC]1d20+8[/dice] 10', x2
[dice=light crossbow attack]1d20+7[/dice] 19–20/x2, 80'
[dice=light crossbow attack at point blank]1d20+7+1[/dice] 19–20/x2, 30'
[dice=sickle attack]1d20+2[/dice] x2
[dice=Disable device, mwk thieves' tools]1d20+9+2[/dice]
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 armor, +1 size)
hp 21 (3d8+3)
Fort +5, Ref +7, Will +2; +2 vs. Fear; +2 vs. Poison
Speed 20 ft.
Melee sickle +2 (1d4-1, x2)
Ranged light crossbow +7 (1d6 piercing, cold iron, 19–20/x2, 80')
or light crossbow at point-blank +8 (1d6+1 piercing, cold iron, 19–20/x2, 30')
or Bomb +8 (2d6+4 Fire, 20')
or Bomb, mutagen active +10 (2d6+4 Fire, 20')
or Alchemist's Fire +8 (1d6+4 Fire, 10')
Special Attacks bomb (2d6; 8/day), mutagen (brewed: +2 nat. AC, +4 DEX, -2 WIS), precise bombs
Extracts created (CL 3)
1st (4/day): cure light wounds, shield, targeted bomb admixture, UNBREWED
42 pages used, 58 pages left
1st (39): abjuring step, adhesivespittle, ant haul, ancitipate peril, blurred movement, body capacitance, bomber's eye, comprehend languages, crafter's fortune, cure light wounds, detect secret doors, detect undead, disguise self, endure elements, enlarge person, expeditious retreat, heightened awareness, identify, illusion of calm, invisibility alarm, jump, keen senses, long arm, longshot, monkey fish, negate aroma, phantom blood, polypurpose panacea, reduce person, see alignment, shield, shock shield, stone fist, targeted bomb admixture, touch of the sea, true strike, vocal alteration, waterproof, youthful appearance
Str 8, Dex 16, Con 12, Int 17, Wis 10, Cha 12
Base Atk +2; CMB 0; CMD 13
Feats Extra Bombs, Point-Blank Shot, Precise Shot, Throw Anything
Traits Child of the Streets, Dangerously curious
Skills (trained) craft (alchemy) +9 (+3 to create alchemical items), disable device +9 (+2 from mwk thieves' tools), knowledge (arcana) +9, perception +8, profession (brewer) +6, sleight of hand +10, spellcraft +9, use magic device +8; Skills (untrained) acrobatics +5, appraise +3, bluff +1, climb +1, craft (non-alchemy) +3, diplomacy +1, disguise +1, escape artist +3, fly +3, heal +0, intimidate +1, perform (any) +1, ride +3, sense motive +0, stealth +7, survival +0, swim -1; Armor Check Penalty 0
Languages common, halfling, dwarven, elven, gnome
SQ fearless, halfling luck, keen senses, sure-footed, swift alchemy, weapon familiarity
Combat gear Alchemist's Fire (3), wand of cure light wounds (39 charges)
Other gear formula book, backpack, bedroll, waterskin, sickle, light crossbow, cold iron crossbow bolts (32), mithral shirt, mwk thieves' tools
Money 3514gp, 9sp
Alchemist's Fire You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
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.
Child of the Streets (trait): You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Dangerously Curious (trait): You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Discovery (Su) At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Prerequisite: Bomb class feature.
Mutagen (Su) 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.
Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Swift Alchemy (Ex) At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Throw Anything (Combat) You are used to throwing things you have on hand.
Benefit: 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.
Wilen comes from a long tradition of ale brewers. The business has been passed down for may generations and his parents employ many of the locals in their brewery. However, Wilen is less interested in taking over this business than he is in experimenting with extracts and mixtures. To make matters worse for his parents there are longtime, faithful brewmasters who would love to take over for the family.
Wilen is as jovial and happy-go-lucky as any young halfling, including a penchant for getting into trouble. His friends find him very detached when he zones out and descends into his alchemical obsessions. So, they often find themselves saving him from his prolonged descents into experimentation and pushing him back towards what they believe are healthier endeavors, such as taking up the family business more seriously.