About Wuliem BrokenCrownPathFinder Society:
You are Pathfinder # 49842-3. description:
Wuliem BrokenCrown is 5'9 175 lbs.
He has long, untidy black hair, piercing blue eyes, and he is wearing Osirion-style clothing (unless he is working then he has an Alchemist's lab coat on also)Regardless of what he is wearing, it probably has numerous scorch marks and burn holes in it!. He is insanely curious, absent-minded, and he is distracted...squirrel!...quite easily! He smiles often in a 'I just missed something important, didn't I?' kind of way.
background:
Wuliem was born of a--not so friendly-- exchange between his human mother and Orc father! He was raised in his Father's tribe in the mountains--called The Pillars of the Sun-- outside Eto in Osirion. He always had an affinity with chemicals. When he was 10, Wuliem sneaked into the Chief's hut to experiment with some unstable items that the Chief acquired. While mixing them in numerous attempts to produce--something--he was caught by the Chief's under-lieutenant. Welium grabbed the closest two vials before him and smashed them on a stone near the under-lieutenant! There was a bright flash of blueish light and smoke and half the hut was destroyed! Wuliem was placed on trial--of sorts--and he was exiled from the tribe. He was given a waterskin and pointed North into the Desert! After a few days of wondering, he came upon the town of Eto. He eventually found an apprenticeship with a Human Alchemist, where he lived,studied, and explored for the next 7 years. He then was offered a position in the Osirion Society and he was sent to Absalom. Alchemy:
Alchemy(Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike 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 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. funnel:
Hybridization Funnel
Aura faint transmutation; CL 3rd; Weight 2 lbs. Slot none; Price 200 gp DESCRIPTION This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect. A mixture cannot be combined with another mixture. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, fabricate or combine extracts discovery; Cost 100 gp Combined items: alchemist's fire/acid flask 5/4 Alchemical items:
Alchemist's Fire 9/7
Price 6.6 gp; Weight 1 lb. DESCRIPTION Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. 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 large body of water or magically extinguishing the flames automatically smothers the fire. Holy Water 4/4 Price 25 gp; Weight 1 lb. DESCRIPTION Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. Temples to good deities sell holy water at cost (making no profit).
itching Powder 4/3
Ointment, Armor 3/3
Alkali Salt 1/1
Bottled Lightning 3/0
Alchemical Glue 1/1
Alchemical Glue Accelerant 1/1
Buoyant Balloon 2/2
Dye, Marker 12/6
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Throw Anything:
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.
Alchemical weapons:
Alchemical Weapon (Su)
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance. discoveries:
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. 1. Frost Bomb
Benefit: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks. precise bombs:
Precise Bombs (Ex)
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use. Precise Bombs Benefit: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect. bombs:
Bomb (Su) 8/8 +7(touch) (2d6+7 plus splash 9 with point blank shot with in 30')
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. mutagens:
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. Martial Weapon Proficiency:
At 1st level, a grenadier picks one martial weapon to become proficient in the use of. (Longbow) This ability replaces Brew Potion.
extracts:
1st=4/2 day (1st:shield, cure light wounds, anticipate peril, true strike, targeted bomb admixture, detect secret doors, crafter's fortune, endure elements,
2nd:Alter Self School transmutation (polymorph); Level alchemist 2, bard 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2 CASTING
EFFECT
DESCRIPTION
Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength. )
Racial:
Standard Racial Traits
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Racial Traits:
Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. 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. Favored Class option add +1/2 to bomb damage Stats:
Str 14 Dex 14 Con 12 Int 19 Wis 12 Cha 7 offense/Defense:
Ac.17 (+5 armor, +2 Dex)Touch 12 FF 15 Hp.26/ Bab.+3 Cmb+5 Cmd 17 Initiative +2 Speed 30 Fort+6 Ref+7 Will+2 Skills:
craft(alchemy)+13, Disable device +11, Knowledge(arcana) +10,Knowledge (dungeoneering) +8, Knowledge(nature) +11, Perception +8, Spellcraft +11, Use Magic device +11 feats:
1. Throw Anything (Combat)(B)
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. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.,
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day. Section 15: Copyright Notice
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons. Section 15: Copyright Notice
traits:
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Section 15: Copyright Notice
Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. Section 15: Copyright Notice
drawback for fluff:
Forgetful You are easily distracted and prone to forgetting important things. Effect: Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item).
Weapons:
Quarterstaff +4 (1d6+3/x2); cold iron, dagger +4(1d4+2/19-20x2)
sling +4(1d4+2/x2) 40/40 armor:
+1 Mithral chain shirt; Outfit, Cold-Weather
Source Core Rulebook This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Outfit, Explorer's Source Core Rulebook This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat. gear:
Kit, Alchemist's
Price 40 gp; Weight 24 lbs. This kit includes an alchemy crafting kit, a backpack(mw), a bedroll, a belt pouch x6, a flint and steel, ink, an inkpen, an iron pot, a mess kit(This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.), soap, torches (10/9), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one. Kit, Alchemy Crafting Price - gp; Weight 5 lbs. An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was previously called an “alchemist's kit”, and was renamed to avoid confusion with the set of adventuring gear called an “alchemist's kit.”),
money:
3910 gp 13 sp carrying capacity:
light=58 med=116 heavy=175 Experience:
10 Prestige/Fame:
16/14 Magic items:
Cloak of Resistance+2
Aura faint abjuration; CL 5th
DESCRIPTION Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). CONSTRUCTION REQUIREMENTS Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5) Section 15: Copyright Notice
DESCRIPTION This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, fox's cunning; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6) Wrist sheaths:
PFS Legal Wrist sheath (spring loaded)
Source Adventurer's Armory pg. 19 (Amazon) Price 5 gp; Weight 1 lb. Category Adventuring Gear Description This item works like a standard wrist sheath, but releasing an item from it is a swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity). 1.Wand of Grease 50/50 2.Extract= ? |
