Wultram Denka's page

617 posts. Alias of Bigger Club.


Race

Human

Classes/Levels

Scholar 4 [HP 02/22]

Gender

M map

Size

M

Age

32

Alignment

LN

Deity

Diktats

Languages

Common, Elvish, Dwarvish, Orcish, Halfling

Strength 12
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 12

About Walker Tair

Ability Scores:

STR 12
DEX 14
CON 12
INT 18 (+1 @ 4th and +2 human)
WIS 12
CHA 12

HP: 22
AC: 17 =10 + 2 dex + 5 armor
tchAC: 12
ffAC: 15
Resist: Expend Focus; 1/day ignore fatigue/exhaustion
Immune:

Saves:
F: +3 = 1 ab + 1 base + misc + resist + 1 trait
R: +6 = 2 ab + 4 base + misc + resist
W: +5 = 1 ab + 4 base + misc + resist
Misc bonuses:
- expend focus to treat die roll as 13

BAB: +2
CMB: +3
CMD: 15

Melee:
Morningstar, +3 melee, 1d8, crit x2, B and P

- Brutal Breaker: can grab nearby improvised weapon and attack with it at no penalty. Other considerations (fragility), see ability. Damage according to the item.
- Hard Drinker: imbibe alcoholic or alchemical item to gain drunk status for 1 rnd. Can retrieve one such item as a move action.
- Alchemical Dragon: Up to 4 rounds after drinking alchemical item, can breathe it out in 10ft cone (DC 16 REF halves). All in cone are treated as direct hit. No splash outside cone.

Ranged: -1 per range increment instead of -2, no penalty shooting into melee
Mwk Longbow, +5 ranged, 1d8, crit x3, 100ft, P

- Trick Arrows: Attack action (not available on full attack). Add Flashbang to arrow.
- Deadly Shot: Special attack action, add 1d10 damage (not multiplied on crit).
- Focusing Reload: regain martial focus on move action reload.

Special:
- Medical Training: Cost: 1 heal kit use. DC 15 Heal Check, standard action, provokes AoO. Adjacent ally heals 1 HP +1 per point of check over DC 15. [INT/creature/day max]. 5th level can heal ability damage
- Flashbangs: Standard action. Range: 70ft thrown. 1D4 B, S, +P Damage. Fort DC 16 or deafened+dazzled 1d4 rnds. On enemy save fail, recover martial focus. 5th level add more conditions and damage. Add to this with Material Impositions.
- Material Imposition: Lodestone Standard Action. Cost: Martial Focus. Range 100ft. Draw metal item or creature up to 200lbs towards Scholar. Vs living creature or attended item, special CMD (see ability). Succcess: target moves 40ft towards Scholar, movement provokes AoO.
- Material Imposition: Magnetic Bursts: Flashbang modifier. Cost: Martial Focus. On hit, enemy save vs Flashbang, on enemy fail, for 1d4 rnds, metal weapons and arrows gain +2 circumstance to hit that enemy.
- Alchemy: DC 16 where applicable unless otherwise noted. Can have 4 Formulae prepared at a time. Can craft 2 at a time (15/30 mins as applicable). Formulae known: Salve DC 15, Acid DC 15. Can choose 4 squares to not take splash damage.
- Scout: Swift Action knowledge or (perception -5) check vs DC 10+enemy CR to identify weaknesses (DR, vulnerabilities, etc.) or lack thereof. No other information gained. On success, can use scout sphere abilities that require having scouted foe.
- Target Weakness: Cost: Move Action (or Martial Focus + Free Action). Requires successful Scout first. On next attack, half of total damage is treated as an energy type target is vulnerable to; alternatively, treated as one one type listed in target's DR. (See ability for further clarification).
- Coordinated Movement: Take Withdraw action, regain Martial Focus. 5x speed

Attack Action Rules
Special Attack Action Rules

Martial Focus

Race:

Standard Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

[+4/5] Scholar: Increase the save DC and damage of your flashbangs by +1/5.
Traits:
Rice Runner: +1 to acrobatics and it becomes a class skill
Resilient: Gain +1 to fortitude saves

Class:

Scholar
Combat Training: A scholar may combine combat spheres and talents to create powerful martial techniques. Scholars are considered Proficient combatants and use Intelligence as their practitioner modifier.
Careful Packer: The scholar knows that being prepared for any eventuality with a variety of useful tools is essential to success. Starting at 1st level, her talents for organization allow her to treat the storage space of any backpack, pouch, or similar container as though it were twice its normal size, and she uses her Intelligence score in place of her Strength score when determining her carrying capacity.
Medical Training (Ex): The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill. In addition, the scholar may expend one use of a healer’s kit and make a special DC 15 Heal check on an ally as a standard action that provokes an attack of opportunity; if this check is successful, the ally recovers 1 hit point +1 for each point by which the scholar exceeds the DC. If the scholar has at least 5 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability damage +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total.
Problem Solver: A scholar gains the Alchemy and Scout spheres as bonus combat talents at 1st level. If she already has either of these talents from another source, she may instead gain any talent she qualifies for from the corresponding sphere.
Flashbangs (Ex): At 2nd level, the scholar learns how to create unstable preparations using various salts and minerals that she can hurl at a creature as a ranged touch attack with a range of 30 ft. + 10 ft. per class level, dealing 1d4 bludgeoning, slashing, and piercing damage, and forcing the target to succeed on a Fortitude save (DC 10 + 1/2 the scholar’s class level + her Intelligence modifier) or be deafened and dazzled for 1d4 rounds; in addition, whenever a creature fails their saving throw against one of the scholar’s flashbangs, she may recover her martial focus as an immediate action. Preparing and throwing a flashbang is a standard action. If the scholar has at least 5 ranks in the Craft (alchemy) skill, the target takes 1d8 bludgeoning and piercing damage and is instead blinded and deafened for 1d4+1 rounds on a failed Fortitude saving throw.
Some material impositions grant secondary effects that have the [explosive] descriptor; these impositions allow the scholar to expend her martial focus when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang.
Scholar’s Knack (Ex): At 2nd level and at every two levels thereafter, the scholar gains a scholar’s knack from the below list. Unless otherwise noted, all scholar’s knacks are extraordinary abilities.

- Studied Technique: The scholar formulates and masters a unique combat style or technique she can use to defeat her foes. Each time the scholar takes this knack, she gains three bonus talents; these bonus talents may be spent on any talent she qualifies for, or to gain one or more new base combat spheres. The scholar may take this knack up to a total of three times.

- Trick Arrows: Scholars with this knack learn how to affix their flashbangs to bolts or arrowheads. As part of an attack action made with a ranged weapon, the scholar can affix a flashbang to her weapon, causing any creature struck by it to be treated as though it had also been struck by one of the scholar’s flashbangs. Flashbangs whose effects would affect an area larger than a single target treat the target of the scholar’s attack as the center of their effect.

Material Imposition: Starting at 3rd level, the scholar has learned that certain mundane materials, plants, or even creatures, properly utilized, can have unusual effects on magical energies. The scholar learns one material imposition from the below list, plus an additional one at 5th level and every two levels thereafter. Unless stated otherwise, activating an imposition is a standard action that provokes attacks of opportunity and expends the scholar’s martial focus. A scholar damaged by an attack of opportunity while activating an imposition must make a concentration check adding her class level and Intelligence modifier to a d20 roll (DC 12 + damage dealt) or she fails to activate the ability and the action is wasted. Feats and abilities that normally improve concentration checks, such as the Combat Casting feat, also apply to scholar’s using material impositions. If the imposition grants a save, the DC is equal to 10 + 1/2 the scholar’s class level + her Intelligence bonus.
Impositions with activated abilities can interfere with each other’s energies and effects; if the scholar uses the activated ability of a material imposition while another activated ability is still in effect, the previous effect immediately ends. Impositions which do not require activation do not interfere with other imposition’s effects. Activating a material imposition consumes raw materials, but generally the cost of these materials is insignificant — comparable to the valueless material components of most spells. A scholar can assume she has all materials necessary to use her material impositions unless otherwise noted as long as she has a designated belt pouch or spell component pouch in her possession. Unless otherwise noted, material impositions are extraordinary effects.

- Lodestone: Lodestone’s unusual properties often seem like magic to the uninitiated, but to the scholar, it is a predictable and reliable tool. The scholar may activate this imposition in one of two ways: firstly, the scholar may draw one primarily metal item or creature within 60 ft. + 10 ft. per class level directly towards herself. This item or creature cannot weigh more than 50 lbs. per class level the scholar possesses, and if it is a living creature or an item held by a living creature, the scholar must succeed on a combat maneuver check against the opponent’s CMD, using her class level in place of her base attack bonus and her Intelligence modifier in place of her Strength modifier for the check. Upon a successful use of this ability, the targeted creature or item is moved up to 10 ft. per class level directly towards the scholar; if this ability is used on a creature, this movement provokes attacks of opportunity.
Secondly, the scholar may use this ability to repel all metal creatures or objects within a 30 ft. radius; this ability cannot effect a single item or creature whose weight is more than 50 lbs. per class level the scholar possesses. Any unattended metal objects within the radius of this effect are immediately moved directly away from the scholar to the first legal square outside of the effect’s radius; when the scholar activates this ability, she makes a single combat maneuver check using her class level in place of her base attack bonus and her Intelligence modifier in place of her Strength modifier and compares the result against the CMD of all metal creatures or creatures wielding metal equipment within the area’s effect, moving any creature whose CMD her check exceeds directly away to the first legal square outside of the effect’s radius. Creatures wielding metal weapons may choose to drop them rather than be subject to this ability’s effects, but creatures wearing metal armor are treated as metal creatures for determining this ability’s effects.

- Magnetic Bursts [explosive]: Scholars with the lodestone material imposition may enhance their flashbangs with lodestone flakes that cling to the target, making it easier for metallic weapons, or weapons whose primary damage- dealing apparatus is composed of metal, such as spear or arrowheads, to hit the target. For the next 1d4 rounds, any attack made with a metal weapon against a target who has failed their save against a flashbang modified with this explosive gains a +1 circumstance bonus to the attack roll, +1 for every 3 class levels the scholar possesses.

Combat Spheres and Talents:

Martial Tradition: Chemist:
Chemists who go adventuring often find the bottle makes as good of a weapon as what might be inside it.
Bonus Talents:
Equipment: Fast Draw
Alchemy sphere (formulae package): Alchemy (Salve Formulae)
Barroom sphere
Variable: Chemists gain one additional talent of their choice from either the Barroom sphere or Alchemy sphere. Alchemy: Improved Acid Flask (Formulae)
Scholar Class Bonus: +1 alchemy talent (below), Scout

Bonus: Controlled Rupture
Feat 1: Scout: Target Weakness
Lv2: Equipment Sphere: Huntsman Training
BSK: Barroom: Alchemical Dragon
BSK: Sniper Sphere
BSK: Sniper: Focusing Reload
Ft3: Scout: Great Senses
Lv4: Athletics Sphere (Run Package)

BSK = bonus from Scholar's Knack class ability

Alchemy
Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.
When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
In addition, choose one of the following packages:
Formulae: Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.
Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.
Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for.
Salve (formulae): Craft DC: 15
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.
You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.
Poison Package

Scout
Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:
Scout: As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

Barroom
Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.
Practitioners of the Barroom sphere gain the following ability:
Brutal Breaker: You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.
Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.
Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.
Note: Talents which would allow you to add the broken condition or destroy an improvised weapon cannot be used while using a creature as an improvised weapon.
Hard Drinker: Whenever you imbibe an alcoholic drink (normally a standard action), you gain the drunk status for a number of rounds equal to your Constitution modifier (creatures without a Constitution score cannot gain this status). As a move action, you may retrieve an alcoholic drink, elixir, or potion (but not extract) from your person or grab one within your natural reach and drink it, all without provoking an attack of opportunity. For every 4 points of base attack bonus you possess, the drunk status last for one additional round.
Alcohol: Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour per the number of drinks above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.
Some talents possess the (drunk) tag, requiring you to expend your drunk status to perform them. (Drunk) talents are a free action unless stated otherwise in their description.

Alchemical Dragon: You may choose to imbibe any liquid alchemical weapon you are currently holding (such as alchemist’s fire or liquid ice), treating it as though it was an alcoholic beverage. When you do, you may spit it out in a 10-ft. cone as a standard action as long as you do so within a number of rounds equal to your practitioner modifier (if you do not, the alchemical weapon is wasted), forcing all creatures within that cone to make a successful Reflex save or take damage as though they were directly hit by the alchemical item, taking 1/2 damage on a successful save. If you imbibe a new liquid alchemical weapon before spitting a previously imbibed one, the previously imbibed liquid alchemical weapon is wasted. For every 5 base attack bonus you possess, the area of this cone increases by 5 ft.

Sniper
Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot.
All practitioners of the Sniper sphere gain the following ability:
Deadly Shot: As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.
In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.
Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.

Focusing Reload: You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding (including nocking an arrow to a bow). If you can normally reload your weapon faster than a move action, you may choose to reload as a move action to gain this benefit.

Great Senses: You gain 5 ranks in the Perception skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Perception skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Target Weakness: If you have successfully used the scout ability to identify a target’s weaknesses, you may use scavenged materials collected as you travel to improvise a weapon targeting one of those weaknesses as a move action that does not provoke attacks of opportunity; you may expend your martial focus to instead use this ability as a free action. The next attack you make against the target with a manufactured or natural weapon attack, including traps, is treated as though half the total damage it deals (rounded down) were of an energy type the target has vulnerability to (for example, if you fire an arrow at a red dragon, who has vulnerability to cold damage, and would normally deal 14 points of piercing damage, you instead deal 7 points of piercing damage and 14 points of cold damage); if this attack is not made before the end of your next turn, this effect is wasted.
Additional energy damage dealt by the attack, such as from the flaming or frost weapon special abilities, is calculated separately from this effect. Alternatively, your weapons are treated as having one type listed in the target’s damage reduction (for example, if an enemy has DR 5/cold iron or good, you may treat your attacks as either good or cold iron for 1 round).

Athletics
When you gain the Athletics sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages.
Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time.
In addition, you gain the following ability:

Coordinated Movement: Whenever you take the withdraw action, you regain your martial focus.

You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. Associated Skill: Acrobatics. Associated Feat: Run.

Feats:

H=human, #=level, A=Associated Feats

H: Skill Focus: Craft Alchemy (another skill focus at 8th)
A: Quick Draw
1: Extra Combat Talent
A: Far Shot
A: Precise Shot
3: Extra Combat Talent
A: Run

Skills:

Hit Die: d6
Class Skills: The scholar’s class skills are
Acrobatics (Dex), = +10 = * +3 +2 ab +1T
Appraise (Int), = +8 = 1 +3 +4 ab +
Bluff (Cha), = +5 = 1 +3 +1 ab +
Craft (Alchemy) (Int), = +16 = * +3 +4 ab +[+1/2 lvl]Cl +3 SF
Diplomacy (Cha), = +5 = 1 +3 +1 ab +
Disable Device (Dex), = +9 = 4 +3 +2 ab +
Disguise (Cha), = +1 = x +0 +1 ab +
Escape Artist (Dex), = +9 = 4 +3 +2 ab +
Handle Animal (Cha), = +5 = 1 +3 +1 ab +
Heal (Int), = +11 = 4 +3 +4 ab +2Cs
Intimidate (Cha), = +1 = x +0 +1 ab +
Know (arcana) (Int), = +9 = 2 +3 +4 ab +
Know (dungeon) (Int), = +9 = 2 +3 +4 ab +
Know (engineeer) (Int), = +11 = 4 +3 +4 ab +
Know (geography) (Int), = +8 = 1 +3 +4 ab +
Know (history) (Int), = +8 = 1 +3 +4 ab +
Know (local) (Int), = +8 = 1 +3 +4 ab +
Know (nature) (Int), = +11 = 4 +3 +4 ab +
Know (nobility) (Int), = +8 = 1 +3 +4 ab +
Know (planes) (Int), = +9 = 2 +3 +4 ab +
Know (religion) (Int), = +11 = 4 +3 +4 ab +
Linguistics (Int), = +4 = x +0 +4 ab +
Perception (Wis), = +8 = * +3 +1 ab +
Perform (Cha), = +1 = x +0 +1 ab +
Profession (Wis), = +1 = x +0 +1 ab +
Sense Motive (Wis), = +8 = 4 +3 +1 ab +
Sleight of Hand (Dex), = +9 = 4 +3 +2 ab +
Spellcraft (Int), = +8 = 1 +3 +4 ab +
Stealth (Dex), = +9 = * +3 +2 ab +
Survival (Wis), = +5 = 1 +3 +1 ab +
Use Magic Device (Cha): = +8 = 4 +3 +1 ab +

Cl = class bonus
SF = skill focus
Cs = circumstance
T = Trait
* = treated as max ranks from a sphere

Skill Ranks Per Level: 8 + Int modifier.
Proficiencies: Scholars are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
You gain proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Associated Feat: Far Shot.

Equipment:

Carrying Capacity:

Light 173 lbs. or less
Medium 174–346 lbs
Heavy 347–520 lbs

6000 gp

2000gp Handy Haversack
50gp Mwk Backpack
250gp Mwk Chain Shirt (+4 AC, +4 max dex -1 ACP, 25lbs )
2000gp +1 on armor
375gp Mwk Longbow (1d8, x3, 110ft)
8gp Morningstar (1d8, B and P)
250gp 5 heal kits
1gp blanket & bedroll & 10 iron vials
20gp tent, small
20gp heatstone
100gp 50ft spider silk rope
75gp Ioun Torch
7gp Hooded Lantern
200gp Portable Alchemist's Lab
75gp Alchemist's Lab
10gp Sunrod x15 (30ft)
9gp Water Purification Sponge x1 &6 iron vials
50gp Antiplague x3
50gp Antitoxin x3
25gp Bloodblock x3
25gp Bodybalm x3
50gp Healy Myrrh x3
100gp Soul Stimulant x1
34gp Troll Styptic x1
250gp Merfolk's comb x1
134gp Nepenthe x1
10gp Alchemist's Kindness x30
34gp Ambrosia x1
10gp Deodorizing Agent x1
27gp Elemental Breath x1 & 3 iron vials
40gp Liquid Ice x3
50gp Blackfingers Paste x3
25gp Bone Paste x1
25gp Mending Paste x3
1gp Casting Plaster x5
20gp Foaming Powder x6
50gp Stonechipper Salve x1
20gp Smokestick x3
50gp Tanglefoot Bag x3
10gp Tar Bomb x2
20gp Distilled Terrap Sap x2
30gp Thunderstone x3
4gp Tindertwig x12
67gp Weapon Blanch, Adamantine x1 & 2 iron vials
20gp Weapon Blanch, Cold Iron x3
67gp Weapon Blanch, Ghost Salt x1 & 3 iron vials
20gp Weapon Blanch, Silver x12
1gp Waterproof bag x2
1gp Bandolier x2
10gp Spell components pouch x2 (for gathering alchemical supplies)
15gp Spellbook 100pgs (for writing stuff, not actually spells)
10gp Waterskin x2 and Canteen x4 (half is water half is booze)
1gp pen and inks
12gp left

Backstory:

Walker Tair is a well-known traveling merchant and doctor, similar in vein to a snake-oil salesman, except he has a reputation for actually being a capable doctor and not swindling people. He frequently makes house calls, accurately diagnoses diseases, and can be found as opposed to having fled the city after making some quick coin. The only stain on his reputation is that it is notoriously difficult to get work out of him in the morning due to him having spent most of his coin earned yesterday on strong drink last night. However, he can usually be found in his rented residence above the local tavern.

Occasionally, there are times he cannot be found, although he always leaves a note behind with the barkeeps in the area; these are times when he is off on a research venture. He is an accomplished herbalist, geologist, and mineralist in addition to an alchemist and doctor. This occasionally takes him out of the local area and into the wilderness to collect samples and perform experiments that are not safe for the confines of a city. Because of his expeditions far and wide, he has learned to make all manner of alchemical panaceas and is widely regarded to have “something for everything”/”the cure for what ails ya.”

Our story begins on one such journey...

notes:

The rest of the math is simple: 420 at 100% means 910 litres at 46% alcohol or +/- 1300 bottles of 70cl. Then you'll have to take into account the angel's share which depends on the cask type and the age, so the actual number of bottles you can fill will be significantly lower (1,5 - 2% will be lost a year). Roughly you could say that one kilo of barley produces one bottle of whisky.