Darl Quethos

Xue "Qīngwā" Kunsheng's page

95 posts. Organized Play character for John Woodford.

Full Name

Xue "Qīngwā" Kunsheng


Human (Tian-Shu)


NG|Chirurgeon Alchemist/1|HP 17/17|Drained 0 Bleeding 0|Speed 25 ft.|


AC 17|Fort: +6 Ref: +7 Will: +4|Perception: +4|Exploration: Scout|






Qi Zhong


Common, Tien, Hallit, Skald, Draconic, Sylvan



Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 14
Charisma 10

About Xue "Qīngwā" Kunsheng

Male human (versatile) chirurgeon alchemist 1
NG Medium humanoid (human)
Init/Perception +4

XP: 4
Fame: 6
Reputation-Radiant Oath: 6

AC 17 (trained bonus +3; +2 DEX, +2 armor)
hp 17 (8 human + 8 alchemist + 1 CON)
Fort +6, Ref +7, Will +4
Resistances/Immunities None

Speed 25 ft.
Melee dagger +5 (T), (1d4P) (agile, finesse, thrown 10', versatile S)
Ranged sling +5 (T), (1d6B)
Special Attacks none
Infused Reagents used: [ ] [ ] [ ] [ ] [ ]

Level 1: lesser antidote, lesser antiplague, minor elixir of life, lesser alchemist's fire, sunrod, tindertwig, lesser cheetah's elixir, lesser acid flask

Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 10


Acolyte: You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you’ll always carry within you the lessons you learned.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost (Wisdom).

You’re trained in the Religion skill and the Scribing Lore skill. You gain the Student of the Canon skill feat.

Versatile Human 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 (as with your ancestry feat, you can select this general feat at any point during character creation). (Breath Control)

Alchemist (chirurgeon). 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.

Infused Reagents: You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy (one Manipulate action): If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

Ancestry Feats
General Training: Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.(L1) (Diehard)

General Feats
Breath Control You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead. (Human bonus)

Diehard It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4. (General Training bonus)

Class Feats
Alchemical Savant You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead. (L1)

Skill Feats
Student of the Canon You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead. (background bonus)

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. (class bonus)

Lore (Scribing) +7 T
Lore (Library) +7 T (Scrolls bonus)
Acrobatics +5 T
Medicine +5 T (can use Crafting instead)
Performance +0
Religion +5 T
Diplomacy +0
Intimidation +0
Crafting +7 T
Arcana +7 T
Occultism +4
Society +7 T
Survival +5 T
Nature +5 T
Athletics +3 T
Thievery +2
Stealth +2
Deception +0

Racial Modifiers none

Languages Common, Tien, Hallit, Skald, Draconic, Sylvan


Gear dagger (2/L), studded leather armor (30/1), sling (0/L), 20 bullets (0.02/2L), religious symbol (1/L), adventurer's pack (backpack, bedroll, 2 belt pouches, 10 pcs. chalk, flint & steel, 50' rope, 2 weeks' rations, soap, 5 torches, waterskin) (7/1), bandolier (1/0), alchemist's tools (30/1), healer's tools (50/1), sheath (.1/0), basic crafter's book (1/1), formula book (0/L), repair kit (20/1) 0 gp, 7 sp, 7 cp, 5 Bulk, 7 light


Networking Points:

3 Scrolls

Current benefits: Scribing Lore; 1 minor healing potion

Botting directions:
In combat with living creatures of any sort, Kunsheng will preferentially administer alchemical remedies. If pressed, he'll use unarmed combat and do nonlethal damage--doing lethal damage to living creatures outside of a surgery is one of Qi Zhong's anathemas, and although Kunsheng is not a member of the clergy he still tries to keep to the tenets of his faith. Against constructs and undead, he has no compunctions against using sling or dagger, or using his last infused reagent to create and use a bomb--alchemist's fire or acid flask.