Alchemist

Zrethe Lon's page

3 posts. Alias of Walter Lindie.


Full Name

Zrethe Lon

Race

Human

Classes/Levels

Male Human (Gaul) (Grenadier/Vivisectionist) 5/Trickster 2

About Zrethe Lon

Zrethe Lon
Male Human (Gaul) (Grenadier/Vivisectionist) 5/Trickster 2
LN Medium humanoid (human) (dual-talented)
Init +7; Senses Perception +9
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Defense
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AC 16, touch 15, flat-footed 11 (+1 armor, +5 Dex)
hp 51 (5d8+5 FCB+10 Con+8 Mythic)
Fort +7, Ref +10, Will +6
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Melee

Bite +10 (1d8+6) and
2 Claws +10 (1d6+6) and
Bill +3 (1d8)

Special Attacks mythic power (7/day, surge +1d6)
Alchemist Extracts Prepared (CL 5rd):
2nd Bull's Strength, 2 open
1st CLW, Enlarge Person, 3 open
Extracts Known
2nd Alchemical Allocation, Cats Grace
1st CLW, Enlarge Person, Shield, Detect Secret Doors, Crafter's Fortune, Comprehend Languages, Anticipate Peril.
Sneak attack dice 2d6
Cats Grace and Feral Mutagen in Poisoner's Gloves
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Statistics
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Spoiler:

Str 10, Dex 20, Con 14, Int 17, Wis 12, Cha 8
Base Atk +4; CMB +9; CMD 20
Feats Weapon Finesse, Throw Anything, Craft Wondrous Item, Additional Traits, Extra Discovery, Martial Weapon Proficiency Bill
Mythic Feat: Mythic Crafter, Weapon Finesse (Mythic)
Discoveries: Feral Mutagen, Infusion, Tumor Familiar
Traits:
Pragmatic Activator: Use int for UMD checks
Scholar of the Great Beyond: +1 K. Planes History History is a class skill

Skills
Spoiler:

+35 Alchemist
Acrobatics +8 (3 rank, +5 Dex)
Appraise +4 (+4 Int)
Bluff -1 (-1 Cha)
Climb +0 (+0 Str)
Craft (Alchemy) +11 (+3 Int, +3 CS, +1 Rank, + 4 class)
Diplomacy -1 (-1 Cha)
Disguise -1 (-1 Cha)
Escape Artist +5 (+5 Dex)
Fly +5 (+5 Dex)
Handle animal -1 (-1 Cha)
heal +1 (+1 Wis)
intimidate -1 (-1 Cha)
Knowledge (arcana) +9 (2 rank, +3 CS, +3 Int, +1 trait)
Knowledge (history) +10 (3 rank, +3 CS, +3 Int, +1 trait)
Knowledge (local) +4 (1 rank, +3 Int)
Knowledge (nature) +8 (2 rank, +3 CS, +3 Int)
Knowledge (planes) +5 (2 rank, +3 Int)
Knowledge (Religion) +5 (2 rank, +3 Int)
Perception +9 (5 rank, +3 CS, +1 Wis)
Perform -1 (-1 Cha)
Ride +5 (+5 Dex)
sense motive +1 (+1 Wis)
Spellcraft +11 (5 rank, +3 CS, +3 Int)
Stealth +5 (+5 Dex)
Survival +6 (1 rank, +1 Wis, +3 CS)
Swim +0 (+0 Str)
Use Magic Device +11 (+4 rank, +3 CS, +4 Int)

Languages Common, Undercommon, Sylvan, Draconic

Other Gear

Spoiler:

Poisoner's Gloves -, Amulet of Mighty Fists +1 -, Harimaki 3,Cape of Free Will 1, Bill 11, , 4 Tanglefoot bags 4, Formula Book 3, Alchemist's lab 40, Alchemist's kit: This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, trail rations (5 days), and a waterskin 14, Mutagen +4 Dex, -2 Wis, +2 NA-

73 pounds

gp 42


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Special Abilities
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Spoiler:

Race Abilities
Dual talented +2 to two attributes instead of one

Class Abilities

Alchemy

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.

Mutagen

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.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.

Sneak Attack

At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level.

Torturer’s Eye

At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Alchemical Weapon

Add an alchemical weapon to a melee or ranged weapon for 1 min as a move action.

Cruel Anatomist

At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Swift Alchemy

Double creation speed for Alchemical Items

Feral Mutagen

Grow a 1d8 Bite and 2 1d6 claws when using a mutagen.

Infusion

Others can use an Alchemists infusions.

Tumor Familiar

Gain a Familiar

Mythic Abilities
Hard to Kill: You don't bleed to death. X2 Con mod before death
Mythic Power (Su): You have 7/day
Surge (Su): Current increase 1d6
Amazing Initiative (Ex) +2 initiative
Fleet Charge
Path abilities
Assured Drinker
Extra Mythic Feat

Bill Effects: When fighting defensively or with full defense, this weapon gives you a +1 shield bonus to AC. A mounted opponent hit by a bill takes a –1 penalty on his Ride checks to stay mounted


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Familiar (Valet)
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Spoiler:

Jobo
Male Hedgehog
N Diminutive animal
Init +3; Senses low-light vision; Perception +1
DEFENSE

AC 21, touch 17, flat-footed 18 (+3 Dex, +4 natural, +4 size)
hp 5HD
Fort +7, Ref +10, Will +6
OFFENSE

Speed 20 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS

Str 1, Dex 16, Con 6, Int 9, Wis 12, Cha 7
Base Atk +3; CMB –1; CMD 4 (8 vs. trip)
Feats Athletic, Cooperative crafting, Craft Wondrous, Mythic Crafter
Skills Climb +5, Stealth +19, Swim +5
SPECIAL ABILITIES
Familiar
The master of a hedgehog familiar gains a +2 bonus on Will saves.
Able assistant
Prestidigitation
Share spells
Empathic link
Teammate
Deliver touch spells (can move before and after delivering the spell, as long as its total movement does not exceed its speed and the spell is harmless)
Speak with master
Spiny Defense (Ex)
As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.

personality:
Zrethe is both intense and frightening. He has little grasp of personal space and occasional feels the need to talk on about his rather grotesque self experiments.

background:
Zrethe Lon has not spoken his real name for most of his life. He will not speak it until he sends his parents to the afterlife. He was born in the nation of Galt during the madness the poems Woodsedge and Imperial Betrayal caused. His family was connected to the Second Revolutionary Council which in the sad tale of his home nation was overthrown in only a few years. Both of his parents went under the Final Blades the execution tools of the mob that makes the nation of Galt so dangerous to live in since anyone killed by these awful tools has there soul bound forever in the blade. While just a small child his parents had him sent to nearby Cheliax to protect him after the populace started o turn on the current council. He grew up and eventually was approached by Hargran Stonebound and joined the church of Lissala. While he was happy in Chelix the horrors his parents were trapped in had him eventually spurred him back to Galt where he studied both the Final Blades and their users the Grey Gardeners. He has spent every moment of the last three years trying to find a way to destroy the Blades but their nature as minor artifacts prevents him. He tried to join the Grey Gardeners but found that the blade used on his parents was stolen by Frost Giants and is now a Giant Vorpal Great Axe. Having no idea on how to proceed on freeing his parents his old masters call to arms came as a welcome surprise, giving him a place to rest, plan and make himself more dangerous.