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RPG Superstar 2012 Top 32. RPG Superstar 8 Season Dedicated Voter. 180 posts. No reviews. No lists. 1 wishlist.



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1.  Pathfinder Roleplaying Game Bestiary (OGL)
Pathfinder Roleplaying Game Bestiary (OGL) Hardcover
4.50/5 (based on 41 reviews)

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2.  Pathfinder Roleplaying Game: GameMastery Guide (OGL)
Pathfinder Roleplaying Game: GameMastery Guide (OGL) Hardcover
4.30/5 (based on 45 reviews)

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3.  Pathfinder Roleplaying Game: Ultimate Combat (OGL)
Pathfinder Roleplaying Game: Ultimate Combat (OGL) Hardcover
3.50/5 (based on 42 reviews)

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4.  Pathfinder Roleplaying Game: Ultimate Magic (OGL)
Pathfinder Roleplaying Game: Ultimate Magic (OGL) Hardcover
3.10/5 (based on 49 reviews)

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5.  Pathfinder Roleplaying Game: Bestiary 2 (OGL)
Pathfinder Roleplaying Game: Bestiary 2 (OGL) Hardcover
4.30/5 (based on 19 reviews)

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6.  Pathfinder Roleplaying Game: Advanced Player's Guide (OGL)
Pathfinder Roleplaying Game: Advanced Player's Guide (OGL) Hardcover
4.80/5 (based on 48 reviews)

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Full Name

Artemis Frey

Race

Male CG Half-Elf Alchemist (Grenadier) 1 | HP 9/9 | AC 17 (T: 13 FF: 14) | CMB +1 | CMD 14 | Fort +3 Ref +5 Will +1 | Initiative +5 | Perception +7

Size

Medium

Age

16

Special Abilities

Bombs 5/Day (1d6+3)

Alignment

Chaotic Good

Deity

Desna

Location

Grand Lodge, Absalom

Languages

Common, Elvish, Infernal, Varisian, Dwarvish

Occupation

Alchemist

Strength 12
Dexterity 17
Constitution 12
Intelligence 16
Wisdom 12
Charisma 8

About Artemis Frey

Artemis Frey
Male Half-Elf Alchemist (Grenadier) 1
Chaotic Good Medium Humanoid (Human, Elf)
Init +5; Senses: Low-Light Vision; Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 [Armor +4, Dex +3]
hp 9/9 (1 HD; 1d8+[1])
Fort +3, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee Rapier +3 (1d6+1/18-20x2)
Melee Dagger +3 (1d4+1/19-20x2)
Ranged Light Crossbow +3 (1d8/19-20x2) | 10ft Range | 20 Bolts
Special Attacks Bombs 4/Day (1d6+3)
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Alchemy
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Alchemist Extracts Known/Prepared
. .1st (2/day) –Monkey Fish, Shield
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Statistics
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Str 12, Dex 17, Con 12, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14
Skills Craft (Alchemy) +8, Disable Device +5, Knowledge (Arcana) +7, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nature) +7, Perception +7, Spellcraft +7, UMD +7
Feats Weapon Finesse, Throw Anything
Traits Reactionary, Pragmatic Activator
Languages Common, Elvish, Infernal, Varisian, Dwarvish
SQ Weapon Familiarity, Sophisticate, Multitalented,
Other Gear Alchemy Crafting Kit, Backpack, Bedroll, Blanket, Belt Pouch, Blanket, Flint and Steel, Ink, Ink Pen, Mess Kit, 5 Torches, 5 Days Trail Rations, Waterskin

Special Abilities:

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.

Mutagen(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.

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.