Brooks Meola
ShuaWrites
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- 3 years, 10 months ago
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- ShuaWrites
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Profile
Ability Scores | ||||
---|---|---|---|---|
STR | 8 | -1 | — | — |
DEX | 18 | +4 | — | — |
CON | 14 | +2 | — | — |
INT | 20 | +5 | — | — |
WIS | 12 | +1 | — | — |
CHA | 7 | -2 | — | — |
Stat | Score | Mod | Temp Score | Temp Mod |
Combat Speed & Defences | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
HP | 44 | 44 | — | d8 | |||||||
Stat | Total | Current | Nonlethal | Reduction | Die | ||||||
AC | 20 | +10 | +5 | 0 | +4 | 0 | 0 | +1 | 0 | ||
Touch | 14 | Flat | 16 | Action Points | — | ||||||
INIT | 4 | +4 | 0 | Speed | 30 ft. walk | ||||||
Stat | Score | Dex Mod | Misc Mod | Light | Armor Type |
Race: Syrinx
Ability score Standard: +2 physical +2 mental, -2 one. (Chosen Scores, +2 Dex, +2 Int, -2 Str)
Speed movement: Base movement speed of 30ft
Languages: Start off speaking Common, and with a high enough intelligence modifier, you can learn more. (Chosen Languages: Undercommon, Sylvan, Abyssal, Dwarven, Draconic, Goblin)
Gliding wings: You have wings, but they never did fully grow. You take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You can not gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide.
Nocturnal: You receive a +2 racial bonus on Perception and Stealth checks.
Pride: You receive a +2 racial bonus on saving throws against mind-affecting effects.
Speak with Avians: You can speak with all birds of the animal creature type, and birdlike magical beasts (like phoenixes and thunderbirds)
Low-light vision: See twice as far as humans in conditions of dim light.
Darkvision: Have perfect, 60ft vision in darkness.
FEATS
CLASS: ALCHEMIST
PROFICIENCIES: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
MEDICAL KNOWLEDGE: Intelligence-based. Can create extracts. Add Intelligence modifier to all Heal checks instead of Wisdom modifier, and gains a bonus on Heal checks equal to half their class level. Use Craft Alchemy to 'detect magic' potions. 1 min. to prepare an extract, can be done later in the day. Learn 1 new formula per level, can learn extracts from other alchemists and wizards. The following extracts are automatically added to the formulae list at the indicated level: Cure Light Wounds (Level 1), Cure Moderate Wounds at (Level 4), Cure Serious Wounds (Level 7), Cure Critical Wounds (Level 10), Restoration (Level 13), Heal (Level 16).
DISCOVERIES:
- Infusion: Give Extracts to other people.
- Extend Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
- Spontaneous Healing: The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
MUTAGEN: 10 min. per level. Bonus +4 to one physical stat, -2 to a mental stat. Str-Int, Dex-Wis, Con-Cha. Also gain +2 natural armour. Standard action. Take ability damage to penalised ability. Takes one hour to brew, and can only have one dose brewed at a time.
ARCHETYPE: SURGEON
SURGEON'S HANDS: At level 1, the surgeon gains Healer’s Hands as a bonus feat, even if he doesn’t meet the prerequisites. When the Surgeon uses this ability, it is considered an extraordinary ability, and instead of healing additional damage if the check exceeds the DC by 10 or more and the uses per day being based on Knowledge (Planes), it is based on their ranks in Heal. A number of times per day equal to the Surgeon’s Intelligence modifier (Minimum 1) they can use Healer’s Hands as a standard action instead of a full-round action.
STUDIED COMBAT: At level 1, gain Studied Combat as per Investigator. All features from it are normal. Move action to study. Adding half your alchemist level as an insight bonus to attack rolls and damage rolls on melee. Lasting for a number of rounds equal to your Intelligence mod. And it counting as Precision Damage, so the damage is not multiplied on crits. You may only have one target at a time studied for this. However, you can restudy the same target again any time, rather than once per 24 hours limit.
Finally, at level 8, you can as a discovery have access to the Quick Study discovery.
INFUSED CURATIVE: At 2nd level, any extracts that a surgeon makes of the conjuration (healing) subschool automatically act as infusions, and can be used by non-alchemists. When a surgeon prepares his extracts, he may choose to render any or all of his infused curatives and prepare other extracts to replace them (unlike standard infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).
HEALING EXPERTISE: At 5th level, the Surgeon gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a surgeon.
BONUS
BREW POTION: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.
WEAPON FINESSE: Gain Dex to hit with weapons, applies to Elven Branched Spear.
IMPROVED TRIP: No longer provokes AoO while attempting trip maneuvers, gain a +2 to trip attempts and a +2 against trip attempts.
JUST A LITTLE PRICK (EX): When delivering an extract or potion to another target, you may take the standard action as normal. However, you give the effects to them immediately on your turn. The target does not have to take a standard action themselves to drink it though. If using this against an unwilling target, you will provoke an AoO, and have to land a melee touch attack. Saves will still apply.
TRAITS
HEIRLOOM WEAPON: Gain Proficiency with Elven Branch Spear upon creation.
INDOMITABLE FAITH: +1 trait bonus to Will Saves.
SPARK OF CREATION: +1 trait bonus to Craft Alchemy and 5% discount on creating magical items.
METICULOUS: You take a –2 penalty on skill checks for skills with which you’re untrained.
Saving Throws
Other Save Modifiers
- +2 racial bonus on saving throws against mind-affecting effects.
- +1 trait bonus to Will.
- +1 resistance bonus to all saving throws.
Attack Bonus
Other Base Attack Bonus Modifiers
- Weapon Finesse, Dex to melee attacks
- Elven Branch Spear, +2 to attack rolls when an enemy provokes an AoO
Combat Maneuver Bonus
Other CMB Modifiers
- Weapon Finesse weapons adds Dex to Trip, Sunder, and Disarm attempts.
- Improved Trip, +2 bonus to trip attempts.
Combat Maneuver Defense
Other CMD Modifiers
- Improved Trip, gain +2 to CMD against trip attempts.
Weapons
Armor
Other Armor and AC Modifiers
- +1 Deflection
Skills | |||||
---|---|---|---|---|---|
Skill | Key Ab | Skl Mod | Ab Mod | Rank | Misc Mod |
Acrobatics | Dex | +7 | +4 | 3 | |
☆ Appraise | Int | +9 | +5 | 1 | |
Bluff | Cha | -4 | -2 | -2 | |
Climb | Str | +0 | -1 | 1 | |
☆ Craft (Alc) | Int | +14 | +5 | 5 | +1 |
Diplomacy | Cha | -4 | -2 | -2 | |
Disable Device | Dex | +14 | +4 | 5 | +2 |
Disguise | Cha | -4 | -2 | -2 | |
Escape Artist | Dex | +5 | +4 | 1 | |
Fly | Dex | +9 | +4 | 2 | |
☆ Handle Animal | Cha | -4 | -2 | -2 | |
Heal | Int | +21 | +5 | 5 | +8 |
Intimidate | Cha | -4 | -2 | -2 | |
Knowledge: A | Int | +13 | +5 | 5 | |
Knowledge: D | Int | +3 | +5 | -2 | |
☆ Knowledge: E | Int | +6 | +5 | 1 | |
☆ Knowledge: G | Int | +6 | +5 | 1 | |
☆ Knowledge: H | Int | +6 | +5 | 1 | |
Knowledge: L | Int | +6 | +5 | 1 | |
Knowledge: Na | Int | +13 | +5 | 5 | |
☆ Knowledge: No | Int | +6 | +5 | 1 | |
Knowledge: P | Int | +7 | +5 | 2 | |
Knowledge: R | Int | +3 | +5 | -2 | |
Linguistics | Int | +6 | +5 | 1 | |
Perception | Wis | +9 | +1 | 5 | +2 |
☆ Perform | Cha | -4 | -2 | -2 | |
☆ Profession (Medical) | Wis | +6 | +1 | 2 | |
Ride | Dex | +2 | +4 | -2 | |
Sense Motive | Wis | +3 | +1 | 2 | |
☆ Sleight of Hand | Dex | +2 | +4 | -2 | |
Spellcraft | Int | +12 | +5 | 4 | |
Stealth | Dex | +7 | +4 | 2 | +2 |
Survival | Wis | +5 | +1 | 1 | |
Swim | Str | +0 | -1 | 1 | |
Use Magic Device | Cha | -4 | -2 | -2 | |
Skill | Key Ab | Skl Mod | Ab Mod | Rank | Misc Mod10 |
Inventory | ||
---|---|---|
Item | Weight | Location |
+1 Elven Branch Spear | Back | |
+1 Mithral Shirt | Torso | |
Healer's Satchel | 1lbs | Chest |
Handy Haversack | 5lbs | Chest |
Boro Bead (Lvl2) | HH | |
Bolts (50) | 5lbs | HH |
Thief's Tools MW | 2lbs | HH |
Alchemy Crafting Kit | 5lbs | HH |
MW Crossbow, Light | 4lbs | HH |
Total Weight | 6lbs | Load: L |
Extracts Known | |||
---|---|---|---|
1st | 14 | 6th | |
2nd | 10 | — | |
3rd | 3 | — | |
4th | — | ||
5th | — |
Psionics
Extracts per Day & Saves | |||
---|---|---|---|
DC | Level | Per Day | Bonus |
16 | 1 | 4 | 2 |
17 | 2 | 2 | 1 |
18 | 3 | — | 1 |
19 | 4 | — | 1 |
20 | 5 | — | 1 |
21 | 6 | — |
Formulae List | |
---|---|
Name | Level |
Cure Light Wounds | 1 |
Bouncy Body | 1 |
Enlarge Person | 1 |
Expeditious Retreat | 1 |
Heightened Awareness | 1 |
Long Arm | 1 |
Reduce Person | 1 |
Shield | 1 |
Endure Elements | 1 |
Cure Moderate Wounds | 2 |
Alchemical Allocation | 2 |
Ironskin | 2 |
Bull's Strength | 2 |
Cat's Grace | 2 |
Invisibility | 2 |
Name | Level |
CHARACTER INFORMATION
DC 20 = 10 HP (Lvl5 + 5 INT from Healer's Satchel)
DC 25 = 15 HP (10 + 5 INT)
DC 30 = 20 HP (15 + 5 Heal Ranks)
EXTRA FORMULAE
1st Level
Disguise Self
Identify
Inflict Light Wounds
Phantom Blood
2nd Level
Inflict Moderate Wounds
False Life
Levitate
Vomit Swarm
3rd Level
Blood Scent
Blood Sentinel
Undead Anatomy 1