A Gnomish Alchemist with a love of learning.
Male Gnome Alchemist 9
NG Small Humanoid (gnome)
Init + 3; Senses low-light vision; Perception + 13
AC 23, touch 14, flat-footed 20 (+ 7 armor, + 3 Dex, + 1 size, + 2 natural)
hp 65 (9d8+ 18)
Fort + 7, Ref + 9, Will + 6; + 6 bonus vs. poison, + 2 bonus vs. fear and despair
Resist fire 10, poison resistance + 6
Speed 30 ft.
Ranged + 2 Paueliel Repeating heavy crossbow + 12/+ 7 (1d8+ 2/19-20/x2) and
. . Bomb + 12/+ 7 (5d6+ 6 Fire/x2)
Special Attacks bomb 5d6+ 6 (15/day) (dc 20)
Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Prestidigitation (1/day), Produce Flame (1/day)
Alchemist Spells Prepared (CL 9):
3 (4/day) Arcane Sight, Cure Serious Wounds (x3)
2 (6/day) Darkvision, Cure Moderate Wounds (x3), Spider Climb, Fire Breath (DC 18)
1 (7/day) Shield, Expeditious Retreat, Cure Light Wounds (x4), Disguise Self
Str 9, Dex 17, Con 13, Int 22, Wis 9, Cha 11
Base Atk + 6; CMB + 4; CMD 17
Feats Brew Potion, Exotic Weapon Proficiency (Repeating heavy crossbow), Master Alchemist, Point Blank Shot, Precise Shot, Throw Anything, Weapon Focus (Bomb)
Traits Finding Haleen (Alchemist), Scholar of the Great Beyond (Knowledge [history])
Skills Acrobatics + 3 (+ 8 to jump), Craft (alchemy) + 28 (+ 37 to create alchemical items), Disable Device + 12, Fly + 5, Heal + 5, Knowledge (arcana) + 18, Knowledge (history) + 19, Knowledge (local) + 8, Knowledge (nature) + 18, Knowledge (planes) + 16, Knowledge (religion) + 15, Linguistics + 10, Perception + 13, Ride + 6, Sleight of Hand + 9, Spellcraft + 18, Stealth + 21 Modifiers alchemy + 9
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Infernal, Orc, Sylvan, Thassilonian, Varisian
SQ discoveries (healing touch, infusion, precise bombs, spontaneous healing [45 hp/day]), eternal hope (1/day), fast poisoning (swift action), mutagen (dc 20), poison use, swift alchemy
Combat Gear + 3 Mithral Chain shirt, + 2 Paueliel Repeating heavy crossbow, Durable repeating crossbow bolts (50), Amulet of natural armor + 2, Mutagen: + 4 DEX, – 2 WIS, + 2 Nat AC, Potion of cure light wounds (5), Sassone leaf residue (4); Other Gear Blackwick Cauldron, Boots of striding and springing, Cloak of elvenkind, Handy haversack (22 @ 91.68 lbs), Headband of vast intelligence + 2 (Knowledge [arcana]), Ioun torch, Ring of fire resistance (minor), Ring of sustenance, Alchemist’s lab, Bedroll, Blanket, Winter blanket, Cold weather outfit, Hot weather outfit, Ink, black, Inkpen, Portable alchemist’s lab, Spellbook, Thieves’ tools, masterwork, Waterskin, 1029 GP, 5 CP
Alchemy + 9 (Su) + 9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blackwick cauldron + 5 competence bonus on Craft (alchemy) checks and to brew potions. The user can craft a single potion with a value of 300 gp or less in 2 hours and can make any combination of potions totaling 1,200 gp or less in value in a single day (8 hrs of work). In addition to its crafting uses, a blackwick cauldron can cast identify once per day on an item placed inside of it.
A blackwick cauldron can also be used as a focus or inexpensive material component for spells of the divination school, such as clairaudience/clairvoyance or prying eyes, as long as such focus or material component has a cost of 5 gp or less.
Bomb 5d6+ 6 (15/day) (DC 20) (Su) Thrown Splash Weapon deals 5d6 + 6 fire damage.
Cold weather outfit + 5 Fort save vs. cold weather.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Dancing Lights (1/day) (Sp) With Charisma 11+ , cast Dancing Lights once per day.
Eternal Hope (1/day) + 2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+ , cast Flare once per day.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day.
Hot weather outfit + 2 Fort vs. Hot Weather (does not stack with Survival skill’s bonuses)
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Alchemist You may create 6 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Mutagen (DC 20) (Su) Mutagen adds + 4 to a physical & -2 to a mental attribute, and + 2 nat. armor for 90 min.
Point Blank Shot + 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance + 6 (Ex) + 6 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (6 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+ , cast Prestidigitation once per day.
Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+ , cast Produce Flame once per day.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Spontaneous Healing (45 HP/day) 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. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. + 1 to hit with thrown splash weapons.
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Albi is a racist dragon…no wait.
Albi is a curiousity among gnomes. Where most are light-hearted and playful with their magic, taking the presence of the fey inspired gifts as a matter of course, the Komodon family has a reputation for dedicated study of magic in all forms. Although often given amused glances among gnomes, their efforts have resulted in some of the most powerful gnome sorcerers in the realms. And although often found exploring magic wherever it’s found, they also have a reputation of being among the fiercest of the guardians of the gnomes. They are often found traveling the world in search of the diverse magics in the hopes of gaining a deeper understanding of the arcane arts.
Albi himself grew-up with his family on the road, traveling Varisia and surrounding regions, studying the old Thassilonian ruins. On his Naming Day, he was introduced to his new mentor, an old gnome, knowledgeable in the arts of Alchemy. It is the tradition of the Komodon family that an elder teaches and guides the young Komodons, on the road, where knowledge of the outside world, and it’s threats, is found. Most Komodons study Sorcery, but his mentor, Orga Komodon, was a venerable man, and an expert in the use of herbs, and lore, and the mystical world of alchemy. Albi was quite fond of his mentor, and called him ‘grandfather’ as a term of both respect, and friendship. For nearly forty years Albi studied under him. Although, the truth be told, his mentor was more his Great-Grandfather’s age.
Then, while exploring the ruins of Thassilon, copying a particularly elusive text from the ruins, Albi heard a rustle of leather, a rush of wind. Fear struck Albi, and he raced to camp, only to find it empty. No sign of struggle, the fire just started, the pot still sitting in the grass nearby. To this day, he has no idea if he left, was taken, or was killed.
Now Albi travels alone, looking for any sign of the man who taught him so much. He continues his quest for knowledge, as his mentor would wish for him. But, down deep he dreams of walking up on some old ruin, some long forgotten plant, and his ‘grandfather’ will be there already, chastising him for his tardiness.
Albi’s travels have brought him to Sandpoint to study with Veznutt, a local gnome with much knowledge on Old Thassilon. He hopes Veznutt can point him to many of the local ruins and enlighten him on some of what he has learned. And possibly, tell him some distant rumor of his great uncle.