Dyre Blackreef (Psylence)

__NOTOC__
===Basic Information===
 Race: Human
 Class: Alchemist
 Archetype: Grenadier
 Level: 1
 Experience: 417 XP
 Alignment: Neutral Good
 Languages: Common, Ship Rat (Pirate), Goblin, Gnomish
 Deity: Cortessa
 First Seen: The Dunn Wright Inn
 Location: 
 Background: Open
===Abilities===
 STR: 14 +2 (05 pts)
 DEX: 16 +3 (05 pts) +2 Racial
 CON: 13 +1 (03 pts)
 INT: 14 +2 (05 pts)
 WIS: 10 +0 (00 pts)
 CHA: 12 +1 (02 pts)
===Combat Statistics===
 Max -2 HP: 9 = [1d8 + CON (1) + FC (0)] (Alchemist 1)
 AC: 15 = [10 + DEX (3) + Armor (2) + Shield (0) + Natural (0) 
 + Size (0) + Misc (0)]
 AC Touch: 13 = [10 + DEX (3) + Size (0) + Misc (0)]
 AC Flatfooted: 12 = [10 + Armor (2) + Shield (0) + Natural (0) 
 + Size (0) + Misc (0)]
 INIT: +3 = [DEX (3) + Misc (0)]
 BAB: +0 = [Alchemist (0)]
 CMB: +2 = [BAB (0) + STR (2) + Misc (0)]
 CMD: 14 = [10 + BAB (0) + STR (1) + DEX (3) + Misc (0)]
 Fortitude: +3 = [Alchemist (2) + CON (1) + Misc (0)]
 Reflex: +5 = [Alchemist (2) + DEX (3) + Misc (0)]
 Will: +0 = [Alchemist (0) + WIS (0) + Misc (0)]
 vs Fear: +2 = [Alchemist (0) + WIS (0) + Misc (2)] (Courageous)
 Speed: 30'
 Damage Reduction: 00/Any
 Spell Resistance: 00
 Spell Failure: 05%
===Weapon Statistics===
 Light Crossbow: Attack: +3 = [BAB (0) + DEX (3) + Misc (0) + Magic (0)]
 Damage: 1d8+0, Crit: 19-20/x2, Range: 80 feet, Ammo: 30/30
 Ammo Damage Type: Piercing
 Special: +1 To-Hit and DMG within 30-feet. (Point-Blank Shot)
 Cutlass: Attack: +2 = [BAB (0) + STR (2) + Misc (0) + Magic (0)]
 Damage: 1d6+2, Crit: 18-20/x2, Damage Type: Slashing
 Special:
 Punching Dagger: Attack: +2 = [BAB (0) + STR (2) + Misc (0) + Magic (0)]
 Damage: 1d4+2, Crit: 20/x3, Damage Type: Piercing
 Special:
 Alchemy Bombs: Attack: +3 = [BAB (0) + DEX (3) + Misc (0) + Magic (0)]
 Damage: 1d6+2, Crit: 20/x2, Range: 20 feet, Ammo: 3/day
 Splash Damage: 3(Min. Damage) - DC 13(Reflex) for half.
 Special: Standard Action to create & throw. Provokes AoO.
 +1 To-Hit and DMG within 30-feet. (Point-Blank Shot)
 Ranged Touch Attack
===Racial Features===
 Ability Adjustments: +2 Dexterity
 Size: Medium
 Speed: 30'
 Favored Class: Alchemist (+1 Skill)
 Human Heritage(Dex): Humans get a +2 bonus on one ability score of their choice
 at creation, to represent their varied nature.
 Bonus Feat: Humans may choose a bonus feat at 1st level.
 Heart of the Sea: Humans born near the sea are always drawn to it. They gain
 a +2 racial bonus on Profession (sailor) and Swim checks,
 and these are always class skills for them. They can hold
 their breath twice as long as normal, and spellcasters
 gain a +4 racial bonus on concentration checks when
 attempting to cast spells underwater. (This racial trait
 replaces the Skilled racial trait.)
 Base Languages: Common
 Bonus Languages: Goblin, Gnome-ish
 Regional Language: Ship Rat (Aka, Pirate)
===Class Features===
Alchemist (Grenadier)
 Armor/Weapons: Alchemists are proficient with all simple weapons and
 bombs. They are also proficient with light armor, but not
 with shields.
 
 Alchemy (Su): An Alchemist can create three special types of magical
 items: Extracts, bombs, and mutagens. When using Craft
 (alchemy) to create an alchemical item, they gain
 competence bonus on the Craft (alchemy) check equal to
 their class level. In addition, an Alchemist can use Craft
 (alchemy) to identify potions as if using detect magic.
 He must hold the potion for one round to make the check.
 
 An Alchemist can create only a certain number of extracts
 per day based on his level. In addition he receives bonus
 extracts per day if he has a high Intelligence score. An
 extract immediately becomes inert if it leaves the
 alchemist's possession, reactivating as soon as it
 returns to his keeping. Once created an extract is potent
 for 1 day. Although the alchemist doesn't actually cast
 spells, he does have a formulae list that determines what
 extracts he can create. An extract is cast by drinking it.
 The effect duplicates the spell upon which the formula is
 based, save the spell always affects only the drinking
 alchemist. The alchemist uses his level as the 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 extracts. Extracts cannot be made from spells
 that have focus requirements.
 
 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 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 + extract level. The DC for saving
 against an alchemist's extract is 10 + the extra level +
 the alchemist's Intelligence modifier.
 
 An alchemist can also add formulae to his book just like
 a wizard adds spells to his spellbook, using the same
 costs 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): 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. In order to create a bomb,
 the alchemist must use a small vial containing an ounce
 of liquid catalyst that can be supplied from an alchemy
 lab. These supplies can be readily refilled in the same
 manner as a spellcaster's component pouch. Once created,
 a catalyst vial remains usable by the alchemist for years.
 
 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 weapons
 special attack. Bombs can be selected using feats such
 as Point-Black Shot and Weapon Focus. On a direct hit an
 alchemist does xd6 + additional damage equal to the 
 Alchemist's Intelligence Modifier (where xd6 is equal to
 1/2 the alchemist's level rounded up). On a critical hit,
 only the first 1d6 is multiplied. Splash damage is always
 equal to the bomb's minimum damage. Those caught in the
 splash can attempt a reflex for 1/2 damage at a DC of
 10 + 1/2 the alchemist's level + the alchemist's 
 Intelligence modifier.
 
 Alchemists can learn new types of bombs as discoveries. An
 alchemist's bomb, like an extract, becomes inert if used
 or carried by anyone else.
 
 Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to
 become proficient in the use of. This ability replaces 
 Brew Potion Extra Bombs.
 
 Mutagen (Su): It takes 1 hour to brew a dose of mutagen, once brewed it
 remains potent until used. An alchemist can only maintain
 one dose at a time. As with an extract or bomb, a mutagen
 not in an alchemist's possession becomes inert until an
 alchemist picks it back up again.
 
 When a mutagen is brewed, an alchemist selects a physical
 score. As a standard action, the alchemist can imbibe the
 mutagen and gain +2 natural armor and +4 alchemical bonus
 to the selected ability for 10 minutes per alchemist
 level. In addition, while the mutagen is active the
 alchemist takes a -2 to one of his mental scores. +STR
 for -INT. +DEX for -WIS. +CON for -CHA.
 
 A non-alchemist who drinks a mutagen must make a Fortitude
 save at 10 + 1/2 the alchemists level + the alchemist's
 intelligence modifier or become nauseated for 1 hour. A
 non-alchemist can never gain the benefit of a mutagen.
 
 Throw Anything (Ex): The alchemist does not suffer any penalties for using
 improvised ranged weapons. An alchemist adds his
 Intelligence modifier to damage done with splash weapons,
 including splash damage if any. This bonus damage is
 already included in bombs.
===Feats===
 Armor Proficiency (Light): When you wear light armor, the armor check penalty for
 (class auto) that armor only applies to Dexterity- and Strength-
 based checks.
 
 Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to
 (archetype auto) become proficient in the use of. This ability replaces
 Brew Potion Extra Bombs.
 
 Throw Anything (Ex): The alchemist does not suffer any penalties for using
 (class auto) improvised ranged weapons. An alchemist adds his
 Intelligence modifier to damage done with splash
 weapons, including splash damage if any. This bonus
 damage is already included in bombs.
 
 Point-Blank Shot (human): +1 bonus on attack and damage rolls with ranged
 weapons at ranges up to 30 feet.
 
 Precise Shot (1st): You can shoot or throw ranged weapons at an opponent
 engaged in melee without taking the standard -4
 penalty on your attack roll.
===Traits===
 Courageous (Combat): You gain a +2 trait bonus on saving throws against 
 fear effects.
 
 Stealthy Escape (Equipment): You are adept at escaping from confinement in an 
 unobtrusive manner. When trying to escape manacles, 
 rope or other similar restraints (but not grappled), 
 you may make a Sleight of Hand check. If you free 
 yourself, you gain a +2 trait bonus on Bluff checks 
 to pretend you're still bound.
===Skills===
 Skill Points: 07 = [Base (4) + INT (2)/Level; FC (1), Misc (0)] (Alchemist 1)
 
 Skills Total Rank CS Ability ACP Misc
 Acrobatics +3 0 0 3 -0 +0
 Appraise +2 0 * 2 +0
 Bluff +1/+3 0 0 1 +0 (+2 after Escaping)
 Climb +2 0 0 2 -0 +0
 Craft (Alchemy) +7 1 3 2 +1 (Class Bonus)
 Diplomacy +1 0 0 1 +0
 Disable Device +7 1 3 3 -0 +0
 Disguise +1 0 0 1 +0
 Escape Artist +3 0 0 3 -0 +0
 Fly +3 0 * 3 -0 +0
 Handle Animal 0 0 1 +0
 Heal 0 0 * 0 +0
 Intimidate +1 0 0 1 +0
 Knowledge (Arcana) +6 1 3 2 +0
 Knowledge (Dngnrng) 0 0 2 +0
 Knowledge (Engnrng) 0 0 2 +0
 Knowledge (Geography) 0 0 2 +0
 Knowledge (History) 0 0 2 +0
 Knowledge (Local) 0 0 2 +0
 Knowledge (Nature) 0 * 2 +0
 Knowledge (Nobility) 0 0 2 +0
 Knowledge (Planes) 0 0 2 +0
 Knowledge (Religion) 0 0 2 +0
 Linguistics 0 0 2 +0
 Perception +4 1 3 0 +0
 Perform ( ) +1 0 0 1 +0
 Profession (sailor) +6 1 3 0 +2 (Trait Bonus)
 Ride +3 0 0 3 -0 +0
 Sense Motive 0 0 0 0 +0
 Sleight of Hand +7 1 3 3 -0 +0
 Spellcraft 0 * 2 +0
 Stealth +3 0 0 3 -0 +0
 Survival +4 1 3 0 +0
 Swim +4 0 * 2 -0 +2 (Trait Bonus)
 Use Magic Device 0 * 2 +0
 
 * = Class skills that are untrained so far.
===Formulae Lists (Known)===
 Level 01 Level 02
 * Comprehend Languages * None Yet
 * True Strike * None Yet
 * Bomber's Eye
 * Disguise Self
===Formulas Prepared===
 *1 Mutagen (+2 Natural AC, +4 DEX, -2 WIS, lasts 10 min/100 rnds)
 *3 Bomb Catalysts (See Weapons for Details)
 
 Level 01 Level 02
 * Bomber's Eye * None Yet
 * True Strike * None Yet
===Equipment===
(Totally ganking Satin Knights' idea)
 Equipment Cost Weight
 Explorer's Outfit FREE! -- lb
 Long coat instead of cloak from^ -- gp -- lb
 Lamellar Cuirass armor 15 gp 8 lb
 Light Crossbow 35 gp 4 lb
 Crossbow Bolts (30) 3 gp 3 lb
 Cutlass 15 gp 4 lb
 Punching Dagger 2 gp 1 lb
 
 Backpack (1 cu. ft./60 lb.) 2 gp 2 lb
 Alchemist's Kit 25 gp 5 lb
 Fishhook (5) 0.5 gp -- lb
 Rope, Hemp (50 ft) 1 gp 10 lb
 Traveling (Spell)Formula Book 10 gp 1 lb
 Inkpen 0.1 gp -- lb
 Rations, Trail (7) 3.5 gp 7 lb
 Bedroll 0.1 gp 5 lb
 Sewing Needle 0.5 gp -- lb
 Waterskin 1 gp 4 lb
 (backpack only) 34 lbs
 
 Pouch, belt (0.5 cu. ft./10 lb.) 1 gp 0.5 lb
 Flint & Steel 1 gp -- lb
 Vial (05) 5 gp -- lb
 Chalk (4) 0.04 gp -- lb
 Thieves' tools 30 gp 1 lb
 (pouch only) 1.5 lbs
 =====================
 Total Inventory (gp): 149.74 gp
 
 Body Weight: 20 lbs
 Backpack Weight: 34 lbs
 Pouch Weight: 01.5 lbs
 ================
 Total Weight: 55.5 lbs
 Light Medium Heavy 
 Max Weight: 0-58 59-116 117-175
===Finances===
(This one, too, from Satin Knight)
 PP: 2 Initial Character Creation: 150 gp
 GP: 448 Wreck Ashore: 469 gp
 SP: 1 
 CP: 8
 ==========
 Career Earnings: 619 gp
 Services, Consumed or Destroyed: -0.08 gp
 Carried Inventory: 150.74 gp
 =============
 Coinage: 468.18 gp
===Checkbook Accounting Experiment===
(And this one)
 Treasure Current Equip Equip Date 
 Received Gold Cost Consumed Purchased Partial Item
 ####.## ####.## ####.## ####.## 10/10/2012 ##/##
 150 150 Initial Character Creation
 150 - Initial Explorer Clothes sans
 Cloak
 150 - Initial Long Coat
 135 15 Initial Lamellar Cuirass
 100 35 Initial Light Crossbow
 97 03 Initial 30/30 Crossbow Bolts (30) 
 + quiver
 82 15 Initial Cutlass 
 80 02 Initial Punching Dagger
 78 02 Initial Backpack
 53 25 Initial Alchemist's Kit
 43 10 Initial Traveling (Spell)Formula
 Book
 42.5 00.5 Initial 5/5 Fishhook (5)
 41.5 01 Initial Rope, Hemp (50 ft)
 41.4 00.1 Initial Inkpen
 38.9 02.5 Initial 5/5 Rations, Trail (5)
 37.9 01 Initial Waterskin (1)
 37.8 00.1 Initial Bedroll
 37.3 00.5 Initial Sewing Needle 
 36.3 01 Initial Pouch, Belt
 35.3 01 Initial Flint & Steel
 30.3 05 Initial 5/5 Vials (5)
 30.26 00.04 Initial 4/4 Chalk (4)
 00.26 30 Initial Thieves' Tools
 00.18 00.08 10/13/2012 ALE!
 30.00 30.18 11/04/2012 Wreck Ashore Starting
 29.18 1 11/04/2012 Rations, Trail (2)
 ___________________________________________________________________
 Received Gold Cost Consumed
 180.00 29.18 150.74 00.08
 ________________________________________________________
 First column lists positive values for money earned, and negative 
 values for money spent on services or non-asset expenditures.
 Both positive and negative values for GP or services spent are
 used to adjust the running tally of column two. 
 Equipment received is recorded in column one as a positive value
 and column three as a positive asset. It does not affect column
 two which is current gold.
 
 Second column is a running tally of how much money the character has.
 
 Third column is the cost of equipment (assets) that are purchased.
 A negative value in this column would be equipment sold back. 
 A strikeout is an asset that was later consumed and should have 
 a corresponding entry in column four later at the time it was 
 consumed. 
 @ Party assets that were assigned as held and then used by another
 party member instead (therefore comes out of their share of adventure
 end loot) can also be listed as a negative entry.
 
 Fourth column is assets or equipment that were consumed or destroyed.
 Adding an entry to column four does not affect the running total of 
 column two. 
 
 A total of the positive numbers in column one should equal the adventure
 log total for gold earned.
 
 The last line of column two should be the current amount of coins
 the character is carrying.
 
 A total of column three excluding the strikeouts should equal the current
 inventory of equipment the character has. A total of the strikeouts in
 column three should equal the total of column four.
 
 For items purchased in a group, when all n of n have been consumed, an
 entry is made for the group in column four. This avoids continual 
 prorating.
===Details===
 Size: Medium
 Gender: Male
 Age: 20
 Height: 6'0"
 Weight: 180 lb
Hair Color: Brown
 Eye Color: Green
Skin Color: Fair
Appearance: Dyre stands at about 6 foot, looking trim with only a few days worth
 of stubble. His cheekbones are well defined, though his cheeks are
 slightly sunken. His nose is narrow, coming to a sharper point than
 most and his chin follows similar features. His hair, when not covered
 by the wide-brimmed hat, looks unkempt. A bit of cloth is tied about
 his neck, ready to pull up over his nose in case of dust on the open
 road.
 Instead of a cloak, Dyre opted for a long coat that resides over the
 lamellar armor. A belt pouch is attached at his right hip, hanging a
 bit low but still secured. Below the pouch, and a bit more to the
 front, on his right hip is a quiver of crossbow bolts. His left hip
 holds a sheathed cutlass, the pommel looking fairly non-nondescript
 besides an etched pirate-like skull. The coat has a number of small
 pockets on it that vials have been inserted into so they can be close
 at hand. Leather breeches protect his legs and the bottoms of them
 have been tucked into, then folded over, a pair of sturdy boots. The
 boots secure with wooden toggles on the outside of his legs.
 On his back he wears a backpack which has a bedroll strapped to the
 top of it, a waterskin hanging off one side, and rope hanging off the
 other side. It looks to hold the majority of his equipment and also
 has a few vials on the outside for easy access. Slung over his right
 shoulder is a light crossbow.
 Demeanor: Adventure is out there, the hard part is finding the path. He's always
 looking for more adventures to go on. He's quick to laugh and always
 seems to be in the mood for a bit of fun, whether that's a prank or
 just hijinks. A smile seems more common to him than any other emotion.
 He's not against following others on adventure, but he's not too
 inclined to follow someone who either, A) Can't take a joke; or
 B) Doesn't keep the betterment of society in mind.
===Background===
You thought your childhood was rough? 
Hah! 
Okay, you win. 
Seriously, I had a good one. I mean, really, how many kids get to grow up playing pirate? Okay, now how many of them really got to play pirate? I did! Yes, I'm the son of that Blackreef. The pirate. Well, kind of pirate. I guess he's technically a privateer. Pirate sounds better though. So, while most kids spent their time licking an Ioun stone or some-such, I was out sailing. Well, that and playing with my alchemy set. I believe dad's words were...
There may have been an 'arr'. Perhaps when I asked for his favorite letter. But anyway! This is about me, not my dad. Well, I guess it is a bit about him. Since he was who I followed around for the better part of eighteen years. It was only for the last two that he kicked me off the boat and told me to find a different "yob r perfessin, arr"(He took a right-hook the day before and his lip was still pretty swollen; sidenote: well, first, that's a bit redundant but - the arr was because he bit his tongue after he said that).
Wait, where was I? ...right! Dad biting his tongue. So he told me to head off and I found myself in the employ of an Alchemist. Not really all that big of a surprise, been studying the stuff for going on six years at that point. Reading all sorts of books on it, or just on the arcane. There was even a couple of people on good ol' Captain Blackreef's crew that knew a thing or two about Alchemy. Explosives were fun and all, but it's not all there is to it. I was still pretty inexperienced, so I needed some refining. I'm not ashamed to admit it! No one is perfect.
Hey, you know what's even more fun than Alchemy? Not a whole lot. It was a rhetorical question. Of course it might have something to do with it being my, now, chosen profession. No matter! Alchemy! So I studied with a mentor, Erik the Butcher. His dad was the butcher, Erik was an Alchemist. Erik was well into his thirties when I started to learn from him, and by thirties I mean thirty past fifty (That was his joke, not mine). So after a couple years learning from him, well... Erik decided to stop teaching. Permanently. As in retire. Take a nap. Swim with the fishes. Live at his cottage down by the lake. In the ground. So I was again out of a place to stay.
Erik's tutelage was no longer an option and yes I did try staying at his cottage. Figured maybe I could learn more from the books he had. First he made groaning noises at me, then lurched about. Finally he kicked me out, then he cackled and pulled out a bomb. I thought it best to run before he threw it. He did look a little sickly... So then I tried to talk to dad, but he chased me off the ship yelling something about finding my own path. So, guess I'll go to the local tavern and talk about times being tough.
===Adventure Log===
Wreck Ashore
 XP Received: 417 XP last posting Nov 30th, 2012
 Treasure Received: 469 GP
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +0 (Old Total) +1 (FC Bonus if Chosen)
 = 00 (New Total)
 
===Approvals===
* Approval (Oct 13th, 2012) (Satin Knights) Level 1
* Approval (October 14th, 2012) (DalkonCledwin) Level 1
Category:Approved Characters