Hlaalin Felanin (maquise)

===Basic Information===
 Race: Human
 Class: Alchemist (favored)
 Level: 1
Experience: 308
 Alignment: Lawful Neutral
 Languages: Common, Elven, Draconic
 Deity: Sword-saints
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 10 +0 (00 pts)
DEX: 15 +2 (07 pts)
CON: 10 + (00 pts) (+4 temp) = 14 (+2)
INT: 19 +4 (13 pts) (+2 Racial)
WIS: 12 +1 (02 pts)
CHA: 08 -1 (-2 pts)
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
* Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
(Max-2) HP: 11 = [1d08 + CON (02) + FC (01)] (Alchemist) 
 AC: 18 = [10 + DEX (02) + Armor (04) + Shield (00) + temp. Nat (02)]
 AC Touch: 12 = [10 + DEX (02) + Misc (00)]
 AC Flatfooted: 14 = [10 + Armor (04) + Shield (00) + Misc (00)]
 INIT: +02 = [DEX (02) + Misc (00)]
 BAB: +00 = [Alchemist (00)]
 CMB: +00 = [BAB (00) + STR (00) + Misc (00)]
 CMD: 12 = [10 + BAB (00) + STR (00) + DEX (02) + Misc (00)]
 Fortitude: +02 = [Alchemist (02) + CON (00) + Misc (00)]
 Reflex: +04 = [Alchemist (02) + DEX (02) + Misc (00)]
 Will: +03 = [Alchemist (00) + WIS (01) + Misc (02) Iron Will Feat]
 Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
 Spell Failure: 00
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
 Bomb: Attack: +02 = [BAB (00) + DEX (02) + Misc (00) + Magic (00)]
 Damage: 1d6+4, Crit: 00/x0, Range: 20 ft. 
 Special: Splash, Total per day: 7
 Special: PBS, +1 to hit and damage if within 30'
Dagger(m): Attack: +01 = [BAB (00) + STR (00) + Misc (00) + MW (01)]
 Damage: 1d4, Crit: 19-20/x2, 
 Special: none
Dagger(r): Attack: +03 = [BAB (00) + DEX (02) + Misc (00) + MW (01)]
 Damage: 1d4, Crit: 19-20/x2, Range: 10'
 Special: PBS, +1 to hit and damage if within 30'
===Racial Features===
Ability Adjustments: +2 INT
 Size: Medium
 Speed: 30'
 Favored Class: Alchemist
 Skilled: One extra feat, one extra skill rank 
===Class Features===
Alchemist
Armor/Weapons: Light Armor, Simple Weapons 
 
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 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: Alchemist. 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 becoming inert, 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. 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 1stlevel 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 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. 
Bonus Feat: Extra Bombs: +2 Bombs per day
Mutagen (Su):
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. An alchemist can only maintain one dose of mutagen at a time—if he 
brews a second dose, any existing mutagen becomes inert. As with an extract or 
bomb, a mutagen that is not in an alchemist’s possession becomes inert until an 
alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either 
Strength, Dexterity, or Constitution. 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. If the mutagen enhances his Strength, it applies a penalty to 
his Intelligence. If it enhances his Dexterity, it applies a penalty to his 
Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 
the alchemist’s level + the alchemist’s Intelligence modifier) or become 
nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, 
but an alchemist can gain the effects of another alchemist’s mutagen if he 
drinks it. (Although if the other alchemist creates a different mutagen, the 
effects of the “stolen” mutagen immediately cease.) The effects of a mutagen 
do not stack. Whenever an alchemist drinks a mutagen, the effects of any 
previous mutagen immediately end.
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 Throw Splash 
Weapon, including the splash damage if any. This bonus damage is already 
included in the bomb class feature.
===Feats===
 Point Blank Shot(Level 1): You get a +1 bonus on attack and damage rolls 
 with ranged weapons at ranges of up to 30 feet.
 Iron Will (Human): Gain a +2 bonus to Will Saves.
 Extra Bombs (Alchemist 1): +2 bombs/day (replaces Brew Potion feat)
Throw Anything (Alchemist 1): add Int bonus to bomb damage
===Traits===
Rich Parents(Social) : 900 gold at start
Dangerously Curious(Magic) : +1 to UMD checks
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 09 = [Base (04) + INT (04)/Level; + human (01)] (Alchemist)
 
Skills Total Rank CS Ability ACP Misc
Acrobatics 00 +1 0 +2 -3 +0
Appraise 08 +1 +3 +4 +0
Bluff -1 0 0 -1 +0
Climb -3 0 0 0 -3 +0
Craft (Alchemy) 09 +1 +3 +4 +1(class)
Diplomacy -1 0 0 -1 +0
Disable Device 03 +1 +3 +2 -3 +0
Disguise -1 0 0 -1 +0
Escape Artist -1 0 0 +2 -3 +0
Fly -1 0 0 +2 -3 +0
Handle Animal 0 0 +2 +0
Heal 01 0 0 +1 +0
Intimidate -1 0 0 -1 +0
Knowledge (Arcana) 08 +1 +3 +4 +0
Knowledge (Dngnrng) 0 0 +4 +0
Knowledge (Engnrng) 0 0 +4 +0
Knowledge (Geography) 0 0 +4 +0
Knowledge (History) 0 0 +4 +0
Knowledge (Local) 0 0 +4 +0
Knowledge (Nature) 0 0 +4 +0
Knowledge (Nobility) 0 0 +4 +0
Knowledge (Planes) 0 0 +4 +0
Knowledge (Religion) 0 0 +4 +0
Linguistics 0 0 +4 +0
Perception 05 +1 +3 +1 +0
Perform ( ) -1 0 0 -1 +0
Profession ( ) 0 0 +1 +0
Ride -1 0 0 +2 -3 +0
Sense Motive 01 0 0 +1 +0
Sleight of Hand 03 +1 +3 +2 -3 +0
Spellcraft 08 +1 +3 +4 +0
Stealth -1 0 0 +2 -3 +0
Survival 01 0 0 +1 +0
Swim -3 0 0 +0 -3 +0
Use Magic Device 04 +1 +3 -1 +1(trait) 
===Formula List (Known)===
 Level 01 Level 02
 * Shield *
 * True Strike 
 * Cure Light Wounds
 * Touch of the Sea
 * Bomber's Eye
 * Disguise Self
===Extracts (Prepared)===
 Level 01 Level 02 Level 03
 * Cure Light Wounds 
 * Shield 
Current Mutagen: CON +2 Nat. Armor, +4 CON, -2 CHA 
===Equipment===
Equipment Cost Weight
Explorer's Outfit 00 lb
MW Chain Shirt 250 gp 25 lb
MW Dagger 302 gp 01 lb
Formula Book 00 gp 03 lb
Backpack 02 gp 02 lb
 * 5x candles 05 cp
 * 5x tindertwigs 5 gp
 * black, red, and blue ink 40 gp
 * pen 1 sp
 * 100 sheets of parchment 20 gp
 * sealing wax 1 gp 01 lb
 * signet ring 5 gp
 * soap 5 sp 01 lb
 * steel mirror 10 gp .5 lb
 * magnifying glass 100 gp
 * bell 1 gp
 * hourglass 25 gp 1 lb
 * merchant's scale 2 gp 1 lb
 * Alchemist's Kit 25 gp 05 lb 
 * sunrod 2 gp 01 lb
 * 5x vial 1 gp 
 * Bedroll 1 sp 05 lb
 Total Weight: 46.5 lb [Med. encumbrance]
 Light Medium Heavy 
Max Weight: 0-33 34-66 67-100
===Finances===
PP: 00
GP: 108
SP: 2
CP: 5
Gems/Jewelry/Other:
0000
===Details===
 Size: Medium
 Gender: Male
 Age: 18
 Height: 5'11"
 Weight: 115 lb.
Hair Color: Auburn
 Eye Color: Grey
Skin Color: Pale
Appearance: Thin and lanky, little body fat. His hair is unkempt, his clothes
 rarely neat. A variety of gear and glass vials adorn his figure.
 Demeanor: Quiet and apparently shy. He tends to avoid conversation and can 
 stumble over himself when talking to someone he does not know. 
===Background===
Born in a wealthy family, he was found to be a prodigy at an early age. Unfortunately, he was born in Rorn, and his father was hoping for a strong warrior for a son, instead of a weak scholar. His family sent him to a boarding school as soon as possible. While there, he showed consderable talent, but a fight with another student got him thrown out. Rather than returning home in disgrace, he decided to try and make it on his own.
===Adventure Log===
[link=http://www.enworld.org/forum/playing-game/305718-lpf-ryalls-estate.html]
 XP Received: 0308
Treasure Received: 0000 GP
 0000 Gems/Jewelry
 Items
===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) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (April 25, 2011) (GlassEye) level 1
*Approval (May 3, 2011) (HolyMan) level 1
Category:Approved Characters