Reanimator/Internal Alchemist) 2
Lawful Neutral Medium Humanoid (human)
Player Deus (2205-13)
Faction Dark Archives
Favored class Alchemist (+1 hp)
Senses Perception +5
AC 16, touch 12, flat-footed 14; (+4 armor, +2 dex)
hp 19 (2d8+4+2)
Fort +5, Ref +5, Will +1; +2 vs. mind-affecting, +2 vs. poison
Speed 30 ft.
Syringe spear +4 (1d8+4, x3, Brace, Piercing)
Sickle +4 (1d6+3, x2, Trip, Slashing)
Bomb +4 (3/day, 1d4+2 fire, splash 3, DC 12; 20 ft.)
Acid flask +4 (1d6+2 acid, splash 3, 10 ft.)
1st (3/day, CL 1st, DC 13) -
Enlarge Person, ??
1st – Shield,
Monkey Fish, Cure Light Wounds
Str 16, Dex 14, Con 14, Int 15, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Martial Weapon Proficiency (Syring Spear) B, ??1st
Skills (6+1 sp/lvl, ACP -1) Craft (alchemy) +71 (2), Disable Device +7 (2), Heal +5 (2), Knowledge (arcana) +7 (2), Knowledge (nature) +6 (1), Perception +5 (2), Sleight of Hand +6 (1), Spellcraft +7 (2)
Alchemical Prodigy Early on in your life, you showed significant promise in the sciences and alchemical arts, and received extensive tutoring from those seeking to maximize your potential. If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts.
Deathtouched At some point you were tainted with the corruption of the undead, and you have gained some of their defenses. You gain
either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice).
Languages Taldan, SkaldE, Azlant, Polyglot
Bomb (Su) 3/day, 1d4 fire; splash 1, DC 12; or fog cloud 20ft radius for 2 rounds
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.
Poison Resistance (Ex) At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison.
Infused Curative (??) At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use.
Smoke Bombs 2nd
Spontaneous Healing 4th
Healing Touch 6th
Preserve Organs 8th
Combat gear Syringe spear (6 lb), formulae book (3 lb), chain shirt (25 lb), alchemy crafting kit (5 lb), acid flasks (5, 5 lb)
Other gear Alchemist's kit (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin; 19 lb), Mwk thieves' tools (2 lb)
Wealth 25 gp
Encumbrance 44 lb. without backpack, 65 lb. with backpack (76 lb. light/153 lb. medium/230 lb. heavy)
Notes B = Bonus feat; E = Ethnic bonus language; 1 = +1 when using Craft (alchemy) to create an alchemical item
|1.||2014-07-25||First Steps, Part I - In Service to Lore||417 gp||2||X|
|2.||2015-01-30||#6-10: The Wounded Wisp||430 gp||2||Loviatar|
|3.||2015-11-01||#7-0?: Trouble in Tamran||310 gp||2||Muser|