Noitatohtorin Hahmo
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Luminari Nessia on katkera ja kaikkea vihaava alkemisti, jonka huntujen alla piilee karmiva salaisuus. Huolimatta monista huonoista luonteenpiirteistä ja vakavasta asennevammasta, Luminari on jotenkin päätynyt siirtokunnan parantajakolleegion johtajaksi. Rooli on sinänsä sopiva äärimmäisen taitavalle alkemistille, joka tuntee myös parantamisen sekä luonnollisilla että maagisilla keinoilla. Vihainen, erakoitunut alkemistinainen ei mielellään häivy tutkimustensa parista, eikä varsinkaan lähteäkseen suorittamaan jotain vaarallista tutkimustehtävää tuntemattomille korpimaille.

Name: Luminari Nessia
Race: Human
Class: Alchemist
Alignment: Chaotic Neutral
Level: 4
Hit Points: 31
AC: 13
Flat-Footed: 10
Touch: 13
CMB: 4
CMD: 17
Flat-Footed CMD: 14
Initiative: +3

Saves:

  • Fortitude 7
  • Reflex 7
  • Will 1

Skills (Class skills marked with C):

  • Acrobatics 7
  • Appraise C 10
  • Bluff C 7
  • Climb 5
  • Diplomacy 5
  • Disable Device C 7
  • Disguise 4
  • Escape Artist 7
  • Fly C 7
  • Handle Animal 5
  • Heal C 7 (+2 from Kit)
  • Intimidate C 10
  • Linguistics C 8
  • Perception C 5
  • Ride 7
  • Sense Motive 4
  • Sleight of Hand C 9
  • Spellcraft C 11
  • Stealth 7
  • Survival 4
  • Swim 5
  • Use Magical Device C 6
  • Knowledge C Arcana 10
  • Knowledge C Dungeoneering 9
  • Knowledge Religion 5
  • Knowledge C Nature 10
  • Knowledge The Planes 5
  • Knowledge Local 5
  • Profession: Engineering 5
  • Craft: Alchemy C 19

Feats:

  • Alchemy
  • Bomb 2d6 + Int
  • Brew Potion
  • Mutagen
  • Throw Anything
  • Swift Alchemy
  • Poison Resistance
  • Poison Use
  • Master Alchemist
  • Fast Learner
  • Improvisation
  • Improved Improvisation

Discoveries:

  • Feral Mutagen
  • Infusion

Traits:

  • Bruising Intellect ( Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.)
  • Unpredictable (You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.)
  • Scholar of Ruins (You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (Dungeoneering) is always a class skill for you.)
  • Self-Taught Scholar (You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.)
  • Alchemical Adept (You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.)
  • Accelerated Drinker (You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.)

Drawbacks:

  • Loner (You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.)
  • Condescending (You take a –5 penalty on Diplomacy and Intimidate checks to improve other creatures' attitudes toward you.)
  • Pride (When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.)

Languages Known:

  • Abyssal
  • Infernal
  • Goblin
  • Giant
  • Undercommon
  • Necril
  • Elvish
  • Draconic
  • Common

Statline:

  • STR 12
  • DEX 16
  • CON 15
  • INT 18
  • WIS 11
  • CHA 12

Attacks:

Bomb/Splash Weapon:

  • Attack Bonus + 7 vs Touch
  • Damage 2d6+INT on target. 6 Splash, Reflex Save DC 16 for Half
  • Range 20 feet

Darts:

  • Attack Bonus +6 vs AC
  • Damage 1d4
  • Range 20 feet

Feral Mutagen:

Claws x2:

  • Attack Bonus 4 vs AC
  • Damage 1d6

Bite

  • Attack Bonus 4 vs AC
  • Damage 1d8

Extract per Day: 4/2

Extracts known:

Level 1

  • Polypurpose Panacea
  • Ant Haul
  • Cure Light Wounds
  • Endure Elements
  • Enlarge Person
  • Illusion of Calm
  • Detect Undead
  • Comprehend Languages

Level 2

  • Alchemical Allocation

Items:

Magical Items:

  • Traveler's Any-Tool
  • Hand of the Mage

Equipped:

  • Spring-oaded Wrist Sheat - Bottled Lightning
  • Spring-loaded Wrist Sheat - Liquid Blade
  • Alchemist's Robes

Potions:

  • Potion of Jump x 5
  • Potion of Sanctuary
  • Potion of Barkskin +5
  • Cure Moderate Wounds x2
  • Leviate x2
  • Remove Curse
  • Invisibility x2
  • Hide From Undead x4
  • Hide From Animals x4
  • Greater Magic Fang +1
  • Bull's Strength

Poisons:

  • Drow Poison x5

Drugs:

  • Midnight Milk
  • Opium
  • Slaver's Drops

Other Items: (T means stored in tent, C means carried on person, B means stored in backpack)

  • Alchemy Lab (T)
  • Alchemy Crafting Kit (T)
  • Tinker's Cap (T)
  • Formula Book (B)
  • Antidote Kit (B)
  • Sewing Needle (C)
  • Thread (C)
  • Healer's Kit (B)
  • Ioun Torch (C)
  • Surgeon's Tools (B)
  • Thieves' Tools (C)
  • Sunrod x5 (C)
  • Bloodblock x3 (B)
  • Antiplague x3 (B)
  • Antitoxin x3 (B)
  • Smelling Salts (C)
  • Harpy Musk (B)
  • Marking Dye x2 (C)
  • Alchemist's Kindness x5 (T)
  • Alchemical Glue (B)
  • Alchemical Accelerant (B)
  • Bladeguard x3 (B)
  • Defoliant x3 (B)
  • Deodorizing Agent x4 (B)
  • Elemental Flux + Suli Blood Drop x4 (B)
  • Impact Foam x5 (C)
  • Merchant's Scales (T)
  • Vicious Caltrops with Drow Poison x2 (C)
  • Alchemist's Fire x5 (C)
  • Acid x2 (C)
  • Bottled Lightning (C)
  • Fungal Stun Vial x3 (C)
  • Phosphorescent Oil (B)
  • Petrified Ooze (C)
  • Bone Paste (C)
  • Peptus Salix x2 (C)
  • Flash Powder x3 (C)
  • White Powder (C)
  • Smokestick x3 (C)
  • Tanglefoot Bag x5 (C)
  • Thunderstone x5 (C)
  • Tindertwig x30 (C)
  • Chalk (C)
  • Charcoal (C)
  • Ink (C)
  • Pen (C)
  • Paper Sheets (C)
  • Journal (C)
  • Powdered Glass in a jar (C)
  • Nails (C)
  • Makeup (C)
  • Spell Book (T)

Items Reference:

Tanglefoot Bag

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Smokestick

This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Flash Powder

This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).

Peptus Salix

This pink liquid has a horrible chalky taste, but is quite effective at counteracting nausea, indigestion, and diarrhea. A vial taken in small doses during the day, alleviates these symptoms. If you drink an entire vial, for 1 hour you get a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened condition. If you drink a vial of it while suffering from the nauseated or sickened condition, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day. Drinking a vial (whether over the course of a day or all at once) usually turns your tongue black for about a day, though this is a harmless side effect.

Bone Paste

Typically stored in an airtight leather wineskin cured with rare preservative unguents, bone paste is a powerful alchemical sealant with special deteriorative properties. When squeezed out of its container and exposed to air, bone paste quickly hardens, so in order to apply it to a surface or object one must typically squeeze the paste directly onto the material to be affected. Once applied, bone paste cements itself to the object in just seconds, and hardens into a flaky cast. If applied to any unattended organic material or surface (such as wood, paper, hide, or rope), after 1 hour, bone paste undergoes another alchemical reaction and begins to eat away at the material, dealing 1d4 points of damage each round for 1d6+1 rounds, eating away first at the part of the object to which it was applied and spreading briefly to other parts of the object before dissipating and leaving a small amount of residual dust. Bone paste ignores an organic object's hardness, and does not deal damage to inorganic objects or surfaces (such as metal, stone, or ceramic). One pouch of bone paste is enough to cover 1 square foot of surface, or (because of waste and spills) up to 20 smaller applications of approximately 2 square inches each.

Petrified Ooze

This tiny blob of ooze looks like a small disc of green stone when inactive, and is stored in a circular dish with an airtight cover. When the cover is removed and the ooze is exposed to air, the user has 1 minute to handle the rapidly softening ooze before it regains its former viscosity (as well as toxicity) and springs back to life. Although much smaller than an actual ooze creature, this coin-sized blob still deals 1d6 points of acid damage to anything it comes in contact with. Due to its unpredictable nature, petrified ooze is typically only good for breaking or melting whatever object or device on which the user originally sets the ooze, after which the blob quickly scurries into the nearest corner or crevice so it can feed on particles of dust and diminutive prey. Once restored to its viscous form, a petrified ooze moves at a rate of 60 feet per round, and any creature that comes in contact with the ooze must succeed at a DC 12 Reflex save to avoid taking acid damage from it.

Liquid Ice

Also known as “alchemist's ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.

Phosphorecent Gel

This sealed vial contains 1 ounce of milky white gel. Once the vial's seal is broken, the liquid reacts with the surrounding air and begins to rapidly heat up, glowing like a candle for 1 hour. After that hour, the oxidization of the chemical agent is complete, and the gel dissolves in a white-hot flash, dealing 3d6 points of fire damage to anything directly in contact with it. A single dose of phosphorescent gel can coat 6 square inches of a surface. Multiple doses of phosphorescent gel can be used to coat larger surfaces, but the amount of damage dealt does not stack. The conflagration occurs in an instant, and the fire generated doesn't spread, though it can be used to ignite a larger explosive such as a fuse grenade or pot of oil.

Fungal Stun Vial

Harvested from a rare fungus, these small vials emit a bright blue glow, and are commonly used in intertribal kobold disputes. When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a Will save (DC 20). Creatures that fail are stunned for 1d2 rounds if they're in the area of bright light, or are confused for 1 round if in the area of dim light.

Impact Foam

This milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a splash weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and converts the second 1d6 points of falling damage into nonlethal damage. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.

Elemental Flux

This flask of alchemical powder reacts to the elemental power in suli blood. Adding at least 1 hit point worth of suli blood to it creates an alchemical splash weapon. The splash weapon works like a flask of acid, except the damage is a random energy type (acid, cold, electricity, or fire). A DC 10 Craft (alchemy) check identifies what energy type the activated flask has. The activated flux retains its power for 24 hours before becoming inert material. The Craft (alchemy) DC to create this is 20.

Defoliant

This milky fluid can be mixed with water to quickly kill light and medium vegetation. One flask of defoliant kills light brush and small trees in 50 5-foot squares. Light vegetation (anything but trees) dies within 1 hour and can be cleared at a rate of 10 minutes per 5-foot square (representing uprooting dead plants and breaking stumps into gravel-sized pieces), leaving barren ground. Medium vegetation (anything but massive trees) dies in 2 hours and can be cleared at a rate of 1 hour per 5-foot square. Massive trees can usually survive a single dose of defoliant, and using defoliant doesn't make clearing them any easier. Defoliant can be used as a splash weapon against plant creatures. A direct hit with the undiluted fluid deals 1d6 hit points of damage, 1 point of Strength damage, and 1 point of Constitution damage (Fortitude DC 20 negates the Strength and Constitution damage); plant creatures within 5 feet of the target take 1 hit point of damage.

Bladeguard

This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off.

Acid

You can throw a flask of acid as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Harpy Musk

The reek of this doubtful cure-all proves useful at scaring off goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.

Smelling Salt

These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

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