Aoi | |
Age: | 31 |
Hair: | White, hip length |
Eyes: | Blue |
Height: | 2 foot 10 (Small) |
Weight: | 30 |
Race: | Gnome |
Class: | Saboteur Alchemist 1 |
Alignment: | Chaotic Neutral |
Level: | 1 |
Experience: | 0 |
Hit Points: | 9/9 |
Gold: | 78g 1s |
Current Status: | Active |
Played by Aoi |
- Description
- Abilities & Skills
- Traits, Feats, Class Abilities
- Equipment
- Extracts
- Character Information
Gallery

Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 16 | +3 | +0 | +0 |
Dexterity | 16 | +3 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 18 | +4 | +0 | +0 |
Wisdom | 10 | +0 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | Base 10 +1 small +3 Dex +0 armor = 4 | Fortitude | +2 | +1 | +3 | |
Flat-Footed | 11 | Reflex | +0 | +3 | +3 | |
Touch | 14 | Will | +0 | +0 | +0 |
BAB | Mod | Total Range/Melee | Initiative | CMB | CMD |
+0 | +3Dex/+2Str +1 small | +4/+4 | +3Dex | +3 Str +0 bab -1 size/other mods (+1) | +10 +3 str +3 dex -1 other mods (+15) |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Acrobatics (Dex) | +1 | +3 | +0 | +0 | +4 |
C | Appraise (Int) | +0 | +4 | +0 | +0 | +4 |
X | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Climb (Str) | +0 | +3 | +0 | +0 | +3 |
C | Craft Alchemy (Int) | +1 | +4 | +3,+2 gnome,+2 tools | +0 | +12 |
X | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Disable Device (Dex) | +1 | +3 | +3 | +0 | +7 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Fly (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (Arcana) (Int) | +1 | +4 | +3 | +0 | +8 |
C | Knowledge (Engineering) (Int) | +1 | +4 | +3 | +0 | +8 |
X | Knowledge (Others) (Int) | +0 | +4 | +0 | +0 | +4 |
X | Linguistics (Int) | +0 | +4 | +0 | +0 | +4 |
C | Perception (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Pilot (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Profession (merchant) (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Ride (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Sleight of Hand (Dex) | +1 | +3 | +3 | +0 | +7 |
C | Spellcraft (Int) | +1 | +4 | +3 | +0 | +8 |
X | Stealth (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Swim (Str) | +0 | +3 | +0 | +0 | +3 |
C | Use Magic Device (Cha) | +1 | +0 | +3 | +0 | +4 |
Where X is Cross Class and C is a Class Skill
skills per level
Languages Known: Common, Gnome, Draconic, Elven , Goblin, Orc and Sylvan.
Traits
Taken every level — Alchemist Add +1/2 to the number of bombs per day the alchemist can create. (extra bomb every other level)
Feats:
Level 1 - Point Blank Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Level 3 - Feat: planning to take Master Alchemist
Level 5 - Feat: Planning to take Precise shot
Level 7 - Feat: Description
Level 9 - Feat: Description
Level 11 - Feat: Description
Level 13 - Feat: Description
Level 15 - Feat: Description
Level 17 - Feat: Description
Level 19 - Feat: Description
Class Abilities:
Level 1 - Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike 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.
Level 1 - 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.
Level 1 - Brew Potion(Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
— Brew Potion Feat —
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
See magic item creation rules for more information.
Level 1 - Chameleon Mutagen (Su): At 1st level, a saboteur discovers how to create a special elixir that he can imbibe in order to heighten his ability to move undetected and his mobility at the cost of his physical might. When consumed, the elixir causes the saboteur's skin to change color to match the background and causes his hands and feet to secrete a sticky residue. This grants him a circumstance bonus on Stealth checks equal to half his alchemist level (minimum +1), as well as granting him a climb speed equal to half his base speed, for 10 minutes per saboteur level. In addition, while the chameleon extract is in effect, the saboteur takes a –2 penalty to his Strength.
A saboteur who drinks an alchemist's mutagen is treated as a non-alchemist. All limitations to mutagens apply to chameleon mutagen as if it were the same ability. The infuse mutagen discovery and persistent mutagen class ability apply to the chameleon mutagen.
This ability replaces mutagen.
Level 1 - Throw Anything(Ex): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Racial Abilities:
Standard Racial Traits
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Defense Racial Traits
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Feat and Skill Racial Traits
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Magical Racial Traits
Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based.
Confound the Big Folk: Gnomes gain a +4 racial bonus on combat maneuver checks to trip an opponent.
Curiosity: Gnomes are naturally inquisitive about the world around. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Senses Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
- | - | +0 | x2 | - |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
- | - | - | - | - | ft | lb |
Wearing Dilettante's Outfit
Slot | Item | Description |
Head | nothing | Brief item description |
Face | nothing | Brief item description |
Neck | nothing | Brief item description |
Shoulders | nothing | Brief item description |
Torso | nothing | Brief item description |
Arms | nothing | Brief item description |
Hands | nothing | Brief item Description |
Right Ring | nothing | Brief item description |
Left Ring | nothing | Brief item description |
Waist | nothing | Brief item description |
Feet | nothing | Brief item description |
Pack | Masterwork Backpack | This backpack has numerous pockets for storing various items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, other small bags, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of materials in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity. Empty Weight: 2 lb.1 Capacity: 1 cubic ft./60 lb.1 |
List of Items Here:
Alchemist's Kit
2 square yards canvas
fishing line and hook
flint and steel
tent
waterskin
20 pitons
200 ft silk rope
20 peices chalk assorted color
10 bags of caltrops
10 sunrods
10 flasks of acid
Dilettante's Outfit
Masterwork Backpack
Statistics of Items Here:
Extracts per Day:
1st lvl spells - 2
Normally Prepared Extracts
Cure Light Wounds : http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds
Comprehend Language : http://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages
Extract DCs:
10+1+Spell Level=
Formulae list:
Level 1:
Comprehend Language : http://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages
Cure Light Wounds : http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds
Detect Secret Doors : http://www.d20pfsrd.com/magic/all-spells/d/detect-secret-doors
Enlarge Person : http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person
Identify : http://www.d20pfsrd.com/magic/all-spells/i/identify
Reduce Person : http://www.d20pfsrd.com/magic/all-spells/r/reduce-person
Character History or Personality information: The gnomish alchemist spent her early years mixing up cleaning supplies in her family's home in the undercity of a dwarven mining city tho.. once her concoctions started to fizz and bubble and sometimes explode it was time the alchemist had some direction. her parents took her to a local mage who helped the girl with her alchemaic endevors until her understanding of the subtle mixtures was one that wouldnt kill her outright. taking her newfound knowledge the gnome expanded her repetoire till she was able to make her own shop. which she hired people to run so she could sell her creations till her lab exploded and the dwarves decided it was time she go out and find a more. accademic atmosphere for her …. particular … skillset.
The Alchemist is a bit of a scatterbrain thinking of too many things all at once