<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=289327.msg14219480#msg14219480">Quote from: Waldham on 19-06-2018, 23:13:56</a></div></div><blockquote class="bbc_standard_quote"><div class="floatleft">(https://elliquiy.com/elluiki/images/thumb/a/a0/Covenants_end.jpg/419px-Covenants_end.jpg)</div><span class="bbc_font" style="font-family: French Script MT;"><strong><span class="bbc_size" style="font-size: 24pt;">Providence Amblecouronne</span></strong></span><br/><strong>Race :</strong>  Human (http://www.archivesofnethys.com/RacesDisplay.aspx?ItemName=Human)<br/><strong>Level :</strong> Gestalt Wasteland Blightbreaker (http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Alchemist%20Wasteland%20Blightbreaker) Chirurgeon (http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Alchemist%20Chirurgeon) Promethean (http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Alchemist%20Promethean%20Alchemist) Alchemist/Lore Warden (http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Fighter%20Lore%20Warden) Martial Master (http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Fighter%20Martial%20Master) Fighter 1 – 13 HP – AC 17 – Character Sheet (https://www.myth-weavers.com/sheet.html#id=1617206)<br/><span class="bbc_font" style="font-family: French Script MT;"><span class="bbc_size" style="font-size: 20pt;"><em> Seeker of the Knowledge. Artist. The better camp is the mine.</em></span></span><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">OOC</div><div class="spoiler_body"><strong>Class Skills</strong><br/>The Alchemist's class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).<br/>The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).<br/><br/><span class="bbc_u">Skill Points at each Level:</span> 4 + Int modifier.<br/><br/><strong>Class Features :</strong><br/><span class="bbc_u">Weapon and Armor Proficiency:</span> Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. <br/>A fighter is proficient with all simple and martial weapons and with all armor (<del>heavy</del>, light, <del>and medium) and shields (including tower shields).</del><br/><br/><span class="bbc_u">Alchemy (Su):</span> 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. <br/><br/>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. <br/><br/>An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. <br/><br/>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. <br/><br/>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 2–1. 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. <br/><br/>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 losing its magic, 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. <br/><br/>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 formuale 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. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level. <br/><br/>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). <br/><br/>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. <br/><br/>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 1st-level 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, pages, 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. <br/><br/><span class="bbc_u">Craft Construct:</span> At 1st level, a promethean alchemist gains the promethean disciple discovery (see above). This ability replaces Brew Potion and Throw Anything.<br/><br/><span class="bbc_u">Homunculus Companion (Ex):</span> At 1st level, a promethean alchemist gains the service of a homunculus companion. The means for creating this special homunculus are more exotic than normal and require investiture of the promethean alchemist’s own life essence into the homunculus. This construct generally resembles a small humanoid or child when first created; the specific appearance is up to its creator, though a homunculus is always humanoid in shape and obviously unnatural on close inspection. While every homunculus companion is absolutely devoted to its master, some homunculi’s loyalty borders on the unsettling; such companions jealously protect their masters from threats or construct strange shrines in their masters’ honor. A homunculus companion can be of any alignment, even one that is different from its master’s. A destroyed homunculus companion can be restored to life by performing a ritual with its corpse that requires 1 pint of its creator’s blood per Hit Die of the homunculus and rare materials worth 100 gp per Hit Die of the homunculus. Performing this ritual takes 1 hour (though it may take some time to gather enough blood at higher levels, so many promethean alchemists keep chilled blood samples in storage just in case). A promethean alchemist can’t take the mutagen or cognatogen discoveries. This ability replaces bombs and mutagen.<br/><br/><span class="bbc_u">Bonus Feats:</span> At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”<br/><br/>Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.<br/>Scholastic (Ex): A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.<br/><br/>This ability replaces the fighter’s proficiency with medium armor, heavy armor, and shields.<br/><br/><strong>Feats :</strong><br/><span class="bbc_u">Wilding</span><br/>You were touched by nature at an early age and share a kinship with wild creatures. Your body might bear animalistic features, such as bestial ears or a tail, or your presence may be subtly unlike that of others.<br/><br/>Prerequisites: Any neutral alignment, must be taken at 1st level.<br/><br/>Benefit: You gain the druid’s wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal).<br/><br/>Special: A character who has this feat can select the Animal Soul or Aspect of the Beast feats without meeting the prerequisites.<br/><br/><span class="bbc_u">Defiant Luck</span><br/>You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.<br/><br/>Prerequisites: Human.<br/><br/>Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.<br/><br/>Special: If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.<br/><br/><span class="bbc_u">Beastmaster Style (Combat, Style)</span><br/>Your animal companion is your most treasured friend, and you steadfastly protect it from your foes.<br/><br/>Prerequisites: Cha 13, Handle Animal 1 rank, must have an animal companion.<br/><br/>Benefit: When you are adjacent to your animal companion and an attack is made against it, if you are also adjacent to the attacking creature, you can attempt a Handle Animal check as an immediate action to negate the hit. The hit is negated if your Handle Animal check result is greater than the attacker’s attack roll.<br/><br/>Special: You cannot use this style if you are mounted on your animal companion.<br/><br/><strong>Equipement :</strong><br/><span class="bbc_u">Alchemist's kit</span><br/>Price 40 gp; Weight 24 lbs.<br/>Category Kits<br/>Description<br/>This kit includes an alchemy crafting 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. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.<br/><br/><span class="bbc_u">Hide shirt</span><br/>Statistics<br/>Cost 20 gp Weight 18 lbs.<br/>Armor Bonus +3; Max Dex Bonus +4; Armor Check Penalty -1<br/>Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft.<br/>Description<br/>Made from animal hide and giant lizard scales over a shirt of interwoven cords, these chest and shoulder coverings protect Shoanti riders without restricting their mobility. The wearer of a hide shirt can make a DC 15 Strength check as a standard action. If he succeeds, the armor gains the broken condition and drops to the ground rather than requiring the usual 1 minute it would take to remove it. The armor must be repaired as though it had taken 8 points of damage before it can be used again; a broken hide shirt grants no bonus to Armor Class.<br/><br/><span class="bbc_u">Sword cane</span><br/>Statistics<br/>Cost 45 gp Weight 4 lbs.<br/>Damage 1d4 (small), 1d6 (medium); Critical x2; Range —; Type P; Special —<br/>Category One-Handed; Proficiency Martial<br/>Weapon Groups Blades, Light<br/>Description<br/>This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade as a swift action (or a free action if you have the Quick Draw feat). An observer must succeed at a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn’t a light weapon. You can’t wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.<br/><br/><span class="bbc_u">Artisan's tools</span><br/>Price 5 gp (common), 55 gp (masterwork); Weight 5 lbs. (common), 5 lbs. (masterwork)<br/>Description<br/>These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.<br/><br/><span class="bbc_u">Masterwork Thieves’ Tools</span><br/>Price 100 gp (masterwork); Weight 2 lbs. (masterwork)<br/>Description<br/>This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.<br/></div></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Thinking maybe she could be the scout?