Basic Information

Iago wondered if for all their airs and bluster, the alchemists were in truth starry-eyed fools. They looked for simple, unbreakable laws that would bind the transformations of matter, rules that could be exploited for the benefit of the thinking races. But this was a world dominated by the whims of the gods, whose will could bend all of reality to their service. The hard-headed pragmatist in Iago wondered if alchemy, with its reliance on reproducible experiments, was a flawed and ultimately doomed approach to the universe.

      Race: Half-Orc
     Class: Alchemist (favored)
     Level: 6
Experience: 15663 (21 Apr 2013)
 Alignment: Chaotic Good
 Languages: Common, Orc, Draconic, Abyssal, Gnome, Dwarven
     Deity: Farino
First Seen:
 Active In: Dunn Wright Inn


  • Please indicate Racial and Level Adjustments
STR: 14 +2 (05 pts)
DEX: 16 +3 (05 pts +2 magic(belt))
CON: 14 +2 (05 pts)
INT: 17 +3 (05 pts + racial + level 4)
WIS: 10 +0 (00 pts)
CHA: 10 +0 (00 pts)

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
(Max-2)       HP:  50 = [6d8(38) + CON(12) + FC(0)] (Alchemist-6)
                        [0d0(00) + CON(0) + FC(0)] (Class 02)
              AC:  18 = [10 + DEX(3) + Armor(5) + Shield(0) + Natural(0) 
                         + Size(0) + Misc(0)]
        AC Touch:  13 = [10 + DEX(3) + Size(0) + Misc(0)]
   AC Flatfooted:  15 = [10 + Armor(5) + Shield(0) + Natural(0)  
                         + Size(0) + Misc (0)]
            INIT:  +3 = [DEX(3) + Misc(0)]
             BAB:  +4 = [Alchemist (4)]
             CMB:  +6 = [BAB (4) + STR(2) + Misc(0)]
             CMD:  19 = [10 + BAB(4) + STR(2) + DEX(3) + Misc(0)]
       Fortitude:  +7 = [Alchemist(5) + CON(2) + Misc(0)]
          Reflex:  +8 = [Alchemist(5) + DEX(3) + Misc(0)]
            Will:  +2 = [Alchemist(2) + WIS(0) + Misc(0)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
+1 Falchion: Attack: +7 = [BAB(4) + STR(2) + Misc(0) + Magic(1)]
             Damage: 2d4+4, S, Crit: 18-20/x2

 Heavy Mace: Attack: +6 = [BAB(4) + STR(2) + Misc(0) + Magic(0)]
             Damage: 1d8+3 (2h), B, Crit: x2

     Dagger: Attack: +6 = [BAB(4) + STR(2) + Misc(0) + Magic(0)]
     (melee) Damage: 1d4+2, P/S, Crit: 19-20/x2 

     Dagger: Attack: +6 = [BAB(4) + DEX(2) + Misc(0) + Magic(0)]
    (ranged) Damage: 1d4+2, P, Crit: 19-20/x2

MW Composite Longbow: 
             Attack: +8 = [BAB(4) + DEX(3) + Misc(+1, MW) + Magic(0)]
             Damage: 1d8+2, B, Crit: 20/x3, Rng: 110; Ammo: 20

    Javelin: Attack: +7 = [BAB(4) + DEX(3) + Misc(0) + Magic(0)]
             Damage: 1d6+2, P, Crit: 19-20/x2, Rng:  30

       Bomb: Attack: +8 = [BAB(4) + DEX(3) + Misc(1**) + Magic(0)]
             Damage: 3d6+6*, Fire, Crit: 20/x2 (only 1d6 multiplied); Rng: 20'
             Special: Make 9 bombs/day; 
             Bomb Save: DC 16 (10 +1/2 Alch lvl + INT mod)

 Acid Flask: Attack: +8 = [BAB(4) + DEX(3) + Misc(1**) + Magic(0)]
             Damage: 1d6+3 direct, 4 pts splash**, Acid, Crit: 20/x2

Note 1:  Point Blank Shot gives +1 to-hit/+1 dmg within 30'
Note 2:  Bomb is a splash weapon.  Those in adjacent space to a target must 
         make a DC 15 save or take half minimum damage from the bomb.  The 
         alchemist can target a space, which has AC 5, and then all targets 
         in splash range (including the center space) take a reflex save or
         receive half minimum damage.
*Iago is making use of the Alternate Favored Class Feature, permitting an 
         additional +1 bomb damage/2 levels.  He has used this feature at 
         levels 1,2,3,4,5 and 6.
**Includes circumstance bonus from "Throw Anything" feat and Alchemist class

Racial FeaturesEdit

Ability Adjustments: +2 (INT)
               Size: Medium
              Speed: 30'
      Favored Class: Alchemist
 Alternate Favored 
Class Feature (APG): +1/2 Bomb damage/lvl (taken 6 times)
             Vision: Darkvision
          Orc Blood: Half-orcs count as both humans and orcs for any effect 
                     related to race.
       Orc Ferocity: Once per day, when a half-orc is brought below 0 HP, can 
                     fight on for one more round as if disabled.
 Weapon Familiarity: Proficient with greataxes and falchions, treat any weapon
                     with the word "orc" as a martial weapon.
          Scavenger: Half-orcs with this racial trait receive a +2 racial bonus
                     on Appraise checks and on Perception checks to find hidden
                     objects (including traps and secret doors), determine if 
                     food is spoiled, or identify a potion by taste.  This 
                     racial trait replaces the intimidating racial trait.

Class FeaturesEdit

Alchemist~ Grenadier archetype

  Armor/Weapons: Light Armor (not shield) and Simple Weapons
        Alchemy: 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.

       Bomb 3d6: An alchemist can use a number of bombs each day equal to his
                 class level + his Intelligence modifier. 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.

         Mutagen: 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.

 Martial Weapon Proficiency: (Grenadier Archetype)  At 1st level, a grenadier
                 picks one martial weapon to become proficient in the use of.
                 This ability replaces Brew Potion.

 Throw Anything: The Alchemist does not suffer any penalties for using an 
                 improvised ranged weapon, and receives a +1 circumstance
                 bonus on attack rolls made with thrown splash weapons,
                 not including bombs.

Discovery (2nd level):  
Explosive Bombs: The alchemist’s bombs now have a splash radius of 10 feet
                 rather than 5 feet (see Throw Splash Weapon). Creatures
                 that take a direct hit from an explosive bomb catch fire,
                 taking 1d6 points of fire damage each round until the
                 fire is extinguished.  Extinguishing the flames is a
                 full-round action that requires a Reflex save.  Rolling
                 on the ground provides the target with a +2 to the save.
                 Dousing the target with at least 2 gallons of water
                 automatically extinguishes the flames.

Alchemical Weapon: (Grenadier Archetype)  At 2nd level, a grenadier can 
                 infuse a weapon or piece of ammunition with a single 
                 harmful alchemical liquid or powder, such as alchemist’s 
                 fire or sneezing powder, as a move action. This action 
                 consumes the alchemical item, but transfers its effect to 
                 the weapon in question.

                 The alchemical item takes full effect on the next creature 
                 struck by the weapon, but does not splash, spread, or otherwise 
                 affect additional targets. Any extra damage added is treated 
                 like bonus dice of damage, and is not doubled on a critical
                 hit. The alchemical treatment causes no harm to the weapon
                 treated, and wears off 1 minute after application if no blow
                 is struck. At 6th level, a grenadier can use her alchemical
                 weapon ability as a swift action. At 15th level, this ability
                 becomes a free action.

                 This ability replaces poison resistance.

Precise Bombs:  Whenever the alchemist throws a bomb, he can select a 
                number of squares equal to his Intelligence modifier 
                that are not affected by the splash damage from his 
                bombs. If the bomb misses, this discovery has no effect.

                This ability replaces poison use for the Grenadier Archetype.

Discovery (4th level):  Frost Bombs:  When the alchemist creates a bomb, he can 
                choose to have it inflict cold damage. Creatures that take a 
                direct hit from a frost bomb are staggered on their next turn 
                unless they succeed on a Fortitude save.

Directed Blast:  At 6th level, a grenadier can detonate a bomb so that it 
                splashes in a 20-foot cone rather than affecting a radius.
                The cone starts at the alchemist and extends away from her 
                in the direction she chooses. The alchemist designates one 
                creature in the squares affected by the cone to be  the 
                target of the bomb and makes her attack roll against that 
                creature; all other squares in the cone take splash damage. 
                If the alchemist has the explosive bomb discovery and throws 
                an explosive directed blast, the cone of splash damage is 30 
                feet long instead of 20 feet.

                This ability replaces swift poisoning.

Discovery(6th level): Infusion:  When the alchemist creates an extract, he 
                can infuse it with an extra bit of his own magical power. 
                The extract created now persists even after the alchemist 
                sets it down. As long as the extract exists, it continues 
                to occupy one of the alchemist’s daily extract slots. An 
                infused extract can be imbibed by a non-alchemist to gain 
                its effects.


Point Blank Shot (lvl 1): +1 to-hit and damage with ranged weapons within 30'

Precise Shot (lvl 3):  Shoot into melee without penalty

Extra Discovery:  Tanglefoot Bomb (lvl 5):  A creature that takes a direct 
hit from a tanglefoot bomb must save against the bomb’s DC or be entangled 
and glued to the floor as if it had failed its save against a tanglefoot 
bag. Creatures in the splash area that fail their saves are entangled but 
not glued to the floor; those who make this save are not entangled at all.


         Suspicious (Social): +1 to Sense Motive, and Sense Motive is always
                              a class skill.
Mathematical Prodigy (Magic): +1 bonus to Knowledge:  Arcana and Knowledge 
                              (Engineering), and the latter is a class skill.


  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 42 = [[Base(4) + INT(3)]*Level + FC(0) + Misc(0)] (Alchemist-6)
              00 = [[Base(0) + INT(0)]*Level + FC(0) + Misc(0)] (Class 02)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               2     0       0       3     -1   +0
Appraise                 9     1       3       3          +2 (racial)
Bluff                    0     0       0       0          +0
Climb                    1     0       0       2     -1   +0
Craft (Alchemy)         14     3       3       3          +6 (class)
Diplomacy                0     0       0       0          +0 
Disable Device          13     6       3       3     -1   +2 (MW Thieves' Tools)
Disguise                 0     0       0       0          +0
Escape Artist            2     0       0       3     -1   +0
Fly                      2     0       C       3     -1   +0
Handle Animal                  0       0       0          +0
Heal                     4     1       3       0          +0
Intimidate               0     0       0       0          +0
Knowledge (Arcana)      10/12* 3       3       3          +1 (trait) (+2 w/time to consult MW item)
Knowledge (Dngnrng)      4/6*  1       0       3          +0 (+2 w/time to consult MW item)
Knowledge (Engnrng)     10/12* 3       3       3          +1 (trait) (+2 w/time to consult MW item)
Knowledge (Geography)          0       0       0          +0
Knowledge (History)      4     1       3       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)       8/10* 2       3       3          +0 (+2 w/time to consult MW item)
Knowledge (Nobility)           0       0       0          +0
Knowledge (Planes)       4/6*  1       0       3          +0 (+2 w/time to consult MW item)
Knowledge (Religion)           0       0       0          +0
Linguistics              4/6*  1       0       3          +0 (+2 w/time to consult MW item)
Perception               9/11* 6       3       0          +2 (racial*)
Perform    (       )     0     0       0       0          +0
Profession (       )           0       C       0          +0
Ride                     2     0       0       3     -1   +0
Sense Motive             6     2       3       0          +1 (trait)
Sleight of Hand          6     1       3       3     -1   +0
Spellcraft              11/13* 5       3       3          +0 (+2 w/time to consult MW item)
Stealth                  2     0       0       3     -1   +0
Survival                 6     3       3       0          +0
Swim                     1     0       0       2     -1   +0
Use Magic Device         5     2       3       0          +0

*racial bonus to finding hidden objects (including traps & doors), 
 telling if food is spoiled, or identify a potion by taste.

Extracts Lists (Known)Edit

Level 01                   Level 02                   Level 03
Shield                     * Bull's Strength          * Spell Name
Expeditious Retreat        * Alchemical Allocation    * Spell Name
Bomber's Eye               * Resist Energy            * Spell Name
Enlarge Person             * Barkskin                 * Spell Name
Cure Light Wounds          * Cat's Grace              * Spell Name
Identify                   * Protection from Arrows
Endure Elements            * Darkvision
True Strike                * Fox's Cunning
Targeted Bomb Admixture    * Lesser Restoration
                           * Invisibility

Extracts (Prepared)Edit

Level 01: 5/day            Level 02:  4/day           Level 03
* Shield                   * Bull's Strength          * Spell Name
* Shield                   * Alchemical Allocation    * Spell Name
* Identify                 * Alchemical Allocation
* Expeditious Retreat      * *unassigned*
* *unassigned*

Mutagen (Prepared)Edit

+2 Natural Armor Bonus, +4 STR, -2 INT


Equipment                       Cost         Weight
Explorer's Outfit                  -         -   lb
+1 Chain Shirt                  1250   gp   25   lb
Belt of Incredible Dexterity    4000   gp    -   lb
+1 Falchion                     2375   gp    8   lb
Dagger                             2   gp    1   lb
3 Javelins                         3   gp    6   lb
Cold Iron Heavy Mace	          24   gp    8   lb
MW Composite Longbow, +2 STR     600   gp    3   lb
 Quiver & 30 Arrows                1.5 gp    4.5 lb
  Waterproof Bag                   0.5 gp    0.5 lb
    Traveling Formula Bk (in bag) 10   gp    1   lb

Alchemist's Kit                    -   gp    -   lb
Flint & Steel                      0.1 gp    -   lb
Waterskin                          1   gp    4   lb
Masterwork Thieves' Tools        100   gp    2   lb
Wand:  Comprehend Languages      390   gp
   (26 charges)
Wand:  Cure Light Wounds         495   gp
   (33 charges)

Muleback Cords                  1000   gp    0.25lb
Crowbar                            2   gp    5   lb
Shovel                           0.02  gp    3   lb
Miner's Pick                      10   gp    3   lb

Handy Haversack                  2000  gp    5   lb

Left Pouch:
  Ink & Inkpen                     8.1 gp
  Map case                         1   gp   (0.5 lb)
    Dwarven Scrolls (in case)	
  Masterwork Item:  +2 K. Engin.  50   gp   (1   lb)	
  Masterwork Item:  +2 K. Arcana  50   gp   (1   lb)
  Masterwork Item:  +2 K. Dungn.  50   gp   (1   lb)
  Masterwork Item:  +2 K. Nature  50   gp   (1   lb)
  Masterwork Item:  +2 K. Planes  50   gp   (1   lb)
  Masterwork Item:  +2 Spellcraft 50   gp   (1   lb)
  Masterwork Item:  +2 Linguistic 50   gp   (1   lb)

Center Pouch:
  10 Days Rations                  5   gp  (10   lb)
  1 Waterskins                     1   gp   (4   lb)
  2 Sacks                          0.2 gp   (1   lb)
  2 iron spikes                    0.01gp   (2   lb)
  Grappling Hook                   1   gp   (4   lb)
  100' Silk rope                  20   gp  (10   lb)
  Bedroll                          0.1 gp   (5   lb)
  Winter Blanket                   0.5 gp   (3   lb)
  8 Acid Flasks                   80   gp   (8   lb)
  Hammer                           0.5 gp   (2   lb)
  3 javelins                       3   gp   (6   lb)

Right Pouch:
  Potion:  Bull's Strength*      300.1 gp   (1   lb)
  Potion:  Spider Climb*         300.1 gp   (1   lb)
  Potion:  Shield of Faith +3*   300.1 gp   (1   lb)
  Potion:  Cure Moderate Wounds* 300.1 gp   (1   lb)
  Potion:  Rope Trick*           300.1 gp   (1   lb)
  Potion:  Longstrider*           50.1 gp   (1   lb)
  Elixir of Swimming*            250.1 gp   (1   lb)
  *potions are in iron vials; cost and weight adjusted
    to reflect the effect of the vials
  Vial of Silversheen            250   gp
  2 Flasks Alchemist's Fire       40   gp   (2   lb)
  2 Flasks Liquid Ice             80   gp   (4   lb)
  2 Acid Flasks                   20   gp   (2   lb)
  2 empty Iron Vials               0.2 gp   (2   lb)
  Potion:  Cure Light Wounds      50   gp   (1   lb)
  Bladeguard (2 pots)             80   gp    -

Items with weights in parentheses are in the 
Handy Haversack, and are not counted against encumbrance.

Additional purchases (for copying, not carrying):
  Scroll:  Darkvision            150   gp
  Scroll:  Fox's Cunning         150   gp
  Commission:  Scroll of Lesser  150   gp
  Commission:  Scroll of         150   gp
Total cost to copy these spells  320   gp
   into both traveling spellbook
   and spare spellbook
   = 40 gp/spell x 4 spells x 2 copies

Apartment (simple)               100   gp 
  Wizard's spellbook (spare)      15   gp    0  (not carried)
    Spells contained:  Alchemical Allocation, Bull's Strength, 
       Barkskin, Resist Energy, Shield, Identify, 
       Enlarge Person, Targeted Bomb Admixture, Invisibility,
       Expeditious Retreat, Darkvision, Lesser Restoration
                             Total Weight:  92.75     lb
                                            Light Encumbrance 
           Light  Medium   Heavy    
Max Weight: 0-58 59-116 117-175 
w/MB Cords: 0-173 174-346 347-520

PP: 00
GP: 1832
SP: 8
CP: 2



      Size: M
    Gender: M
       Age: 21
    Height: 5'10"
    Weight: 190 lbs.
Hair Color: Black
 Eye Color: Green
Skin Color: Greenish gray
Appearance: Iago is not large or imposing by half-orc standards.  His features
            are bestial, with a pronounced upturned nose and large, misshapen
            teeth.  Yet he carries himself with a meticulously civilized air,
            maintains good hygiene and shaves his face and head.  His clothes
            are old and travel-stained, but not disheveled.  He wears a long
            coat over his armor, with its pockets overflowing with the colorful
            vials of an alchemist.

 Demeanor: Iago is reserved but not unfriendly.  If treated respectfully, he 
           will respond in kind, and is a pleasant enough companion.  He is 
           not open about himself or his past, but he is eager to be of service
           to those around him and when part of a group will do his fair share.
           However, he is quick to anger if he believes he is being slighted
           because of his race.


(Background open)

Iago was born to Venza's small half-orc community, raised in a slum and with few prospects. Rather than accepting his lot, he did everything he could to better himself, working odd jobs around the city and trying to learn what he could. His keen mind and strong back drew the attention of Darius Talgallow, a gnome alchemist, who brought him in to work for him. Master Talgallow taught the boy enough to make him useful around the lab, and put him to work.

Iago could not have been happier. Here at last was a chance to do something worthwhile with his life. Talgallow never quite made him his apprentice, saying it was never quite the right time and muttering about guild politics, but Iago continued his hard work knowing he would one day be rewarded. He worked for years, learning on his own as Talgallow spared little time for him, until at last he came to his employer and said he believed he was ready to enter the guild.

At first Talgallow was dismissive, mocking the boy's ignorance, but in questioning him the gnome quickly learned that the young half-orc had indeed learned considerable alchemy. He set the would-be apprentice a test: Go to the lands of the horse clans, and bring back a sprig of daybrush. If Iago could do that, Talgallow would sponsor him for the guild.

Iago sped off, walking with caravans until he came to one of the large, semi-permanent encampments that dotted the plains. He began by asking the locals about daybrush. They laughed at him. There had been other aspiring alchemists dispatched from Venza to find the bush, they told him, but they had all gone home empty-handed. Or not at all. The bush was rare, and the plains were dangerous enough that only an experienced horseman could risk it. Iago, they told him, had been handed a fool's errand.

The young half-orc took the advice to heart, and adopted another strategy. He settled down, earning some money making simple alchemical extracts for the locals, then hired a local blacksmith to help him create a still. Using this, he began brewing liquor from the local wild grains that the horsemen harvested. He was soon turning a fair trade, and gold was coming his way. Then he let slip that he would trade his shop away for a sprig of daybrush.

It worked. An old horseman, tired and looking to settle down, rode out and came back a few days later with the daybrush. Iago dutifully handed over his still and trained the old man in its workings, then set out for Venza again. Almost a year after leaving, Iago showed up on his master's doorstep and triumphantly handed over his prize.

Talgallow was at first taken aback, but when he recovered his wits, he berated Iago as a foolish troglodyte who would never learn what he needed to become a master alchemist. Talgallow lambasted the half-orc for wasting his time, and bid him be gone.

Iago walked away from the house, at first stunned, then outraged. He began asking questions, and cursed himself for not doing so sooner. The Alchemists Guild belonged mostly to the gnomes, with only enough human members to keep the leadership of Venza happy. With few exceptions, other races were not welcome, and certainly none so low-born as a half-orc. But the long-lived gnomes bred too slowly to meet the demand for young apprentices. And so the Alchemists brought in other assistants, offering them little but an empty promise. And when the time came to bring them into the Guild, they were offered impossible missions as a way to make them go away. Iago was not the first to be so exploited. The quest for daybrush was one of many such ploys.

The half-orc's anger eventually gave way to focus. He had learned much of alchemy already. He knew secrets, and would learn more on his own. He did not need the meaningless recognition of the withered gnome masters of Venza to put his knowledge to use. Without guild membership he could not sell alchemical goods in Venza, but he could sell his services. He made his way to the Dunn Wright Inn, ready to seek his fortune as an adventurer.

Miscellaneous NotesEdit

Iago's books:

 Masterwork Item:  +2 K. Engin.
    "A Guide to Bright, Shiny Objects," A. Heterodyne 	
 Masterwork Item:  +2 K. Arcana  
     "Soul-Destroying Objects of Power and Other Curiosities," Riff
 Masterwork Item:  +2 K. Dungn.  
    "Better Lairs and Crypts:  Omnibus Edition," Phil and Dixie
 Masterwork Item:  +2 K. Nature 
    "The Angry, Barefoot Woodsman," B. Bitterleaf
 Masterwork Item:  +2 K. Planes 
     "Skull the Troll's Guide to Madness and Ooze"
 Masterwork Item:  +2 Spellcraft 
     "A Repeat Offender's Guide to the Laws of Physics," Artax
 Masterwork Item:  +2 Linguistics 
     "The ABC's of Eldritch Runes", A. Carver

Adventure LogEdit

Scourge of the Howling Horde
      XP Received: 2044 XP as of 1 Nov 2011 mid game
Treasure Received: 0000 GP (mid-adventure, to be updated)
        Purchases:       Mid game during "Scourge of the Howling Horde"
                     50 GP  MW backpack
                    100 GP  Chain shirt
                      5 GP  25' silk rope
                    2.5 GP  5 days' rations

        Sold back:  -25 GP  studded leather armor
                     -2 GP  standard backpack
                  130.5 gp net spent
 Consumed or Used:  2.5 GP 5 days rations (5 lbs)

____ Leveled to Second __________________

      XP Received: 3346 (as of 1/22/12, mid-adventure) 
Treasure Received: 0000 GP (mid-adventure, to be updated)
        Purchases:       Mid game during "Scourge of the Howling Horde"
                    320 GP  MW Greataxe 
                    250 GP  MW Chain shirt
                     20 GP  2 flasks acid (remove from treasury)
                     20 GP  1 flask Alchemist's Fire
                      1 GP  2 days rations (2 lbs)

        Sold back:  -75 GP  Falchion
                     -0.1 GP  10 sling bullets (keeping sling w/out ammo)
                     -100 GP standard Chain Shirt
                  435.9 gp net spent
 Consumed or Used:  1 GP 2 days rations (2 lbs)

____ Leveled to Third __________________

      XP Received: 8131 XP (as of 7/22/12, total for adventure) 
Treasure Received: 9793.75 GP (total for adventure)
        Purchases:       After "Scourge of the Howling Horde"

        Sold back:  
                  435.9 gp net spent
 Consumed or Used:  (since 1/22/12 update)
                   2.5 GP 5 days rations (5 lbs)
                  20 GP 1 flask Alchemist's Fire

___The following scrolls were consumed (copied to spellbook) prior to

  "The Forge of Fury"__________________
 Scroll:  Endure Elements        25   gp
 Scroll:  Alchemical Allocation 400   gp
 Scroll:  Barkskin              150   gp
 Scroll:  True Strike            25   gp
 Scroll:  Resist Energy         150   gp

[1] ___At the beginning of Forge of Fury (pg 16 in thread), the following items were purchased at Mystic Pearl:

     Wand: Cure Light Wounds     750 gp
    Potion: Cure Light Wounds     50 gp

As of Oct 31, 2012, Time-based XP came to: 84 days (Aug 8 - Oct 31) x 22 XP/day = 1848 TBXP + 8181 XP (starting XP) = 10029 XP, advancement to 5th level

____Mid-Adventure in Forge of Fury (pg 35 in thread), 2/7/2013____ Iago purchased a Handy Haversack for 2000 gp Iago sold a Masterwork Backpack for 50 gp Net adjustment to finances: -1950 gp 2/23/13: Purchased 6 days' rations (replenishing spent, so total in pack is still 10 days): -3 gp THIS ADJUSTMENT HAS NOT YET BEEN MADE -- IT MUST BE MADE AFTER FINAL DISBURSEMENT OF TREASURE FOR FOF

 [ Forge of Fury]

____Final disbursement, 21 Apr 2013_____
Total XP on completion: 15663 XP
Gross GP on completion: 8401.5 gp 
Mid-adventure expenditures noted above: -1953 gp
Additional consumables:
26 charges from Wand of Cure Light Wounds (had 2 wands, one with 2 charges and one with 50): -390 gp
6 days' rations: -6 gp
Net gold on completion: 6052.5 gp

Adventurer's Sash (-20)

Belt of Dexterity             4000   gp
Elixir of Swimming*            250.1 gp
Scroll:  Darkvision            150   gp
Scroll:  Fox's Cunning         150   gp
Commission:  Scroll of Lesser  150   gp
Commission:  Scroll of         150   gp
Total cost to copy these       320   gp
   into both traveling spellbook
   and spare spellbook
   = 40 gp/spell x 4 spells x 2 copies

Potion of Longstrider           50.1 gp
   in iron vial
Masterwork Item:  +2 K. Engin.  50   gp   	
Masterwork Item:  +2 K. Arcana  50   gp   
Masterwork Item:  +2 K. Dungn.  50   gp  
Masterwork Item:  +2 K. Nature  50   gp  
Masterwork Item:  +2 K. Planes  50   gp   
Masterwork Item:  +2 Spellcraft 50   gp   
Masterwork Item:  +2 Linguistic 50   gp  
+50’ rope (100’ total)          10   gp
3 javelins                       3   gp  

Net change to wealth after     69.3 gp
   receipt of new gold and
   expenditures (added to 
   coin wealth)

Level UpsEdit

  Level 2: 1 Nov 2011 
    Class: Alchemist
      BAB: +0 to +1
     Fort: +2 to +3
      Ref: +2 to +3
     Will: +0 to +0
     Feat: (none)
Alternate Favored Class Feature:  Adds +0.5 dmg to bombs
 Features: New Extract Known:  Identify
           Additional 1st lvl Extract per day
           Discovery:  Explosive Bombs
           Poison Use
           Poison Resistance (+2)
       HP: +8 (Max-2) + (2) CON
Skill Pts: +7 = +4(Alchemist) +3(INT) +7(Old) +0(FC Bonus) = 14(New Total)
    Ranks: Craft Alchemy, Disable Device, Know: Arcana, Know: Nature,
           Perception, Spellcraft, and Survival
  Level 3: 22 Mar 2012 
    Class: Alchemist
      BAB: +1 to +2
     Fort: +3 to +3
      Ref: +3 to +3
     Will: +0 to +1
     Feat: (none)
Alternate Favored Class Feature:  Adds +0.5 dmg to bombs
 Features: New Extract Known:  Targeted Bomb Admixture
           Additional 1st lvl Extract per day
           Feat:  Precise Shot
           Bomb Damage to 2d6 base, +1 bomb/day, Swift Alchemy
       HP: +8 (Max-2) + (2) CON
Skill Pts: +7 = +4(Alchemist) +3(INT) +14(Old) +0(FC Bonus) = 21(New Total)
    Ranks: Craft(Alchemy), Sense Motive, Disable Device, Spellcraft, 
           Use Magic Device; 2xPerception

Level 4: 18 May 2012
Class:  Alchemist
      BAB: +2 to +3
     Fort: +3 to +4
      Ref: +3 to +4
     Will: +1 to +1
  Ability: +1 to INT
Two second level extracts available (no change in 1st level extracts)
Learn 1 new Extract:  Bull's Strength
Discovery: Precise Bombs
       HP: d8 (Max-2) +2 CON = 8
       FC: +1/2 to Bomb damage
Skill Pts: +7 (+4(Alchemist) +3(INT) + 21(old total) = 28 (New total)
    Ranks: Spellcraft, Perception, Disable Device, Sleight of Hand, 
           Know: Dungeoneering, Know: Planes, Heal

MID-LEVEL REWRITE:  July 22, 2012
Permission was requested to rewrite the character to take advantage of
an Alchemist archetype published by Paizo and accepted for LPF use 
after initial creation of the character.  Initial request, made in 
the General Discussion forum (July 12, 2012) specified Chirurgeon and
was approved.  A subsequent post requested the Grenadier archetype, and
no objection was offered.

The following changes were made:

Martial Weapon Proficiency (chosen:  Longbow) replaces Extra Bombs.
Note that the Grenadier archetype specifies MWP replaces Brew Potion,
and LPF specifies Extra Bombs replaces Brew Potion.  

The Alchemical Weapon class ability replaces Poison Resistance.

The Precise Bombs Discovery replaces Poison Use. 

Because the Precise Bombs Discovery is now a class feature, Iago's choice
of Discovery at fourth level is changes to Frost Bombs.  

Net changes to the character:  Loss of Poison Use, Poison Resistance and the 
Extra Bombs discovery; gain of Martial Weapon Proficiency (Longbow), the 
Alchemical Weapon class feature, and the Frost Bombs discovery.

Also, advancement for levels 2-4 included no review for finances, as 
character was mid-adventure.  Character was submitted for review of finances
and rewrite at the same time.

Since Iago has been part of one continuous adventure since he began, it 
seemed simpler to provide his gold total and total expenditures for equip-
ment, rather than making a detailed list of what was bought and sold.
Total gold award for adventuring (Scourge of the Howling Horde):  9793.75 gp
  +150 starting gold = 9943.75 gp
Total equipment expenditures:  8732.23 gp
Total expended gear: 
1 Alchemist's Fire  20 gp
12 Days' Rations     6 gp
Balance: 1185.52

Permission is sought to use an Adventurer's Sash in the equipment list, 
even though it is not from an approved source.  It seemed to trivial 
for a formal proposal.

Level 5: 31 Oct 2012 (mid-adventure, finances unchanged)
Class:  Alchemist
      BAB: +3 to +3
     Fort: +4 to +4
      Ref: +4 to +4
     Will: +1 to +1
One new first level extract/day, and one new second level extract/day available
Learn 1 new Extract:  Cat's Grace
Discovery: Precise Bombs
       HP: d8 (Max-2) +2 CON = 8
       FC: +1/2 to Bomb damage
Bomb:  +1d6 Bomb damge, +1 bomb/day
Feat:  Extra Discovery:  Tanglefoot Bomb
Skill Pts: +7 (+4(Alchemist) +3(INT) + 28(old total) = 35 (New total)

    Ranks: Disable Device, Knowledge:  Engineering (+2 ranks), 
           Knowledge:  History, Perception, Survival, Sense Motive

Level 6: 6 Apr 2013 (mid-adventure, finances unchanged)
Class:  Alchemist
      BAB: +3 to +4
     Fort: +4 to +5
      Ref: +4 to +5
     Will: +1 to +2
One new second level extract/day available
Learn 1 new Extract:  Protection from Arrows
Discovery: Infusion
Class Feature (Grenadier Archetype): Directed Blast
Class Feature:  +1 to Craft(Alchemy)
       HP: d8 (Max-2) +2 CON = 8
       FC: +1/2 to Bomb damage
Bomb:  +1 bomb/day
Feat:  Extra Discovery:  Tanglefoot Bomb
Skill Pts: +7 (+4(Alchemist) +3(INT) + 35(old total) = 42 (New total)

    Ranks: +1 Disable Device, +1 Spellcraft, +1 K: Arcana, 
+1 Use Magic Device, +1 Perception, +1 Linguistics (learn: Dwarven), 
+1 Appraise


  • Approval (June 13th, 2011) (Satin Knights ~ non-judge) level 1
  • Approval (Nov 5th, 2011) (perrinmiller) level 1
  • Approval (Nov 5th, 2011) (perrinmiller) level 2
  • Approval (Apr 1st, 2012) (Satin Knights) level 3
  • Approval (May 27th, 2012) (perrinmiller) level 4
  • Approval (Aug 5th, 2012) (Satin Knights) level 4 after rewrite to Grenadier
  • Approval (Nov 5th, 2012) (perrinmiller) level 5
  • Approval (Apr 15th, 2013) (perrinmiller) level 6

The Dunn Wright Inn

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