Shadowcount Sial

Dantrian Almaeus's page

1,275 posts. Alias of John Hathaway.


Classes/Levels

retired (arc completed)

About Dantrian Almaeus

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Dantrian Almaeus
(DAN-tree-en ALL-may-us)
L/N Human (Chelaxian) Alchemist[beastmorph vivisectionist] 7 / Master Chymist 1
Max HP: 67 (8+3)+(5+3)+(5+3)+(5+3)+(5+3)+(5+3)+(5+3)+(6+2)
Favored Class: Alchemist (+1 HP)
Languages: Taldan, Chelaxian, Varisian, Dwarven, Elven, Azlanti

Str 18 (+4)
Dex 14 (+2)
Con 14 (+2)
Int 16 (+3)
Wis 12 (+1)
Cha 10 (+0)

starting stats:

{20 point buy}
Str 16 (10 pts)
Dex 12 (2 pts)
Con 12 (2 pts) (+1 @ lvl 4) (+1 @ lvl 8)
Int 14 (5 pts) (+2 racial) > Int 16
Wis 11 (1 pts) (+1 @ lvl 8, from Desna)
Cha 10 (0 pt)

AC: 19 // T: 12 // FF: 15 (+5 armor, +2 dex, +2 deflection)
Fort: +8 (+6 base, +2 con)
Ref: +8 (+6 base, +2 dex)
Will: +5 (+2 base, +2 feat, +1 wis)

BAB: +6
CMB: +10 // CMD: 22
Ini: +6 // Speed: 40ft (8sq)

Alchemist Class Abilities
Extracts:
Level 1 - 4+1/day
Level 2 - 3+1/day
Level 3 - 1+1/day
-Formulae Book (28/100 pages)-
Level 1: anticipate peril, comprehend languages, cure light wounds, deathwatch*, enlarge person, identify, keen senses, shield
Level 2: ablative barrier, alchemical allocation, anthropomorphic animal*, barkskin, false life, levitate, see invisibility
Level 3: displacement, thorn body
*vivisectionist bonus formula
Sneak Attack: 4d6
Mutagen: +4/-2, +2 natural armor, 70 minute duration

detail:
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.

Poison Use: No risk of poisoning self when applying poison to a weapon.
Discoveries: Feral Mutagen (Lvl 2), Enhance Potion (Lvl 3), Spontaneous Healing (Lvl 4), Healing Touch (Lvl 6)
details:

Feral Mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Enhance Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.

Spontaneous Healing: The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

Healing Touch: The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist's daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist. An alchemist must be at least 6th level and must have the spontaneous healing discovery or class ability before selecting this discovery.

Beastform Mutagen: A beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.
Improved Beastform Mutagen: At 6th level, a beastmorph's mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.

Cruel Anatomist: Use Knowledge (nature) in place of Heal skill checks

Torturous Transformation: add anthropomorphic animal to formula book; when using this extract, inject into animal as part of a 2-hour procedure. Multiple doses of this extract multiply the duration by number of extracts used.

Master Chymist:

Bomb-Thrower (Ex): The destructive power of bombs appeals to the violent urges of a master chymist. Add the character's alchemist and master chymist levels together to determine the damage done by her bombs.

Mutagenic Form (Ex): A master chymist's mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career. The mutagenic form shares memories and basic goals with the chymist's normal personality but goes about meeting those goals in a different manner. The mutagenic form is often ugly and monstrous and may even appear to be a different race or gender than her normal form; they may look as different as two unrelated people. Indeed, the mutagenic form often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego's limited time in existence often makes this difficult). The mutagenic form even has his or her own alignment (which is selected by the player, but must be different from the master chymist's normal alignment). The change in alignment only affects the master chymist while in her mutagenic form.

Mutate (Su): At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her alchemist and master chymist levels together to determine her effective alchemist level for the duration of this form. Using a mutagen also forces the chymist into this form. Taking a mutagen or using the mutate ability again while in her mutagenic form works normally (with the new mutagen's modifiers replacing the current modifiers, and the longer duration taking precedent). The chymist remains in her mutagenic form until its duration expires, her magic is interrupted (as with an antimagic field), or she expends another use of her mutate ability.

A chymist may be forced to take her mutagenic form against her will by stress or damage. Anytime the character is in her normal form and has daily uses of the mutate ability available, she may be forced to switch after suffering a critical hit or failing a Fortitude save. In these situations the chymist must make a DC 25 Will save; if she fails, on her next turn she uses a standard action to change to her mutagenic form (which counts as a use of the mutate ability).

At 5th level, the master chymist can assume her mutagenic form three times per day; this increases to four times per day at 8th level and five times per day at 10th level.

Traits, Feats, and Skills
Traits: Subject of Study (campaign) (+1 damage vs humanoid(shapechanger))
Scholar of Ruins (race) (+1 to knowledge(dungeoneering) & (geography), 1 is class skill)
Feats: Brew Potion (Alch 1), Throw Anything (Alch 1), Improved Initiative (Human), Alertness (Lvl 1), Extra Discovery (enhanced potions) (Lvl 3), Iron Will (Lvl 5), Power Attack (Lvl 7)

Detailed Skills:

Skill Points/level: 8 = 4(class) +3(int) +1(human)
class skill // Armor Check Penalty = -2

Acrobatics: +1 = +0(ranks) +2(dex) -1(acp)
Appraise: +3 = +0(ranks) +3(int)
Bluff: +0 = +0(ranks) +0(cha)
Climb: +3 = +0(ranks) +4(str) -1(acp)
Craft (alchemy): +21 = +8(ranks) +3(trained) +3(int) +7(AlchLvl)
Diplomacy: +0 = +0(ranks) +0(cha)
Disable Device: +14 = +7(ranks) +3(trained) +2(dex) +2(mwk tools)
Disguise: +0 = +0(ranks) +0(cha)
Escape Artist: +1 = +0(ranks) +2(dex) -1(acp)
Fly: +1 = +0(ranks) +2(dex) -1(acp)
Handle Animal: +1 = +0(ranks) +1(wis)
Heal: +1 = +0(ranks) +1(wis)
Intimidate: +0 = +0(ranks) +0(cha)
Knowledge (arcana): +14 = +8(ranks) +3(trained) +3(int)
Knowledge (dungeoneering): +10 = +3(ranks) +3(trained) +3(int) +1(trait)
Knowledge (engineering): +3 = +0(ranks) +3(int)
Knowledge (geography): +5 = +1(ranks) +3(int) +1(trait)
Knowledge (history): +5 = +2(ranks) +3(int)
Knowledge (local): +5 = +2(ranks) +3(int)
Knowledge (nature): +14 = +8(ranks) +3 (trained) +3(int)
Knowledge (nobility): +5 = +2(ranks) +3(int)
Knowledge (planes): +5 = +2(ranks) +3(int)
Knowledge (religion): +5 = +2(ranks) +3(int)
Linguistics: +3 = +0(ranks) +3(int)
Perception: +13 = +7(ranks) +3(trained) +1(wis) +2(feat)
Perform: +0 = +0(ranks) +0(cha)
Profession: +1 = +0(ranks) +1(wis)
Ride: +1 = +0(ranks) +2(dex) -1(acp)
Sense Motive: +5 = +2(ranks) +1(wis) +2(feat)
Sleight of Hand: +2 = +0(ranks) +2(dex)
Spellcraft: +13 = +7(ranks) +3(trained) +3(int)
Stealth: +1 = +0(ranks) +2(dex) -1(acp)
Survival: +1 = +0(ranks) +1(wis)
Swim: +3 = +0(ranks) +4(str) -1(acp)
Use Magic Device: +0 = +0(ranks) +0(cha)

Possessions:
Current Coins: 1,012 gp, 5 sp, 7 cp
Dagger(2)
+1 heavy mace
iron fangs
ring of protection +2
belt of physical might (+2 Str/Dex)
boots of striding and sprining
Longspear(1)
Javelin(3)
+1 Chain Shirt (+5AC/MaxDex +4/-1 ACP)
Alchemist's Kit(1)
Potion of Cure Light Wounds(1)
Potion of Lesser Restoration(1)
Centipede Poison (5)
stone of alarm
Backpack(1)
Bedroll(1)
Chalk/Charcoal(3)
Flask(empty)(10)
Parchment(5)
Scrollcase(2)
Waterskin(2)
Masterwork Thieves' Tools

Starting Equipment:

Starting Coins: 300gp

Dagger(2) - 4gp
Morningstar(1) - 8gp
Longspear(1) - 5gp
Javelin(3) - 3gp
Acid Flask(6) - 20gp
Alchemist's Fire(6) - 40gp
Chain Shirt(1) - 100gp (+3AC/MaxDex +5/-1 ACP)
Alchemist's Kit(1) - 25gp
Potion of Cure Light Wounds(crafted w/ Brew Potion)(3) - 75gp
Backpack(1) - 2gp
Bedroll(1) - .1gp
Chalk/Charcoal(3) - .03gp
Flask(empty)(10) - .3gp
Parchment(5) - 1gp
Scrollcase(2) - 2gp
Waterskin(2) - 2gp

Total Spent: 287.43gp

Background:
Dantrian has been fascinated with ruins and past civilizations for as long as he can remember. Unfortunately for him, his overzealous enthusiasm while exploring a dilapidated ruin led to an encounter that forever changed the course of the bright young man's life. While examining some crumbled bit of art within a damp ruin on the shore of Lake Encarthan, Dantrian was attacked by a werewolf. He somehow survived the encounter, but not without getting bit by the creature. Who his attacker was and why he was left alive remain unanswered questions that continue to haunt Dantrian.

Nervousness and desperation drove him to abandon his research and instead seek out a famous professor in the area, Petros Lorrimor. Dantrian found the professor before turning, and the Professor agreed to administer a prototype elixir he'd been working on that might perhaps cure Dantrian's burgeoning lycanthropy. Dantrian agreed without hesitation and remained with the professor for several lunar cycles for observation. To Dantrian's absolute joy, the concoction was effective.

The professor provided Dantrian with explict instructions for the brewing of the serum, for Dantrian would need to take it regularly to ensure the lycanthropy didn't reassert itself. Lorrimor also insisted that Dantrian write him quarterly with a review of his condition.
Dantrian found through preparing the serum that he enjoyed the lab as much as he did digging through ruins, but as the lab was considerably safer, he opted to change career paths and pursue the science of alchemy. He excelled in his new arena of study, but his happiness would not last forever.

Several years after receiving Professor Lorrimor's help, Dantrian began to feel... odd, during waxing lunar cycles. He contacted the Professor asking for advice, but never heard back. After several months, during which time Dantrian kept a very detailed journal, he decided he couldn't wait for the professor's letters - he would need to set out for Ravengro and speak to the man directly before the beast in him broke free. To his ever increasing dismay, Dantrian arrives just in time for the professor's funeral.

Appearance:
Dantrian is of average height and build, standing 5'7" and weighing a healthy 190lbs. Despite his bookishness, his years spent crawling around in ruins and other hard-to-navigate sites left him rather fit. His face is average and forgettable except for the fact that his long, formerly mousy brown hair had turned nearly all grey within a year of his attack. It wouldn't be such a strange thing if Dantrian were older, but the sharp-minded man is only 33, and his hair makes him appear considerably older than he is.

Personality/Mannerisms:
Dantrian isn't an evil person, but he isn't a kind person either. Most of his work for the last near-decade has been focused on alchemy and his condition - to the exclusion of almost everything else. He has grown into something of a recluse without realizing it and has lost what little patience he once had for anything he considers thoughtless or ill-conceived. He's selfish and abbrasively rude at times, but not deliberately. He has an extremely disciplined mind though, and rather enjoys being presented with problems he can approach in a leisurely, academic capacity.

As time goes on (represented by Dantrian gaining levels), his fears will begin to come true as the bestial side of him begins to exert more and more influence over him. It's reassertion has already granted Dantrian keener senses and faster reaction times (Alertness and Improved Initiative), and the effects will only become more pronounced as time wears on.

Future Developments:
At level 2, Dantrian will pick up Feral Mutagen as his 1st discovery. At this point, besides just a sensory change, Dantrian will begin to showcase elements of a physical transformation as well (growing claws and a bite attack).

At level 3, his mutagens will become beastform mutagens - resulting in an even more dramatic physical change.

Down the line, Dantrian will shift into the Master Chymist Prestige Class, his bestial side finally becoming strong enough to exert itself entirely. The twist here is that the beast that will emerge from Dantrian will be much more selfless, friendly, and even heroic than the prepossesing alchemist. So, whereas Dantrian's alignment will be Lawful-Neutral, his alter ego will have an alignment of Neutral-Good. that Dantrian will have been right in his fears all along. While the creature that emerges from him will be fanatically loyal to those he sees as Dantrian's protectors and allies (the party), Feral is well and truly evil. Perhaps as a reaction to Feral's presence though, a spark of selfless heroism might be lit in Dantrian's breast as he tries to oppose his alter-ego at every opportunity.

Upcoming Feats: eldritch claws (Lvl 9), improved bull rush (Lvl 11)
Upcoming Extracts: beast shape i (Lvl 9), amplify elixir (Lvl 10), stoneskin (Lvl 12)
Upcoming Class Abilities: Advanced Mutagen (nightvision)+beastform mutagen bonuses become Climb 30 & Scent (Lvl 9), Advanced Mutagen (nimble) (Lvl 11), Advanced Mutagen (greater mutagen) (Lvl 13)

Macros:

[spoiler=Status]
HP: 67/67
AC: 19 (12 T / 17 FF)
CMD: 22
F/R/W: +8/+8/+5
Spontaneous Healing used: 0/35hp
Enhanced Potions used: 0/3
Mutate used: 0/2
Hero Points used: 1/3
Prepared Mutagen: Strength (darkvision, scent) [ ]
Prepared 1st Level Extracts (3+1): [i]cure light wounds[/i] [ ], [i]shield[/i] [ ], open [ ] [ ] [ ]
Prepared 2nd Level Extracts (3+1): [i]ablative barrier[/i] [ ], [i]alchemical allocation[/i] [ ], [i]barkskin[/i] [ ], [i]false life[/i] [ ]
Prepared 3rd Level Extracts (1+1): [i]displacement[/i] [ ], [i]thorn body[/i] [ ]

-Ongoing Effects-

[/spoiler]

[dice=+1 Heavy Mace (1-handed)]1d20+11[/dice][dice=for]1d8+5[/dice]
[dice=+1 Heavy Mace (2-handed)]1d20+11[/dice][dice=for]1d8+7[/dice]
[dice=Longspear (reach, 2-handed)]1d20+10[/dice][dice=for]1d8+6[/dice]
[dice=Dagger]1d20+10[/dice][dice=for]1d4+4[/dice]
[dice=Dagger (thrown)]1d20+8[/dice][dice=for]1d4+4[/dice]
[dice=Javelin]1d20+8[/dice][dice=for]1d6+4[/dice]

[dice=Acid Flask (rngd tch)]1d20+8[/dice][dice=for]1d6+3[/dice]
[ooc]4 Splash damage[/ooc]
[dice=Alchemist's Fire (rngd tch)]1d20+8[/dice][dice=for]1d6+3[/dice]
[ooc]4 Splash damage, if direct hit: full round action + DC 15 reflex to extinguish[/ooc]

Mosswick:

LN Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision

DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10)
Fort +0, Ref +4, Will +1
Defensive Abilities construct traits

OFFENSE
Speed 20 ft., fly 50 ft. (good)
Melee 1 bite +3 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 11
Feats Stealthy
Skills Escape Artist +8, Fly +12, Perception +5, Stealth +16
Languages Common (cannot speak); telepathic link

SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Telepathic Link (Su) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.