The World of Tel-Avi
A female Dvergar trader who found herself thrown in Branderscar prison for dealing shrewdly with a wealthy nobleman.
Class (level): Fighter (Mobile Fighter) 4th / Alchemist (Vivisectionist/Preservationist) 4th
Favored Class: Fighter
Alignment: Lawful Evil
Next Level: 50000
Hit Points: (4d8+4d10+36) 80
Cash: 0gp, 0sp
Languages: Dwergmal, Duergan, Undercommon, Shadow Tongue
AC: 27 (2 Dex, 11 armor, 1 dodge, 1 natural, 2 shield)
Attack: +6 melee, +8 ranged
- BAB: +7
- CMB: +7
- +2 to Bull Rush, Grapple, or Overrun
- Longsword: +7 melee
- Damage: 1d8-1 damage, 19-20/x2 Crit
- Thrown Brick: +9 ranged, 10-ft. range
- Damage: 1d6+2, x2 Crit
- Fort: +11
- Ref: +7
- Will: +4
- +1 vs. Paralysis, Slow, and Entangle effects
- +2 vs. Spells and Spell-like Abilities
- Immune to Poison, Phantasms, and Paralysis
- Land Speed: 20-ft.
- Initiative: +2
Skill Points: 48
- All Simple Weapons
- All Martial Weapons
- Light Armor
- Medium Armor
- Heavy Armor
- Tower Shields
Skills: (includes armor penalty)
- Appraise (8 rank): +14
- Bluff (1 rank): +5
- Climb (1 rank): -2
- Craft [alchemy] (8 ranks): +18
- Disguise (0 ranks): +9
- Handle Animal (2 rank): +4
- Knowledge [nature] (8 ranks): +14
- Perception (2 rank): +9
- Profession [merchant] (2 rank): +7
- Sense Motive (0 ranks): +4
- Spellcraft (2 ranks): +8
- Stealth (8 ranks): +5
- Use Magic Device (6 ranks): +8
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Shot on the Run
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Prerequisites: Preservationist alchemist archetype.
Benefit: For every summon nature’s ally extract you know, you learn the equivalent summon monster spell as an extract. If you later learn other summon nature’s ally extracts, you automatically learn the equivalent summon monster spell as an extract.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Point-Blank Shot [Bonus]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Brew Potion [Bonus]
Prerequisite: Caster level 3rd.
Benefit: 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.
Throw Anything [Bonus]
Benefit: 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.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Fraud [Crime Trait]
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Defender of the Society [Combat Trait]
Benefit: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Militant Merchant [Racial Trait]
Benefit: You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
- +2 Constitution, +2 Wisdom, –2 Charisma: Duergar are hearty and observant, but also stubborn and belligerent.
- Slow and Steady: Dwergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Dwergar can see in the dark up to 120 feet.
- Dwergar Immunities: Dwergar are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
- Deep Warrior: Dwergar grow up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and against demons.
- Relentless: Dwergar are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwergar receive a +2 bonus on Combat Maneuver checks made to bull rush, grapple, or overrun an opponent. This bonus only applies while both the dwergar and his opponent are standing on the ground.
- Spell-Like Abilities: Dwergar can cast enlarge person and invisibility each once per day, using their character level as their caster level. Both of these spell-like abilities affect the duergar only.
- Light Sensitivity: Dwergar are dazzled as long as they remain in an area of bright light.
Alchemist Extracts: save DC 13 + spell level, Caster level 4th
- 1st level: 4/day
- 2nd level: 2/day
- Formula Book: Bull’s Strength
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 (+4) 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.
Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals +2d6 extra damage (called “precision damage”) anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.
Throw Anything (Ex): An alchemist adds his Intelligence modifier (+2) to damage done with Throw Splash Weapon, including the splash damage if any.
Mutagen (Su): 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.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 15) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Tumor Familiar (Ex): (Turtle Form) The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Cruel Anatomist (Ex): At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Agility (Ex): At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Encumberance: X lbs. (Light Load)
- Carrying Capacity:
- Light Load: 0-60 lbs.
- Medium Load: 61-120 lbs.
- Heavy Load: 121-180 lbs.
- +1 Full Plate Armor
- Masterwork Longsword
- Masterwork Heavy Shield
- Formula Book
- Alchemists’ Lab
- Horn of Antagonism
- Iron Circlet of Disguise