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Walker

A healing alchemist for Pathfinder 1e.

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Caleb Goodson
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0% found this document useful (0 votes)
17 views7 pages

Walker

A healing alchemist for Pathfinder 1e.

Uploaded by

Caleb Goodson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Walker

Male human alchemist (chirurgeon) 2 - CR 1


Neutral Good Humanoid (Human); Deity: Martyron; Age:
24; Height: 6'; Weight: 140 lb.; Eyes: Blue; Hair: Brown;
Skin: White
Ability Score Modifier Temporary

STR 13 +1
STRENGTH

DEX 18 +4
DEXTERITY

CON 15 +2
CONSTITUTION

INT 19 +4
INTELLIGENCE

WIS 14 +2
WISDOM

CHA 9 -1
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +5 = +3 +2
(CONSTITUTION)
Poison Resistance : +2 bonus vs. poison

REFLEX +7 = +3 +4
(DEXTERITY)
Poison Resistance : +2 bonus vs. poison

WILL Skill Name Total Ability Ranks Temp


(WISDOM) +2 = +2
Poison Resistance : +2 bonus vs. poison Acrobatics +4 DEX (4) -
Poison Resistance +2 (Ex)
Appraise +8 INT (4) 1
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Bluff -1 CHA (-1) -
AC 17 = +3 +4 Climb +1 STR (1) -
10 Craft (alchemy) +10 INT (4) 2
Touch AC 14 Flat-Footed AC 13 Alchemy : +2 competence bonus to create alchemical items
BAB Strength Size Misc
Diplomacy -1 CHA (-1) -
CM Bonus +2 = +1 +1 - - 2
Disable Device +11 DEX (4)
BAB Strength Dexterity Size Disguise -1 CHA (-1) -
CM Defense 16 = 10 +1 +1 +4 - Escape Artist +4 DEX (4) -
Fly +4 DEX (4) -
Base Attack +1 HP 20 2
Heal +7 WIS (2)
Damage / Current HP
Intimidate -1 CHA (-1) -
Initiative +4
Knowledge (arcana) +9 INT (4) 2
Speed 30 ft Knowledge (nature) +8 INT (4) 1
Perception +7 WIS (2) 2
Bomb Ride +4 DEX (4) -
Ranged: +7, 1d6+4 fire Crit: ×2 Sense Motive +2 WIS (2) -
Rng: 20' Sleight of Hand +9 2
Ranged w/ offhand: +1, 1d6+4 fire DEX (4)
Light
Ranged w/ light off: +3, 1d6+4 fire Spellcraft +9 INT (4) 2
Ranged offhand: -1, 1d6+4 fire Stealth +4 DEX (4) -
Survival +7 WIS (2) 2
Masterwork studded leather
Swim +1 STR (1) -
Max Dex: +5, Armor Check: -
+3 Spell Fail: 15%, Light
Use Magic Device +4 CHA (-1) 2
Feats
Armor Proficiency (Light)
Brew Potion
Extra Bombs
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Feats Experience & Wealth
Simple Weapon Proficiency - All Experience Points: 2000/5,000
Throw Anything Current Cash: 698 gp, 1 cp
Weapon Focus (Bomb)
Dagger Sourcebooks Used
• Advanced Player's Guide - Alchemist (class);
Main hand: +2, 1d4+1 Crit: 19-20/×2
Bomber's Eye (spell); Extra Bombs (feat)
Rng: 10'
Main w/ offhand: -4, 1d4+1 • Advanced Player's Guide / Adventurer's Armory /
Light, P/S
Main w/ light off: -2, 1d4+1 Ultimate Equipment - Backpack, masterwork
(equipment); Portable alchemist's lab (equipment)
Offhand: -6, 1d4 • Magical Marketplace - Healing Bomb (special ability)
Ranged: +5, 1d4+1 • Ultimate Magic - Chirurgeon (archetype)
Ranged w/ offhand: -1, 1d4+1
Ranged w/ light off: +1, 1d4+1
Ranged offhand: -3, 1d4
Gear
Total Weight Carried: 50/175 lbs, Light Load
(Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs)
Alchemist Starting Formula Book 3 lbs
Backpack, masterwork (1 @ 20 lbs) 4 lbs
Cleric's vestments (Free) -
Dagger 1 lb
Masterwork studded leather 20 lbs
Money -
Portable alchemist's lab <In: Backpack, 20 lbs
Thieves'
masterworktools,
(1 @masterwork
20 lbs)> 2 lbs
Special Abilities
Alchemy +2 (Su)
Bomb 1d6+4 (8/day, DC 15) (Su)
Healing Bomb
Infused Curative
Mutagen (DC 15) (Su)
Poisoning (Standard Action) (Ex)
Tracked Resources
Bomb 1d6+4 (8/day, DC 15) (Su)
Dagger

Languages
Common Orc
Dwarven Sylvan
Elven
Spells & Powers
Alchemist (Chirurgeon) spells memorized (CL 2nd;
concentration +6)
Melee Touch +2 Ranged Touch +5
1st—endure elements , enlarge person (DC 15), shield

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Walker – Abilities & Gear

Brew Potion Feat Alchemy +2 (Su) Class Ability (Alchemist)


You can create magic potions. Alchemists are not only masters of creating mundane alchemical
substances such as alchemist’s fire and smokesticks, but also of
Prerequisite: Caster level 3rd. fashioning magical potion-like extracts in which they can store spell
effects. In effect, an alchemist prepares his spells by mixing
Benefit : You can create a potion of any 3rd-level or lower spell ingredients into a number of extracts, and then “casts” his spells by
that you know and that targets one or more creatures or objects. drinking the extract. When an alchemist creates an extract or bomb,
Brewing a potion takes 2 hours if its base price is 250 gp or less, he infuses the concoction with a tiny fraction of his own magical
otherwise brewing a potion takes 1 day for each 1,000 gp in its power—this enables the creation of powerful effects, but also binds
base price. When you create a potion, you set the caster level, the effects to the creator.
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 When using Craft (alchemy) to create an alchemical item, an
materials costing one half this base price. See the magic item alchemist gains a competence bonus equal to his class level to the
creation rules in Magic Items for more information. Craft (alchemy) check. In addition, an alchemist can use Craft
(alchemy) to identify potions as if using detect magic . He must hold
When you create a potion, you make any choices that you would the potion for one round to make such a check.
normally make when casting the spell. Whoever drinks the potion is
the target of the spell. Bomb 1d6+4 (8/day, DC 15) (Su) Class Ability (Alchemist)
In addition to magical extracts, alchemists are adept at swiftly
Extra Bombs Feat mixing various volatile chemicals and infusing them with their
You can throw more bombs per day. magical reserves to create powerful bombs that they can hurl at
their enemies. An alchemist can use a number of bombs each day
Prerequisite: Bomb class feature. equal to his class level + his Intelligence modifier. Bombs are
unstable, and if not used in the round they are created, they
Benefit : You can throw two additional bombs per day. degrade and become inert - their method of creation prevents large
volumes of explosive material from being created and stored. In
Special : You can gain Extra Bombs multiple times. Its effects stack. order to create a bomb, the alchemist must use a small vial
containing an ounce of liquid catalyst - the alchemist can create this
Appears In : Advanced Player's Guide liquid catalyst from small amounts of chemicals from an alchemy lab,
and these supplies can be readily refilled in the same manner as a
Throw Anything Feat spellcaster's component pouch. Most alchemists create a number of
You are used to throwing things you have on hand. 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
Benefit : You do not suffer any penalties for using an improvised remains usable by the alchemist for years.
ranged weapon. You receive a +1 circumstance bonus on attack
rolls made with thrown splash weapons. Drawing the components of, creating, and throwing a bomb requires
a standard action that provokes an attack of opportunity. Thrown
Normal: You take a –4 penalty on attack rolls made with an bombs have a range of 20 feet and use the Throw Splash Weapon
improvised weapon. special attack (see page 202 of the Pathfinder RPG Core
Rulebook). Bombs are considered weapons and can be selected
Addition from Alchemist : An alchemist adds his Intelligence using feats such as Point-Blank Shot and Weapon Focus. On a
modifier to damage done with splash weapons, including the splash direct hit, an alchemist's bomb inflicts 1d6 points of fire damage +
damage if any. 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
Weapon Focus (Bomb) Feat on a critical hit or by using feats such as Vital Strike). Splash
Choose one type of weapon. You can also choose unarmed strike damage from an alchemist bomb is always equal to the bomb's
or grapple (or ray, if you are a spellcaster) as your weapon for the minimum damage (so if the bomb would deal 2d6+4 points of fire
purposes of this feat. 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
Prerequisites: Proficiency with selected weapon, base attack bonus save for half damage. The DC of this save is equal to 10 + 1/2 the
+1. alchemist's level + the alchemist's Intelligence modifier.
Benefit : You gain a +1 bonus on all attack rolls you make using Alchemists can learn new types of bombs as discoveries (see the
the selected weapon. Discovery ability) as they level up. An alchemist's bomb, like an
extract, becomes inert if used or carried by anyone else.
Special : You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new type of
weapon. Healing Bomb Class Ability (Alchemist)
When the alchemist creates a bomb, he can choose to have it heal
damage instead of dealing it. Creating a healing bomb requires the
alchemist to expend an infused extract ( Advanced Player’s Guide
31) or potion containing a cure spell. A creature that takes a direct
hit from a healing bomb is healed as if she had imbibed the
infusion or potion used to create the bomb. Creatures in the splash
radius are healed for the minimum amount of damage the cure
spell is capable of healing. A healing bomb damages undead
instead of healing them.

Appears In : Magical Marketplace

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Walker – Abilities & Gear

Infused Curative Class Ability (Alchemist)


At 2nd level, a chirurgeon's extracts of cure spells automatically act
as infusions, and can be used by non-alchemists. When a
chirurgeon prepares his extracts, he may choose to render any or
all of his infused curatives inert and prepare other extracts to
replace them (unlike infusions, which continue to occupy the
alchemist's daily extract slots until consumed or used). This ability
replaces poison use.

Mutagen (DC 15) (Su) Class Ability (Alchemist)


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 enchances his
Strength, it applies a penalty to his Intelligence. If it enhances his
Dexterity, it applies a penalty to his Wisdom. If it enchances his
Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save


(DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence
modifier) 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.

At 14th level, the effects of a mutagen last for 1 hour per level.

Note: When you make a mutagen, you should add it to your


character on the Magic tab. There, you can select the attribute you
have chosen this time, and then drink it on the In-Play tab.

Poison Resistance +2 (Ex) Class Ability (Alchemist)


At 2nd level, an alchemist gains a +2 bonus on all saving throws
against poison. This bonus increases to +4 at 5th level, and then
again to +6 at 8th level. At 10th level, an alchemist becomes
completely immune to poison.

Poisoning (Standard Action) (Ex) Class Ability (Alchemist)


At 3rd level, an alchemist can apply a dose of poison to a weapon
as a move action.

At 6th level, this only requires a swift action.

At 18th level, this only requires an immediate action.

Normal: Applying poison to a weapon is a standard action

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Walker, Alchemist (Chirurgeon) 2 – Spells in Spellbook

Bomber's Eye 1 Enlarge Person 1


Pages in Spellbook : 1 (Alchemist Starting Formula Book) Pages in Spellbook : 1 (Alchemist Starting Formula Book)

Classes that cast this spell at this level : Alchemist Classes that cast this spell at this level : Alchemist, Bloodrager,
School transmutation Magus, Medium, Occultist, Psychic, Sorcerer, Summoner, Summoner
Casting Time 1 action (Unchained), Witch, Wizard
Components S School transmutation
Range personal Casting Time 1 round
Target you Components V, S, M (powdered iron)
Duration 1 round/level Range close (25 + 5 ft./2 levels)
Target one humanoid creature
This extract allows you to throw weapons farther and more Duration 1 min./level (D)
accurately. While this extract is in effect, increase the range of any Saving Throw DC 15 Fortitude negates; Spell Resistance yes
thrown weapon by 10 feet. In addition, you receive a +1 insight bonus
on attack rolls made with thrown weapons. This spell causes instant growth of a humanoid creature, doubling
its height and multiplying its weight by 8. This increase changes the
Appears in : Advanced Player's Guide creature's size category to the next larger one. The target gains a +2
size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of
Cure Light Wounds 1 1), and a -1 penalty on attack rolls and AC due to its increased size.
Pages in Spellbook : 1 (Alchemist Starting Formula Book) A humanoid creature whose size increases to Large has a space of
10 feet and a natural reach of 10 feet. This spell does not change the
Classes that cast this spell at this level : Adept, Alchemist, Bard, target's speed. If insufficient room is available for the desired growth,
Cleric, Druid, Inquisitor, Occultist, Paladin, Shaman, Spiritualist, the creature attains the maximum possible size and may make a
Underterror Evolution, White Necromancer, Witch Strength check (using its increased Strength) to burst any enclosures in
School conjuration (healing) the process. If it fails, it is constrained without harm by the materials
Casting Time 1 action enclosing it - the spell cannot be used to crush a creature by
Components V, S increasing its size. All equipment worn or carried by a creature is
Range touch similarly enlarged by the spell. Melee weapons affected by this spell
Target creature touched deal more damage (see page 145). Other magical properties are not
Duration instantaneous affected by this spell. Any enlarged item that leaves an enlarged
Saving Throw Will half (harmless); see text; Spell Resistance yes creature's possession (including a projectile or thrown weapon)
(harmless); see text instantly returns to its normal size. This means that thrown and
projectile weapons deal their normal damage. Magical properties of
When laying your hand upon a living creature, you channel positive enlarged items are not increased by this spell. Multiple magical effects
energy that cures 1d8 points of damage + 1 point per caster level that increase size do not stack.
(maximum +5). Since undead are powered by negative energy, this
spell deals damage to them instead of curing their wounds. An undead Enlarge person counters and dispels reduce person.
creature can apply spell resistance, and can attempt a Will save to
take half damage. Enlarge person can be made permanent with a permanency spell.

Endure Elements 1 Expeditious Retreat 1


Pages in Spellbook : 1 (Alchemist Starting Formula Book) Pages in Spellbook : 1 (Alchemist Starting Formula Book)

Classes that cast this spell at this level : Adept, Alchemist, Classes that cast this spell at this level : Alchemist, Bard,
Bloodrager, Cleric, Demon Hunter, Druid, Elven Archer, Paladin, Bloodrager, Inquisitor, Magus, Medium, Mesmerist, Occultist,
Psychic, Ranger, Shaman, Sorcerer, Spiritualist, Summoner, Psychic, Sorcerer, Spiritualist, Summoner, Summoner (Unchained),
Summoner (Unchained), Wizard Wizard
School abjuration School transmutation
Casting Time 1 action Casting Time 1 action
Components V, S Components V, S
Range touch Range personal
Target creature touched Target you
Duration 24 hours Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless) This spell increases your base land speed by 30 feet. This
adjustment is treated as an enhancement bonus. There is no effect on
A creature protected by endure elements suffers no harm from other modes of movement, such as burrow, climb, fly, or swim. As
being in a hot or cold environment. It can exist comfortably in with any effect that increases your speed, this spell affects your
conditions between -50 and 140 degrees Fahrenheit without having to jumping distance (see the Acrobatics skill).
make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold


damage, nor does it protect against other environmental hazards such
as smoke, lack of air, and so forth.

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Walker, Alchemist (Chirurgeon) 2 – Spells in Spellbook

Shield 1
Pages in Spellbook : 1 (Alchemist Starting Formula Book)

Classes that cast this spell at this level : Alchemist, Bloodrager,


Magus, Occultist, Psychic, Sorcerer, Spiritualist, Summoner,
Summoner (Unchained), Wizard
School abjuration / void elemental [force]
Casting Time 1 action
Components V, S
Range personal
Target you
Duration 1 min./level (D)

Shield creates an invisible shield of force that hovers in front of


you. It negates magic missile attacks directed at you. The disk also
provides a +4 shield bonus to AC. This bonus applies against
incorporeal touch attacks, since it is a force effect. The shield has no
armor check penalty or arcane spell failure chance.

True Strike 1
Pages in Spellbook : 1 (Alchemist Starting Formula Book)

Classes that cast this spell at this level : Alchemist, Assassin,


Bloodrager, Inquisitor, Magus, Medium, Psychic, Sorcerer, Wizard
School divination / void elemental
Casting Time 1 action
Components V, F (small wooden replica of an archery target)
Range personal
Target you
Duration see text

You gain temporary, intuitive insight into the immediate future


during your next attack. Your next single attack roll (if it is made
before the end of the next round) gains a +20 insight bonus.
Additionally, you are not affected by the miss chance that applies to
attackers trying to strike a concealed target.

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Title - Walker (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2023/12/22
XP Reward : 0 XP; Net Cash :

- no notes -

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