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Dr Victor Galliem Cheliax Chaotic Good

Character Name Player Name Deity Region Alignment


Alchemist (Trap Breaker, Vivisectionist) 7,
Master Chymist 3 Human (Chelaxian) / Humanoid Medium / 5 ft. 6' 1" / 195 lbs.
CLASS RACE SIZE / FACE HEIGHT / WEIGHT CHARACTER ID
10 (9) 105850 / 155000 18 Male None
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR FACTION
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP SPEED
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION
SCORE MOD SCORE MOD SCORE MOD

STR 17 +3 17 +3 HP 108 Walk 30 ft.


hit points
Strength

DEX 14 +2 14 +2 AC 18 : 16 : 12 = 10 + 6 + 0 + 2 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC
TOTAL FLAT TOUCH ARMOR TION
BONUS BONUS
CON 16 +3 16 +3
Constitution INITIATIVE +2 =
+2 +
+0 20 -1 0
modifier
INT 20 +5 20 +5 TOTAL DEX
MODIFIER
MISC
MODIFIER
MISS
CHANCE
Arcane
Spell
ARMOR
CHECK
SPELL
RESIST
ACID
RESIST
COLD
RESIST
ELECT.
RESIST
FIRE
RESIST
Intelligence
Failure PENALTY
WIS 14 +2 14 +2 Encumbrance Light
TOTAL SKILLPOINTS: 102
SKILLS MAX RANKS: 10/10
Wisdom
KEY ABILITY SKILL ABILITY RANKS MISC
SKILL NAME
CHA 12 +1 12 +1
MODIFIER

=
MODIFIER

+
MODIFIER

Charisma Acrobatics DEX 1 2 -1


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
Appraise INT 15 = 5 + 7 + 3
SAVE
Artistry =
FORTITUDE +10 = +7 +
+3 +
+0 +
+0 +
+0 + INT 5 5
(constitution) Bluff CHA 1 = 1
REFLEX +9 =
+7 +
+2 +
+0 +
+0 +
+0 + Climb STR 2 = 3 + -1
(dexterity)
Craft (Alchemy) INT 17 = 5 + 9 + 3
WILL +5 =
+3 +
+2 +
+0 +
+0 +
+0 +
Craft (Alchemy) (Create item) INT 24 = 5 + 9 + 10
(wisdom)
Craft (Untrained) INT 5 = 5
Diplomacy CHA 12 = 1 + 8 + 3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Disable Device DEX 10 = 2 + 3 + 5
MELEE +11/+6 = +8/+3 + +3 + +0 + +0 + 0 +
Disguise = +
attack bonus CHA 2 1 1
Escape Artist DEX 5 = 2 + 1 + 2
RANGED +10/+5 = +8/+3 + +2 + +0 + +0 + 0 +
= +
attack bonus Fly DEX 1 2 -1
= +
CMB +11/+6 = +8/+3 + +3 + +0 + + + Handle Animal CHA 2 1 1
attack bonus
Heal WIS 2 = 2
BULL
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Intimidate CHA 7 = 1 + 3 + 3
CMB +11/+6 +11/+6 +11/+6 +11/+6 +11 +11 Knowledge (Arcana) INT 13 = 5 + 5 + 3
CMD 23 23 23 23 23 23 Knowledge (Dungeoneering) INT 9 = 5 + 1 + 3
Knowledge (Engineering) INT 6 = 5 + 1
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
Knowledge (Geography) INT 6 = 5 + 1
(nonlethal only) +11/+6 1d3+3 20/x2 5 ft. = +
Knowledge (History) INT 6 5 1
HAND TYPE SIZE CRITICAL REACH Knowledge (Local) INT 6 = 5 + 1
*Dagger +1 (Vicious)
Primary PS M 19-20/x2 5 ft. Knowledge (Nature) INT 15 = 5 + 7 + 3
TOTAL ATTACK BONUS DAMAGE = +
Knowledge (Nobility) INT 6 5 1
+13/+8 1d4+4 Knowledge (Planes) = +
10 ft. 20 ft. 30 ft. 40 ft. 50 ft.
INT 6 5 1
Knowledge (Religion) INT 6 = 5 + 1
TH +12/+7 +10/+5 +8/+3 +6/+1 +4/-1
Dam
Linguistics(Boggard, Draconic, Drow Sign Language, Giant, Goblin,
INT 15 = 5 + 10
1d4+4 1d4+4 1d4+4 1d4+4 1d4+4 Grippli, Infernal, Read Lips, Sphinx, Worg)

Special Properties: +2d6 damage to target, plus 1d6 damage to user Perception WIS 15 = 2 + 10 + 3
Perform (Untrained) CHA 1 = 1
HAND TYPE SIZE CRITICAL REACH
Acid (Flask) Ride DEX 1 = 2 + -1
Carried A M 20/x2 5 ft.
Sense Motive WIS 8 = 2 + 3 + 3
10 ft. 20 ft. 30 ft. 40 ft. 50 ft.
TH +11/+6 +9/+4 +7/+2 +5/+0 +3/-2 Spellcraft INT 11 = 5 + 3 + 3
Dam 1d6+5 1d6+5 1d6+5 1d6+5 1d6+5 Stealth DEX 7 = 2 + 3 + 2
Special Properties: Every creature within 5 feet of the point where the acid hits takes 1 point of acid Survival WIS 15 = 2 + 10 + 3
damage from the splash. = +
Swim STR 2 3 -1
HAND TYPE SIZE CRITICAL REACH Use Magic Device CHA 15 = 1 + 10 + 4
Alchemist's Fire (Flask)
Carried F M 20/x2 5 ft. = + +
10 ft. 20 ft. 30 ft. 40 ft. 50 ft. = + +
TH +11/+6 +9/+4 +7/+2 +5/+0 +3/-2
: can be used untrained. : exclusive skills. *: Skill Mastery.
Dam 1d6+5 1d6+5 1d6+5 1d6+5 1d6+5
Special Properties: Every creature within 5 feet of the point where the flask hits takes 1 point of fire Conditional Skill Modifiers:
damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points
of damage. +2 trait bonus on Diplomacy checks toward outsiders
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*Chain Shirt +2 Light +6 +4 -1 20

Character: Dr Victor Galliem PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.00 RC2 on Sep 19, 2017 at 10:16:57 PM Page 1
EQUIPMENT EQUIPMENT
ITEM LOCATION QTY WT / COST ITEM LOCATION QTY WT / COST
Hat of Disguise Equipped 1 0 / 1,800 Scroll (Restoration) Equipped 2 0 (0) / 800
Dagger +1 (Vicious) Equipped 1 1 / 8,302 (1,600)
+2d6 damage to target, plus 1d6 damage to user Graft - Tiefling Eyes Equipped 1 0 / 600
Chain Shirt +2 Equipped 1 25 / 4,250 Formula Book Carried 1 3 / 15
Backpack, Common Equipped 1 2/2 Potion of Invisibility Carried 2 0 (0) / 300 (600)
88 lbs., 1 Alchemy Crafting Kit, 1 Antidote Kit, 1 Disguise Kit, 1 Healer's Kit, 1 Oldlaw Whiskey (Bottle), 1 Rope
(Hemp/50 ft.), 1 Spell Component Pouch, 1 Surgeon's Tools, 1 Mead (Gallon)
Grants invisibility for 3 minutes or until you attack
Alchemy Crafting Kit Backpack, 1 50 / 25
Greater Hat of Disguise Carried 1 0 / 12,000
Common
(Hat (Alter Self/Wizard/3rd))
Antidote Kit Backpack, 1 3 / 100
Acid (Flask) Carried 3 1 (3) / 10 (30)
Common
Disguise Kit Backpack, 1 8 / 50
Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Common
Alchemist's Fire (Flask) Carried 3 1 (3) / 20 (60)
Healer's Kit Backpack, 1 1 / 50
Common
Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round
Backpack, 1 1 / 20 following a direct hit, the target takes an additional 1d6 points of damage.
Oldlaw Whiskey (Bottle)
Common Spellbook (Wizard's/Blank) Carried 1 3 / 15
Rope (Hemp/50 ft.) Backpack, 1 10 / 1 TOTAL WEIGHT CARRIED/VALUE 134.09 lbs. 50,177gp
Common
Spell Component Pouch Backpack, 1 2/5
WEIGHT ALLOWANCE
Common Light 260 Medium 520 Heavy 780
Surgeon's Tools Backpack, 1 5 / 20 Lift over head 780 Lift off ground 1560 Push / Drag 3900
Common MONEY
Mead (Gallon) Backpack, 1 8/2
Total= 0 gp [Unspent Funds = 17,473 gp]
Common
Spyglass Equipped 1 1 / 1,000 MAGIC
Wayfinder Equipped 1 1 / 500 Languages
Journal of the Beast Within Equipped 1 3 / 2,165 Aquan, Auran, Azlanti, Boggard, Common, Daemon, Draconic,
Level 10 Alchemist, Formulae - 4.dragon's breath; 3.beast shape I, rage, tongues, water breathing; 2.barkskin, bull's Drow, Drow Sign Language, Dwarven, Elven, Giant, Goblin, Grippli,
strength, cure moderate wounds, elemental touch, resist energy; 1.bomber's eye, comprehend languages, crafter's
fortune, cure light wounds, disguise self, enlarge person, identify, shield, Preparation Ritual - Beastly Concoction Ignan, Infernal, Necril, Orc, Read Lips, Skald, Sphinx, Terran, Worg
Elixir of Darksight Equipped 1 0 / 1,200 Other Companions
Enables user to see through Deeper Darkness when using Darkvision
Elixir of Dragon Breath Equipped 1 0 / 1,400
Archetypes
Elixir of Forceful Exhalation Equipped 1 1 / 900 Trap Breaker [Paizo Publishing -
The drinker can exhale up to three 15-foot-long Gusts of Wind (as the spell), after which the skill bonuses end. Dungeoneer's Handbook,
Elixir of Hiding Equipped 2 0 (0) / 250 (500) p.23]
Trap breakers forgo the study of poison to instead master the construction and
Elixir of Tumbling Equipped 1 0 / 250 deployment of traps, using their nimble fingers to disable dangerous devices and their
Lasts 1 hour alchemical knowledge to create devastating land mines.
Elixir of Vision Equipped 1 0 / 250 Vivisectionist [Paizo Inc. - Ultimate
Lasts 1 hour Magic, p.20]
Potion of Cure Light Wounds Equipped 1 0 / 50
A vivisectionist studies bodies to better understand their function. Unlike a chirurgeon,
Cures 1d8+1 points of damage
a vivisectionist's goals are not related to healing, but rather to experimentation and
Potion of Cure Moderate Wounds Equipped 2 0 (0) / 300 (600)
knowledge that most people would consider evil.

Cures 2d8+3 points of damage


Potion of Cure Serious Wounds Equipped 2 0 (0) / 750 Traits
(1,500) Dangerously Curious [Paizo Inc. - Second

Cures 3d8+5 points of damage


Darkness Player's Guide,
Potion of Darkvision Equipped 1 0 / 300 p.12]
Grants darkvision (60 ft.) for 3 hours You have always been intrigued by magic, possibly because you were the child of
Potion of Haste Equipped 2 0 (0) / 750 a magician or priest. You often snuck into your parent's laboratory or shrine to tinker
(1,500) with spell components and magic devices, and often caused quite a bit of damage and
Gain additional attack, move faster, +1 on attack rolls, +1 dodge bonus to AC and Reflex saves for 5 rounds headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device
Potion of Heroism Equipped 1 0 / 750 checks, and Use Magic Device is always a class skill for you.
+2 morale bonus on attack rolls, saves, and skill checks for 50 minutes Destined Diplomat [Paizo Publishing -
Potion of Inflict Light Wounds Equipped 1 0 / 50 Ultimate Campaign, p.60]
Inflicts 1d8+1 points of damage Your relationship with your eidolon gives you some clout with other outsiders. You
Potion of Inflict Moderate Wounds Equipped 1 0 / 300 gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always
Inflicts 2d8+3 points of damage a class skill for you.
Potion of Inflict Serious Wounds Equipped 1 0 / 750
Inflicts 3d8+5 points of damage
Special Attacks
Potion of Lesser Restoration Equipped 2 0 (0) / 300 (600)
Infuse Mutagen [Paizo Inc. - Advanced
Player's Guide]
Dispels magical ability penalty or cures 1d4 points of ability damage to one ability score
Equipped 6 0 (0) / 90 (540) When the alchemist creates a mutagen, he can infuse it with an extra bit of his own
Oil of Taggit
magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs
1,000 gp in rare reagents, but the mutagen created persists on its own and is not
Ingested; Fort DC 15; Onset 1 min; Effect unconsciousness for 1d3 hours; Cure 1 save
Potion of Remove Blindness/ Equipped 1 0 / 750 rendered inert if the alchemist creates another mutagen. This allows an alchemist to
create different types of mutagens and keep them handy for emergencies. This does
Deafness not allow an alchemist to gain the effects of multiple mutagens - only the most recently
Cures blindness or deafness
Equipped 1 0 / 750 imbibed mutagen has any effect.
Potion of Tongues
Speak and understand the language of any intelligent creature for 50 minutes
Sneak Attack (Ex) [Paizo Inc. - Core
Potion of Undetectable Alignment Equipped 1 0 / 300 Rulebook, p.68]
Conceals target's alignment from divination spells and effects for 24 hours If you can catch an opponent when he is unable to defend himself effectively from
Scroll (Regenerate) Equipped 1 0 / 2,275 your attack, you can strike a vital spot for extra damage. Your attack deals 7d6 points
Scroll (Remove Blindness/Deafness) Equipped 2 0 (0) / 375 (750) of extra damage anytime your target would be denied a Dexterity bonus to AC, or
when you flank your target. Should you score a critical hit with a sneak attack, this
extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the
Scroll (Remove Disease) Equipped 1 0 / 375 target is within 30 feet. With a weapon that deals nonlethal damage, you can make a
Scroll (Remove Fear) Equipped 1 0 / 25 sneak attack that deals nonlethal damage instead of lethal damage. You cannot use
Scroll (Remove Paralysis) Equipped 2 0 (0) / 150 (300) a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not
even with the usual -4 penalty. You must be able to see the target well enough to pick

out a vital spot and must be able to reach such a spot. You cannot sneak attack while
TOTAL WEIGHT CARRIED/VALUE 134.09 lbs. 50,177gp
striking a creature with concealment.

Character: Dr Victor Galliem PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.00 RC2 on Sep 19, 2017 at 10:16:57 PM Page 2
Throw Anything (Ex) [Paizo Inc. - Advanced You know how to create a mutagen that you can imbibe in order to heighten your
Player's Guide, p.27] physical prowess at the cost of your personality. It takes 1 hour to brew a dose of
You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier mutagen, and once brewed, it remains potent until used. You can only maintain one
to damage done with splash weapons, including the splash damage if any. This bonus dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes
damage is already included in the bomb class feature. inert. A mutagen that is not in your possession becomes inert until an alchemist picks
it up again. When you brew a mutagen, you select one physical ability score - either
Special Qualities Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon
Advanced Mutagen (Su) [Paizo Inc. - Advanced being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you
Player's Guide] a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 70
At 2nd level, the mutagenic form of the master chymist continues to evolve and minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your
develop as she grows in power. The master chymist selects an advanced mutagen, mental ability scores. If the mutagen enhances your Strength, it applies a penalty to
a power that changes how her mutagen form works or can only be accessed in her your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it
mutagenic form. She gains additional advanced mutagens at 4th, 6th, 8th, and 10th enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who
level. The chymist cannot select the same advanced mutagen more than once. drinks a mutagen must make a DC 18 Fortitude save or become nauseated for 1 hour -
a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the
Alchemy (Su) [Paizo Inc. - Advanced
effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist
Player's Guide, p.26]
creates a different mutagen, the effects of the "stolen" mutagen immediately cease.)
When using Craft (Alchemy) to create an alchemical item, you gains a +7 competence The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the
bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify effects of any previous mutagen immediately end.
potions as if using Detect Magic. He must hold the potion for 1 round to make such
Mutagenic Form (Ex) [Paizo Inc. - Advanced
a check.
Player's Guide]
Beastly Concoction (Su) [Paizo Inc. - Ultimate
A master chymist's mutagenic form is an alter ego that has a different personality than
Magic, p.123]
her normal form, an outgrowth of the mental changes caused by the mutagenic potions
This journal grants you the ability to make an extremely potent and savage mutagen. she has consumed over the course of her career. The mutagenic form shares memories
Spend this boon when you imbibe your mutagen. The mutagen grants you a +6 and basic goals with the chymist's normal personality but goes about meeting those
alchemical bonus to your selected ability score instead of the normal +4; you take a -2 goals in a different manner. The mutagenic form is often ugly and monstrous and may
penalty to all of your mental ability scores (Intelligence, Wisdom, and Charisma) while even appear to be a different race or gender than her normal form; they may look as
the mutagen is in effect. different as two unrelated people. Indeed, the mutagenic form often has his or her own
Bomb-Thrower (Ex) [Paizo Inc. - Advanced name, and may attempt to maintain independent relationships and strongholds (though
Player's Guide] the alter ego's limited time in existence often makes this difficult). The mutagenic form
The destructive power of bombs appeals to the violent urges of a master chymist. Add even has his or her own alignment (which is selected by the player, but must be
the character's alchemist and master chymist levels together to determine the damage different from the master chymist's normal alignment). The change in alignment only
done by her bombs. affects the master chymist while in her mutagenic form. Example: Darabont is a neutral
Bonus Feat [Paizo Inc. - Core good gnome alchemist 7/master chymist 4. Her mutagenic form is a deformed, twisted
Rulebook, p.27] creature called Butcher. Butcher is neutral, and more interested in seeing the world
Humans select one extra feat at 1st level. kept in balance than promoting the greatest good. Butcher is aware she exists only
Brew Potion (Ex) [Paizo Inc. - Advanced when called on by Darabont, but seeks to build her own circle of like-minded friends
Player's Guide, p.27] during the hours she exists. Butcher does not dislike Darabont, but feels her gnome
You receive Brew Potion as a bonus feat. You can brew potions of any formulae you form is too soft and innocent to survive in the harsh world the chymist lives in. As
know (up to 3rd level), using your alchemist level as caster level. The spell must be one Darabont, the character detects as good and is affected as a good character by spells
that can be made into a potion. You do not need to meet the prerequisites for this feat. with effects that vary by alignment; as Butcher, the same character is neutral, is not
Alchemist's Brew Potion class ability is not allowed in PFS (he receives Extra Bombs revealed by a detect good spell, and is treated as neutral for all spells and effects.
instead as a bonus feat). Mutate (Su) [Paizo Inc. - Advanced
Brutality (Ex) [Paizo Inc. - Advanced Player's Guide]
Player's Guide] At 1st level, as a result of repeated exposure to her mutagens, the master chymist
At 3rd level, a master chymist's taste for violence leads her to strike more powerful can now assume a mutagenic form twice per day without imbibing her mutagen. In this
blows with weapons easily mastered by her bestial mind. At 3rd level, a chymist in her form, she gains all the bonuses and penalties of her mutagen and adds together her
mutagenic form deals +2 damage when attacking with simple weapons and natural alchemist and master chymist levels together to determine her effective alchemist level
attacks. This bonus increases to +4 at 7th level and to +6 at 9th 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
Cruel Anatomist (Ex) [Paizo Inc. - Ultimate
normally (with the new mutagen's modifiers replacing the current modifiers, and the
Magic, p.20]
longer duration taking precedent). The chymist remains in her mutagenic form until its
You may use your Knowledge (Nature) skill bonus in place of your Heal skill bonus.
duration expires, her magic is interrupted (as with an antimagic field), or she expends
Explosive Disarm (Ex) [Paizo Publishing - another use of her mutate ability. A chymist may be forced to take her mutagenic form
Dungeoneer's Handbook, against her will by stress or damage. Anytime the character is in her normal form and
p.23] has daily uses of the mutate ability available, she may be forced to switch after suffering
A Trap Breaker can attempt to disarm a mechanical trap by detonating it rather than a critical hit or failing a Fortitude save. In these situations the chymist must make a DC
disarming it with a Disable Device check. As a full round action, a Trap Breaker may 25 Will save; if she fails, on her next turn she uses a standard action to change to her
expend one of his bombs to make a ranged touch attack against a trap, using the trap's mutagenic form (which counts as a use of the mutate ability). At 5th level, the master
Disable Device DC as its AC. If the attack misses, the bomb's splash damage activates chymist can assume her mutagenic form three times per day; this increases to four
the trap. If the attack hits, the bomb deactivates the trap without setting it off The Trap times per day at 8th level and five times per day at 10th level.
Breaker must both know the location of the trap and be able to reach the trap's trigger Skilled [Paizo Inc. - Core
with a ranged touch attack in order to use this ability. At 8th level, a Trap Breaker can Rulebook, p.27]
disarm magic traps with this ability.
Humans gain an additional skill rank at first level and one additional rank whenever
Extended Mutagen (Ex) [Paizo Inc. - Advanced they gain a level.
Player's Guide]
Sneak Attack (Ex) [Paizo Inc. - Ultimate
The duration of the master chymist's mutation is doubled. Magic]
Infusion [Paizo Inc. - Advanced At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same
Player's Guide] level. If a character already has sneak attack from another class, the levels from the
When the alchemist creates an extract, he can infuse it with an extra bit of his own classes that grant sneak attack stack to determine the effective rogue level for the
magical power. The extract created now persists even after the alchemist sets it down. sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack
As long as the extract exists, it continues to occupy one of the alchemist's daily extract like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level
slots. An infused extract can be imbibed by a non-alchemist to gain its effects. rogue, and so on). This ability replaces bomb.
Land Mine (Ex) [Paizo Publishing - Spontaneous Healing (Ex) [Paizo Inc. - Ultimate
Dungeoneer's Handbook, Magic, p.17]
p.23] You gain the ability to heal from wounds rapidly. As a free action once per round, you
A Trap Breaker can turn his bombs into land mines. Setting a land mine is a full can heal 5 hit points as if you had the fast healing ability. You can heal 15 hit points per
round action that provokes attacks of opportunity. The land mine fills a single 5-foot day in this manner. If you fall unconscious because of hit point damage and you still
square, and can't be placed in the same space as another trap, land mine, or magic have healing available from this ability, the ability activates automatically each round
trap. The Trap Breaker can arm the land mine with any bomb he is eligible to use, until you are conscious again or the ability is depleted for the day.
and the effects of this bomb are immediately transferred to the land mine. Creating Swift Alchemy (Ex) [Paizo Inc. - Advanced
a land mine uses up two of the alchemist's bombs per day. The DCs for Perception Player's Guide, p.31]
checks to notice the land mine, Disable Device checks to disable it, and saving throws
You can create alchemical items with astounding speed. It takes you half the normal
to avoid its effects are equal to 18. All alchemist land mines are mechanical traps with
amount of time to create alchemical items, and you can apply poison to a weapon as
the qualities Trigger: location and Reset: none. Land mines last for 7 days or until they
a move action.
are triggered, whichever comes first.
Torturer's Eye (Ex) [Paizo Inc. - Ultimate
Mutagen (Su) [Paizo Inc. - Advanced
Magic, p.20]
Player's Guide, p.27]

Character: Dr Victor Galliem PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.00 RC2 on Sep 19, 2017 at 10:16:57 PM Page 3
You add Deathwatch to your formula book as a 1st-level extract.
Torturous Transformation (Ex) [Paizo Inc. - Ultimate
Magic, p.20]
You add Anthropomorphic Animal to your formula book as a 2nd-level extract. When
you use this extract, you inject it into an animal as part of a 2-hour surgical procedure.
By using multiple doses of this extract as part of the surgery, you multiply the duration
by the number of extracts used.
Trapfinding (Ex) [Paizo Publishing -
Dungeoneer's Handbook,
p.23]
A Trap Breaker adds 1/2 his alchemist level on Perception checks made to locate
traps and on Disable Device checks. A Trap Breaker can use Disable Device to disarm
magic traps.

Feats
Gang Up [Paizo Inc. - Advanced
Player's Guide, p.161]
You are adept at using greater numbers against foes.
You are considered to be flanking an opponent if at least two of your allies are
threatening that opponent, regardless of your actual positioning.
Leadership [Paizo Inc. - Core
Rulebook, p.8]
Neither the craft feats nor the item creation section of the magic items chapter in the
Core Rulebook are legal for play.
Power Attack [Paizo Inc. - Core
Rulebook, p.131]
You can make exceptionally deadly melee attacks by sacrificing accuracy for
strength.
You can choose to take a -3 penalty on all melee attack rolls and combat maneuver
checks to gain a +6 bonus on all melee damage rolls. This bonus to damage is
increased by half (+50%) if you are making an attack with a two-handed weapon, a
one handed weapon using two hands, or a primary natural weapon that adds 1-1/2
times your Strength modifier on damage rolls. This bonus to damage is halved (-50%)
if you are making an attack with an off-hand weapon or secondary natural weapon.
You must choose to use this feat before making an attack roll, and its effects last until
your next turn. The bonus damage does not apply to touch attacks or effects that do
not deal hit point damage.
Step Up [Paizo Inc. - Core
Rulebook, p.135]
You can close the distance when a foe tries to move away.
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may
also make a 5-foot step as an immediate action so long as you end up adjacent to the
foe that triggered this ability. If you take this step, you cannot take a 5-foot step during
your next turn. If you take an action to move during your next turn, subtract 5 feet from
your total movement.
Toughness [Paizo Inc. - Core
Rulebook, p.135]
You have enhanced physical stamina.
You gain +10 hit points.
Weapon Focus (Dagger) [Paizo Inc. - Core
Rulebook, p.136]
You are especially good at using your chosen weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Extra Bombs [Paizo Inc. - Advanced
Player's Guide, p.159]
You can throw more bombs per day.
You can throw two additional bombs per day. Special - You can gain Extra Bombs
multiple times. Its effects stack.
Throw Anything [Paizo Inc. - Core
Rulebook, p.135]
You are used to throwing things you have on hand.
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.
Brew Potion (Granted) [Paizo Inc. - Core
Rulebook, p.8]
Neither the craft feats nor the item creation section of the magic items chapter in the
Core Rulebook are legal for play.

Proficiencies
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Bomb, Brass
Knife, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light),
Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet
(Spiked), Grapple, Hair, Hanbo, Hook Hand, Javelin, Khakkhara, Kumade, Kunai,
Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Pitchfork,
Quarterstaff, Rock, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells
(Ray), Spells (Touch), Splash Weapon, Stake, Stonebow, Unarmed Strike,
Underwater Crossbow (Heavy), Underwater Crossbow (Light), Weighted Spear

Templates
Race Bonus Language ~ Modern Human Language

Temporary Bonus
Ant Haul

Character: Dr Victor Galliem PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.00 RC2 on Sep 19, 2017 at 10:16:57 PM Page 4
Innate Racial Spells
Name School Time Duration Range Source
Darkness Evocation [Darkness] 1 standard action 5 minutes [D] Touch CR:p.263
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes an object to radiate darkness out to a 20-foot radius. [SR:No]
At Will Darkvision Transmutation 1 standard action 5 hours Touch CR:p.264
[V, S, M] TARGET: Creature touched; EFFECT: The subject gains the ability to see 60 feet even in total darkness. [SR:Yes (harmless); DC:10, Will negates (harmless)]
* =Domain/Speciality Spell

Alchemist Spells
LEVEL 0 1 2 3 4 5 6
PER DAY 7 5 4
Concentration +14

LEVEL 1 / Per Day:7 / Caster Level:9


Name School Time Duration Range Source
Comprehend Languages Divination 1 standard action 90 minutes Personal CR:p.258
[V, S, M/DF] TARGET: You; EFFECT: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Cure Light Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. [SR:Yes (harmless); see text; DC:16, Will half (harmless); see text]
Deathwatch Necromancy 1 standard action 90 minutes 30 ft. CR:p.265
[V, S] TARGET: Cone-shaped emanation; EFFECT: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. [SR:No]
Endure Elements Abjuration 1 standard action 24 hours Touch CR:p.277
[V, S] TARGET: Creature touched; EFFECT: A creature protected by endure elements suffers no harm from being in a hot or cold environment. [SR:Yes (harmless); DC:16, Will negates (harmless)]
Enlarge Person Transmutation 1 round 9 minutes [D] Close (45 ft.) CR:p.277
[V, S, M] TARGET: One humanoid creature; EFFECT: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. [SR:Yes; DC:16, Fortitude negates]
Heightened Awareness Divination 1 standard action 90 minutes [D] Personal ACG:p.183
[V, M/DF (a coffee bean)] TARGET: you; EFFECT: Your recall and ability to process information improve.
Long Arm Transmutation 1 standard action 9 minutes [D] Personal ACG:p.186
[V, S] TARGET: you; EFFECT: Your arms lengthen, giving you extra reach.
Monkey Fish Transmutation 1 standard action 9 minutes [D] Personal ACG:p.188
[V, S] TARGET: you; EFFECT: Gain a climb speed and a swim speed of 10 ft. for a time.
Phantom Blood Necromancy 1 standard action 90 minutes Personal ACG:p.190
[V, S] TARGET: you; EFFECT: Gain temporary hp if Con loss would knock you out or kill you.
Polypurpose Panacea Transmutation 1 standard action See text Personal UM:p.232
[S] TARGET: You; EFFECT: Gain a relaxing or entertaining effect. [SR:No]
Shield Abjuration, VoidElementalSchool [Force] 1 standard action 9 minutes [D] Personal CR:p.342
[V, S] TARGET: You; EFFECT: Shield creates an invisible shield of force that hovers in front of you.
Touch of the Sea Transmutation, WaterSchool 1 standard action 9 minutes Touch APG:p.250
[V, S, M (a fish scale)] TARGET: creature touched; EFFECT: Swim speed becomes 30 ft. [SR:Yes (harmless); DC:16, Fortitude negates (harmless)]
True Strike Divination, VoidElementalSchool 1 standard action See text Personal CR:p.363
[V, F] TARGET: You; EFFECT: You gain temporary, intuitive insight into the immediate future during your next attack.

LEVEL 2 / Per Day:5 / Caster Level:9


Name School Time Duration Range Source
Alchemical Allocation Transmutation 1 standard action 1 round Personal APG:p.201
[S] TARGET: You; EFFECT: Gain potion's benefits without consuming it.
Anthropomorphic Animal Transmutation (Polymorph) 1 standard action 9 hours Touch UM:p.206
[V, S, M] TARGET: Animal touched; EFFECT: Animal becomes bipedal. [SR:Yes; DC:17, Fortitude negates]
Blur Illusion (Glamer) 1 standard action 9 minutes [D] Touch CR:p.251
[V] TARGET: Creature touched; EFFECT: The subject's outline appears blurred, shifting, and wavering granting the subject concealment [20% miss chance]. [SR:Yes (harmless); DC:17, Will negates (harmless)]
Bullet Shield Abjuration 1 standard action 90 minutes [D] Touch UC:p.225
[V, S, M (a bullet)] TARGET: creature touched; EFFECT: You gain a +4 def lection bonus to AC against firearm attacks. [SR:Yes (harmless); DC:17, Will negates (harmless)]
Cure Moderate Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 2d8+9 points of damage. [SR:Yes (harmless) or yes; see text; DC:17, Will half (harmless) or Will half; see text]
Delay Poison Conjuration (Healing) 1 standard action 9 hours Touch CR:p.265
[V, S, DF] TARGET: Creature touched; EFFECT: The subject becomes temporarily immune to poison. [SR:Yes (harmless); DC:17, Fortitude negates (harmless)]
Detect Thoughts Divination [Mind-Affecting] 1 standard action Concentration, up to 9 minutes [D] 60 ft. CR:p.268
[V, S, F/DF] TARGET: Cone-shaped emanation; EFFECT: You detect surface thoughts. [SR:No; DC:17, Will negates; see text]
False Life Necromancy 1 standard action 9 hours or until discharged; see text Personal CR:p.280
[V, S, M] TARGET: You; EFFECT: You harness the power of unlife to grant yourself a limited ability to avoid death.
Invisibility Illusion, VoidElementalSchool (Glamer) 1 standard action 9 minutes [D] Personal or touch CR:p.301
[V, S, M/DF] TARGET: You or a creature or object weighing no more than 900 lbs.; EFFECT: The creature or object touched becomes invisible. [SR:Yes (harmless) or yes (harmless, object); DC:17, Will negates (harmless) or Will negates
(harmless, object)]
Protection from Arrows Abjuration [WoodSchool] 1 standard action 9 hours or until discharged Touch CR:p.327
[V, S, F] TARGET: Creature touched; EFFECT: The warded creature gains resistance to ranged weapons. [SR:Yes (harmless); DC:17, Will negates (harmless)]
Resist Energy Abjuration, AirSchool, EarthSchool, FireSchool,
1 standard
WaterSchool
action 90 minutes Touch CR:p.334
[V, S, DF] TARGET: Creature touched; EFFECT: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. [SR:Yes (harmless); DC:17, Fortitude negates (harmless)]
Restoration (Lesser) Conjuration (Healing) 3 rounds Instantaneous Touch CR:p.334

[V, S] TARGET: Creature touched; EFFECT: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to
one of the subject's ability scores. [SR:Yes (harmless); DC:17, Will negates (harmless)]
See Invisibility Divination, VoidElementalSchool 1 standard action 90 minutes [D] Personal CR:p.339
[V, S, M] TARGET: You; EFFECT: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible.
Skinsend Necromancy 1 minute 9 hours [D] Personal UM:p.238
[V, S] TARGET: You; EFFECT: Animate and possess your own skin as if it were a separate creature.
Spider Climb Transmutation 1 standard action 90 minutes Touch CR:p.347
[V, S, M] TARGET: Creature touched; EFFECT: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. [SR:Yes (harmless); DC:17, Will negates (harmless)]
Touch Injection Transmutation 1 standard action 9 hours Personal UC:p.247
[V, S] TARGET: You; EFFECT: You can deliver an infusion, elixir, poison, or potion as a touch attack. [SR:No]

LEVEL 3 / Per Day:4 / Caster Level:9


Name School Time Duration Range Source
Arcane Sight Divination, VoidElementalSchool 1 standard action 9 minutes [D] Personal CR:p.244
[V, S] TARGET: You; EFFECT: This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.
Cure Serious Wounds Conjuration (Healing) 1 standard action Instantaneous Close (45 ft.) CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 3d8+9 points of damage. [SR:Yes (harmless) or yes; see text; DC:18, Will half (harmless) or Will half; see text]
Displacement Illusion (Glamer) 1 standard action 9 rounds [D] Touch CR:p.273
[V, M] TARGET: Creature touched; EFFECT: The subject of this spell appears to be about 2 feet away from its true location granting a 50% miss chance as if it had total concealment. [SR:Yes (harmless); DC:18, Will negates (harmless)]
* =Domain/Speciality Spell

Character: Dr Victor Galliem PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.00 RC2 on Sep 19, 2017 at 10:16:57 PM Page 5
Alchemist Spells
Remove Blindness/Deafness Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.332
[V, S] TARGET: Creature touched; EFFECT: Remove blindness/deafness cures blindness or deafness. [SR:Yes (harmless); DC:18, Fortitude negates (harmless)]
Tongues Divination [WoodSchool] 1 standard action 90 minutes Touch CR:p.360

[V, M/DF] TARGET: Creature touched; EFFECT: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial
tongue or a regional dialect. [SR:No; DC:18, Will negates (harmless)]
Undead Anatomy I Transmutation (Polymorph) 1 standard action 9 minutes [D] Personal UM:p.244
[V, S, M] TARGET: You; EFFECT: Take the form and some of the powers of a Small or Medium undead.
Water Breathing Transmutation, WaterSchool 1 standard action 18 hours; see text Touch CR:p.368
[V, S, M/DF] TARGET: Living creatures touched; EFFECT: The transmuted creatures can breathe water freely. [SR:Yes (harmless); DC:18, Will negates (harmless)]

LEVEL 4 / Per Day:0 / Caster Level:9


Name School Time Duration Range Source
Freedom of Movement Abjuration 1 standard action 90 minutes Personal or touch CR:p.287

[V, S, M, DF] TARGET: You or creature touched; EFFECT: This


spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of
magic that usually impedes movement, such as paralysis, solid fog, slow, and web. [SR:Yes (harmless); DC:19, Will negates (harmless)]

LEVEL 5 / Per Day:0 / Caster Level:9


Name School Time Duration Range Source
Dream Illusion (Phantasm) [Mind-Affecting] 1 minute See text Unlimited CR:p.274
[V, S] TARGET: One living creature touched; EFFECT: You, or a messenger you touch, send a message to others in the form of a dream. [SR:Yes]
Magic Jar Necromancy 1 standard action 9 hours or until you return to your body Medium (190 ft.) CR:p.309
[V, S, F] TARGET: One creature; EFFECT: By casting magic jar, you place your soul in a gem or large crystal [known as the magic jar], leaving your body lifeless. [SR:Yes; DC:20, Will negates; see text]
* =Domain/Speciality Spell

Innate
Darkness
At Will Darkvision (DC:10)

Spellbook: Prepared Spells


Alchemist
Level 1 Level 2 Level 3
Cure Light Wounds Alchemical Allocation Cure Serious Wounds
(DC:16) Cure Moderate Wounds (DC:18)
(DC:17)
Restoration (Lesser)
(DC:17)

Character: Dr Victor Galliem PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.00 RC2 on Sep 19, 2017 at 10:16:57 PM Page 6
Dr Victor Galliem
Human (Chelaxian)
RACE
18
AGE
Male
GENDER

VISION
Chaotic Good
ALIGNMENT
Right
DOMINANT HAND
6' 1"
HEIGHT
195 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Cheliax
REGION

DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Dr Victor Galliem PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.00 RC2 on Sep 19, 2017 at 10:16:57 PM Page 7

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