Fire Priest Zwischen

A Dvergar who wishes to see the power, in which the combination of Alchetech and Magic can create...


Name: Fire Priest Zwischen
Race: Dvergar
Class: Alchemist 3 / Cleric 3 / Mystic Thierge 6
Alignment: Nature: Enigma, Demeanor: Pedagogue
Player: Deklar (NPC)
Quote: “Let’s see what we got here.”

ST: 10 +__
DX: 10 +__
CO: 12 + 1
IN: 17 + 3
WI: 16 + 3
CH: 10 +__

HP: _/ _ AC: __
BAB: 7 (Melee: +7 / +2 _ Ranged: + 7).
CMB: + 7 CMD: 17
F/R/W: + 8 (
10 vs. poison)/+ 6 / + 10

Dvergar (Dwarves):
Hailing from mountainous underground Bunker-Cities, the Dvergar keep a high level of available tech because their bodies are anathema to Manaflux. Famous for their Alchemists, Firearms, and Bound objects, dwarves answer arcane might with superior firepower.
2 Con, +2 Wis, -2 Cha.
Slow and Steady: base speed of 20’, never modified by armor or encumberance.
Darkvision: 60’
Deep Warrior: +2 Dodge Bonus against, and +2 CMB against Abberations.
Craftsman: +2 to all Craft/Profession Skills when creating objects from metal/stone.
Enmity: +1 to attack vs. Alfar Subtype. (Includes Dokkalfar).
Magnetoglobin: SR = 5Character Level; this cannot be lowered voluntarily. Blood sticks to iron! (SR = 17)
Stability: +4 to CMD when resisting Trip/Bull Rush while Standing on the Ground.
Stonecunning: +2 to perception to detect unusual/dangerous stonework; passive search checks!
Weapon Familiarity: Battle Axes, Heavy Picks, Warhammers, All Firearms and Dvergar (Dwarven)

Feats (6): Dvergar’s magic focus, Spell Penetration, Greater Spell Penetration, Rapid Reload (Caster), Craft Wonderous Items,
Class Feats: WGP (Simple, Bomb, Firearms, Trident, ), AGP (Light, Medium, Shield), Throw Anything, Brew Potion.

Skills ( 4/2/ + 3 + 0 = 7/5 ):
Skill (Rank + Attribute + Misc) = __.
Knowledge (Arcana): 12 + 3 + 3 = +18 Spellcraft 12 + 3 + 3 = +18
Knowledge (Religion): 12 + 3 + 3 = +18 Appraise 3 + 3 + 3 = +9
Craft (Potion) 12 + 3 + 3 + +18 Use Magic Device 3 + 1 + 3 = +7
Disable Device 12 + 3 + 3 = +18
Class Abilities:
-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.
-before copying them.
Bomb (Su): In addition to magical extracts, alchemists
are adept at swiftly mixing various volatile chemicals
and infusing them with their magical reserves to create
powerful bombs that they can hurl at their enemies. An
alchemist can use a number of bombs each day equal
to his class level + his Intelligence modifier. Bombs
are unstable, and if not used in the round they are
created, they degrade and become inert—their method
of creation prevents large volumes of explosive material
from being created and stored. In order to create a
bomb, the alchemist must use a small vial containing
an ounce of liquid catalyst—the alchemist can create
this liquid catalyst from small amounts of chemicals
from an alchemy lab, and these supplies can be readily
refilled in the same manner as a spellcaster’s component
pouch. Most alchemists create a number of 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
remains usable by the alchemist for years. (Dmg: 2D6, Charges: 6/ ___)
-Mutagen: 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. (Duration: 3 Min., Dex +4, Wis -2)
- Infusion: When the alchemist creates an extract, he
can infuse it with an extra bit of his own magical power.
The extract created now persists even after the alchemist
sets it down. As long as the extract exists, it continues
to occupy one of the alchemist’s daily extract slots. An
infused extract can be imbibed by a non-alchemist to
gain its effects.
-: Poison Resistance (Ex): 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.
- 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.
- Channel Energy (Su):2d6 Damage, Charges: 4 / , DC: 12
-: Combined Spells (Su): A mystic theurge can prepare and
cast spells from one of his spellcasting classes using the
available slots from any of his other spellcasting classes.
Spells prepared or cast in this way take up a slot one level
higher than they originally occupied. This ability cannot
be used to cast a spell at a lower level if that spell exists on
both spell lists. At 1st level, a mystic theurge can prepare
1st-level spells from one of his spellcasting classes using the
2nd-level slots of the other spellcasting class. Every two levels
thereafter, the level of spells that can be cast
in this way increases by one, to a maximum
of 5th-level spells at 9th level (these spells
would take up 6th-level spell slots). The
components of these spells do not change,
but they otherwise follow the rules for the
spellcasting class used to cast the spell.
Spontaneous spellcasters can only select
spells that they have prepared that day using
non-spontaneous classes for this ability, even
if the spells have already been cast. For example,
a cleric/sorcerer/mystic theurge can use this ability to
spontaneously cast a bless spell using a 2nd-level sorcerer
spell slot, if the character had a prepared bless spell using a
1st-level cleric spell slot, even if that spell had already been
cast that day. (Level: 3rd)
- Lore Keeper (Sp): You can touch a creature to learn about
its abilities and weaknesses. With a successful touch attack,
you gain information as if you made the appropriate
Knowledge skill check with a result equal to 15 + your cleric
level + your Wisdom modifier.
- Fire Bolt (Sp): As a standard action, you can unleash a
scorching bolt of divine fire from your outstretched
hand. You can target any single foe within 30 feet as a
ranged touch attack with this bolt of fire. If you hit the
foe, the fire bolt deals 1d6 points of fire damage + 1
point for every two cleric levels you possess. You can use
this ability a number of times per day equal to 3 + your
Wisdom modifier. (Dmg: 1D6 + 3, Charges: 6 / ___)
Spell List (Cleric, Sphere: Fire, Knowledge): 0th: 4, 1st: 5
1, 2nd: 5+1, 3rd: 4+1, 4th: 2+1 1+1
0th: Detect Magic, Detect Poison, Read Magic, Mend
1st: (D) Burning hands, Bless, Comprehand language, Detect Nature/Demeanor, Endure Elements, Santuary
2nd: (D) Detect Thought, Make Whole, Delay Poison, Augury, Lesser Restoration, Undetectable Nature/Demeanor
3rd: (D) Fireball, Invisability, Restoration, Obscure Object, Remove Curse
4th: (D) Divination, Sending, Discern Lie

Spell List (Alchemist): 1st: 6 ,2nd: 5, 3rd: 4
1st: True Strike, Disguise Self, Keen Sense, Identify, 2 unallocated
2nd: Alchemical Allocation, Protection from Arrows, Bull’s Strength, 2 unallocated
3rd: Draconic Resavour, Amplify Elixer, 2 Unallocated

Equipment (Encumberance: L-/ M-/ H-__):
Cash: X Dragons, X Amber, X Iron.
Bomb launcher ( Att: 7, 2D6 damage, Range: 30 ft., Ammo: 50 rounds)
Caster (Att: +7, Dmg: Special, Range: Special, Ammo: 1)
Cold Iron Bayonet +1 ( Att: +8/
3, Dmg: 1d4+1, Crit: 19-20/X2, lb: 2, Holy Symbol)
Alchemical Scale Mail + 2 ( AC: 7, MBD: +5, ACP: -2, SPD: 20 ft., lb: 30)
-: Fireball X 2(dmg: 5D6, Radius: 20 ft., Range : 600 ft.)
-: Cure Moderate Wounds X 2(Heal: 2D8
3, Range: 30’)
-: Cure Moderate Wounds X 2 (Heal: 2d8+3)
-: Fire Breathing (Duration: 1 hour or 3 ‘breaths’, Dmg: 4d6, DC: 13 reflex/half, Range: 25’, Action: Standard?)
-: Hiding (Duration: 1 hour, +10 Stealth)
-: Tumbling (Duration: 1 hour, +10 Acrobatics)
-: Elixer of Vision X 2(Duration: 1 hour, +10 Perception)
Alchemical Book
Handy Harversack
MC Portable Alchemist Lab
Flasks X 10, Empty
Flasks of Holy Water X 2
20 Dragons worth of Grounded Dragon’s Dust
Silk Rope, 50 ft.
Grappling Hook
Torch X 2
Light anywhere Matches X 10
Flint n’ Steel
Gun Cleaning Kit
Iron Rations, 14 days worth

Other? (Cost: X Dragons, Wt: Xlbs)
CURRENT ENCUMBERANCE: Xlbs/_____ (X Move Penalty)
Formule Book:
1st: Detect Secret Doors, Detect Undead, Disguise Self, Identify, Shield, Keen Senses, True Strike
2nd: Restoration, Protection from Arrows, Undetectable Alignment, Alchemical allocation, Bull Strength, Cat’s Grace, Cure Moderate Wounds
3rd: Draconic Resivour, Fly, Haste, Heroism, Remove Curse, Remove Disease, Arcane Sight, Tognues, Amplify Elixer


Fire Priest Zwischen

From the Ashes of The Great Convergence Deklar42