The Carrion Crown
“Before ‘That Day’, I was a woman of simple accomplishments – a small business owner, a wife, a mother but, looking back, it seems to me that never did anything with my life. Then it was all taken from me and I discovered that it’s only after I’d lost everything that I found I was free to do anything.”
Human Alchemist (Cyrpt Breaker 1 )
Str 12 Dex 14 Con 12 Int 16, Wis 12, Cha 9
AC 15 Touch AC 13, Flatfoot AC 12
HP 10 (Incl. + 1 HP Fav. Class) Stability 11
Initiative + 3 Perception + 4 Sense Motive + 0
BAB + 0 , CMB + 1, CMD 13
Fort + 3, Ref + 4, Will + 1
Carrying Capacity: 43lbs Light 86lbs Medium 130lbs Heavy
Longsword + 1 (1d8 + 1 damage)
Light Crossbow + 2 (1d8 damage) ( + 1 to hit and damage within 30 ft)
Dagger + 2 (1d4 + 2 damage) ( + 1 to hit and damage within 30 ft if thrown)
Bombs + 3 (1d4 + 3 damage or 1d8 + 3 vs Undead) ( + 1 to hit and damage within 30 ft). Splash 1pt + 3.
- + 3 Damage applies to all thrown splash weapons such as alchemical fire or holy water.
- + 1 to hit and + 1 Damage when attacking undead.
Languages: Common, Varisian, Draconic, Kelish.
Traits: Subject of study ( + 1 to dmg vs Undead), Corpse Hunter ( + 1 to hit vs Undead)
Feats: Weapon Proficiency (Longsword), Point Blank Shot
[Throw Anything (An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.), Simple Weapon Proficiency, Light Armour Proficiency]
Skills (Incl. Human bonus) (8): Disable Device 1 + 7, Heal 1 + 5, Knowledge (Arcana) 1 + 7, Knowledge (Local) 1 + 4, Knowledge (Nature) 1 + 7, Knowledge (Religion) 1 + 4, Perception 1 + 5 ( + 6 finding traps), Spellcraft 1 + 7
Bonus Starting Skill: Craft (Alchemy) 1 + 7 ( + 8 creating Alchemical items)
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level 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.
An alchemist can create three special types of magical items — extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant — comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
Extracts Per Day
Level 1: 2
Known Extract Formula
1st Level – Bomber’s Eye (increased range, + 1 to hit), Cure Light Wounds (1d8 + level), Detect Undead (detects undead within 60 ft), Disguise Self (Changes your appearance), Shield (Invisible disc gives +4 to AC, blocks magic missiles),
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 spell caster’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.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + 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 on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire 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 save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Alkahest Bombs: A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of acid damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.
Bombs Per Day (Level + Intelligence Mod): 4
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.
Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness. This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery).
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1) as per the rogue ability of the same name, including the ability to disable magical traps. A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat the alchemist normally gets.
A crypt breaker may take the following rogue talents as discoveries: quick disable, trap sense, and trap spotter. Treat the crypt breaker’s alchemist level as his rogue level for these talents.
Combat Gear: Longsword (15gp) Dagger (2gp) Light Crossbow (35gp) 10 bolts (1gp), Leather Armour (10gp)
Price 63 gp; Weight 25 lbs.
Non Combat Gear: Kit, Alchemist’s and Formula Book. Add Thieves Tools, Wooden Holy Symbol and Holy Text.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. Formula book (Free). Wooden Holy Symbol. Cheap Holy Text.
Price 72 gp; Weight 30 lbs.
Gold Remaining 15gp
Five years ago the idea that you’d do anything more adventurous than pay a low stakes game of chance and travel beyond the city boundaries was unthinkable. Life was settled – married and with children, you owned a small Apothecary Shop and never gave thought to anything else other than the normal ambitions of a small business owner.
That was all torn away from you. One night fell undead creatures boiled forth from a sewer near your home in the twilight of evening and fell upon all those in the area – clawing, ravening, feeding. A single sweep of one of the creatures talons sent you reeling to the cobbles and then somehow paralysed your muscles and leaving you unable to do a thing except watch as your family, along with others were torn apart and eaten while still screaming or worse, unable to scream as they were feasted upon, having also succumbed to the venom that some creatures known as Ghouls possess.
The attack was swift and brutal and for some reason you were left with only two other survivors – the rest were either killed or taken down into the sewers, never to be seen again. It was touch and go for a time – strange fevers, bought on by their fetid claws wracked your body but in time you recovered… and found that nothing in your life mattered anymore. It was then that Professor Lorrimor found you and gave you a new mission in life, a new purpose – hunting the creatures that took everything from you on ‘That Day’ your life changed.
Since then you’ve trained rigorously, hardening your body and your determination. You’ve also returned to your alchemical studies and found that your profession has given you additional tools to hunt the dead – bombs that attack dead flesh and old bone, tinctures that allow you to sharpen your senses and see in near darkness as well as the ability to infuse chemical extracts with arcane powers. Through out you’ve been aided and encouraged by the Professor and also the Church of Pharasma who has given you additional faith in your mission.
On hearing of the Professors summons, you sold what was left to you, paid what debts you had and have set off to Ravengro… only to intercept news of his death. Now, with no ties to your past, apart from your hatred nothing can hold you back from extracting your vengeance but first, you will see your old mentor laid to rest.
“The Lady of Graves”, Pharasma, (pronounced fah-RAZ-mah) is the goddess who shepherds Golarion’s recently-departed souls to their final reward. Upon death, souls migrate to Pharasma’s Boneyard in the Outer Sphere, which sits atop an impossibly tall spire that pierces the Astral Plane. Pharasma makes no decision on whether a death is just or not; she views all with a cold and uncaring attitude, and decides on which of the Outer Planes a soul will spend eternity. Pharasma is also the goddess of birth and prophecy: from the moment a creature is born, she sees what its ultimate fate will be, but reserves final judgement until that soul finally stands before her. As the goddess of death and rebirth, she abhors the undead and considers them a perversion.
Many of Pharasma’s worshipers are those closely aligned with either burgeoning life or terminating death. These include midwives, grave diggers, and morticians. Her priests are typically clerics, diviners, and necromancers that choose not to create undead. Her followers view the undead with hatred and consider them a great abomination. They view putting the undead to rest as a holy duty. The creation of undead is outlawed, and commanding undestroyed undead is not much liked either.
1 Note this character is an exception to the rules regarding Core and APG rules. Alchemists are a solid class but this archetype is well suited to the Carrion Crown AP.
Subject of Study: Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe.
Benefit: Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type.
Corpse Hunter (Pharasma): You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead.