The Chronicles of Sarusan
Female Half Elf Alchemist (Mind Chemist) 1
NG medium humanoid (half elf)
Init + 3; Senses Perception + 8, Low Light Vision
Languages Common, Elven, Azlanti, Draconic, Tien, Varisian, Sylvan
AC 15, Touch 13, Flat-Footed 12 (+ 2 Armor, + 3 Dex)
HP 10; CMD 15
Fort + 4, Ref + 5, Will + 4
Speed; 30 ft. (6 squares)
Melee; Walking Stick (Club) | + 2 | 1d6 + 2
Range; Bombs | + 3 | 1d6 + 4
Space 5 ft.; Reach 5 ft.
Base Atk + 0; CMB + 2
Alchemist’s Extracts Prepared (CL 1st, Concentration + 5);
1st level (2/day) – Open X2
Abilities Str 14 ( + 2 ), Dex 16 ( + 3 ), Con 15 ( + 2 ), Int 19 ( + 4 ), Wis 14 ( + 2 ), Cha 10 ( 0 )
SQ Keen Senses, Dual Minded ( + 2 will save ), Alchemy, Bomb 1d6 ( 5/day ), Brew Potion, Cognatogen, Throw Anything
Traits Ancient Scholar, Hoarder
Feats Point Blank Shot, Precise Shot
Skills Craft Alchemy + 9, Knowledge Arcana + 8, Knowledge Nature + 8, Linguistics + 7, Perception + 8, Sleight of Hand + 7, Spellcraft + 8, Survival + 6, Heal + 6
Formulae List Level 1 Cure Light Wounds, Bomber’s Eye, Comprehend Languages, Endure Elements, Negate Aroma, Crafter’s Fortune
Possessions Leather Armor, Walking Stick (club), Backpack, Bedroll, Rations (7), Crowbar, Flint and Steel. Hemp Rope (50 ft.)
Encumbrance Light 58 lbs., Medium 116 lb., Heavy 145 lb., ; Weight Carried
Bombs: 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.
Ancient Scholar: No one has seen Sarusan in a very long time. How could you pass up such an opportunity? This is your chance to discover something that no one from the inner sea has ever seen and so you have taken it. You brought with you research materials and a collection of books on all the languages you might need.
You gain a + 2 trait bonus to linguistics to decipher scripts. You can reference your books to learn languages when you level up, without needing a teacher, even new languages discovered on Sarusan. You must still spend the requisite skill points.
Hoarder: You weren’t sure what would be needed in this new world, lucky for you that you’re a hoarder. You have an extra 100gp worth of gear “credit” that you do not need to declare before the game begins. At any time you can return to your luggage (kept at base camp) and pull out an item that you need, spending the appropriate amount of gold to pay for it from your “credit”.
Each time you level, you can add an additional 100gp to this credit to represent other things you pack away on your adventures, find while exploring, or trade for from the other colonists.
Special: You can make a DC 20 sleight of hand roll to pull an item from your gear credit while out on an adventure. This can only be done once per week.
Suna was born on the 24th of Lamashan, 4661. She was left to a Varisian family as an infant and spent her childhood as a nomad. At twenty she left her foster family to find her own way in the world, traveling wherever her interests led her. She first looked for the parents that had abandoned her, with only her lavender eyes as a clue to her Azlanti heritage. After four years she had learned the Azlanti language, interviewed every purple-eyed stranger she came across and finally gave up the search as pointless. In the summer of 4685 she encountered a Tien alchemist on the road named Gansukh Ro. After a week traveling together, she realized that she had found her calling and so became his apprentice.
In 4707, the master and student came upon a Chelaxian caravan in dire need of assistance. The lord Pellius Sirdon had been bitten by a viper a few hours earlier and was in a feverish delirium. With the help of the now elderly Gansukh, Suna was able to save the lord’s life and was offered anything he possessed in return. She requested that all the caravan’s slaves to be freed and he reluctantly agreed. Their welcome spent, the two set out again and were quick to discover themselves being followed by two of the freed slaves. The halflings Sadira (14) and Leik (8) had been amazed by the pair’s alchemy and even more so by their generosity and decided to make themselves useful in any way that they could, even if it was unwanted.
After five more years on the road, 96 year-old Gansukh’s mind has grown soft and it has been left to Suna to train Sadira, now 19, wishing to become an alchemist herself. Rumors of impending catastrophe and the promise of an uncharted continent rich in a wealth of untapped knowledge have spurred the group to take the journey to Sarusan.