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Savren (ANSeranov) Pathfinder Society

Updated: 8:25 AM 29 January, 2013 View: CHARACTER SHEET, text [stripped]

Name:   Savren Redeye    Faction: Cheliax    Alignment: Lawful Neutral
Race:   Tiefling         Deity:   Kols       Class:     Alchemist (Chirurgeon) 2
Age:    80               Height:  4'5"       Weight:    200 lbs.
Gender: Male             Size:    Medium     Prestige:  3
Exp:    3/6              PFS#:    70257-5

Str: 10  +0                   HP:          17/17
Dex: 16  +3                   Initiative:  +3
Con: 14  +2                   Speed:       30 ft.
Int: 18  +4                   BAB:          1   (BAB) (STR) (SIZE) (DEX)
Wis: 12  +1                   CMB:         +1  =  1    +0                         
Cha:  6  -2                   CMD:         14  =  1    +0           +3 

Fortitude:  5 = 3 +2 (con)  +2 vs. poison
Reflex:     6 = 3 +3 (dex)  +2 vs. poison
Will:       2 = 0 +1 (wis)  +1 trait bonus, +2 vs. poison

 Attack      Totals  =  Base  Abil    Size  Misc                           
Melee          +1    =   1    +0(str)       
Ranged         +4    =   1    +3(dex)       

 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
17 (standard)   =   10           +3      4             
13 (vs touch)   =   10     --    +3     --             
14 (flatfooted) =   10           --      4              

 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
Bomb                      +4      1d6+5   -       20 ft. M    Fire
  #8/day. 6 Fire splash damage.
Bomb                      +5      1d6+6   -       20 ft. M    Fire
  #Point-Blank Shot. (Under 30 ft.)
Light Crossbow            +4      1d8     19-20/x2 80 ft. M    Piercing
  #18 bolts.
Light Crossbow            +5      1d8+1   19-20/x2 80 ft. M    Piercing
  #Point-Blank Shot. (Under 30 ft.)
Claws                     +1/+1   1d4/1d4 20/x2   5 ft.  M    P, B or S

 Armour                         AC   Dex  ASF  ACP  Type                   
 Chain Shirt                    +4   +4   25%  -2    L   

 Combat Notes and Modifiers                                                
Mutagen (Su): +2 Natural Armor, +4 Dexterity, -2 Wisdom. 20 minute duration.

Bomb (Su): 1d6+5 Fire damage, 6 Fire splash damage.

 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
 Acrobatics                   dex   3  = +3        
#Appraise                     int   4  = +4        
 Bluff                        cha   0  = -2        2    (racial bonus)
 Climb                        str   0  = +0        
#Craft (Alchemy)              int   9  = +4    2   3
 Diplomacy                    cha  -2  = -2        
#Disable Device               dex   3  = +3        
 Disguise                     cha  -2  = -2        
 Escape Artist                dex   3  = +3        
#Fly                          dex   3  = +3        
 Handle Animal                cha  -2  = -2        
 Heal                         wis   3  = +1    2   
 Intimidate                   cha  -2  = -2        
#Knowledge (arcana)           int   9  = +4    2   3
 Knowledge (dungoneering)     int   4  = +4        
 Knowledge (engineering)      int   4  = +4        
 Knowledge (geography)        int   4  = +4        
 Knowledge (history)          int   4  = +4        
 Knowledge (local)            int   4  = +4        
#Knowledge (nature)           int   9  = +4    2   3
 Knowledge (nobility)         int   4  = +4        
 Knowledge (planes)           int   4  = +4        
 Knowledge (religion)         int   4  = +4        
 Linguistics                  int   4  = +4        
#Perception                   wis   6  = +1    2   3
 Perform                      cha  -2  = -2        
 Ride                         dex   3  = +3        
 Sense Motive                 wis   1  = +1        
#Sleight of Hand              dex   3  = +3        
#Spellcraft                   int   9  = +4    2   3
 Stealth                      dex   7  = +3    2   2    (racial bonus)
 Survival                     wis   1  = +1        
 Swim                         str   0  = +0        
#Use Magic Device             cha   3  = -2    2   3

 Feats and Features                                                        
Tiefling Racial Traits

+2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive - you gain a +1 trait bonus on Will saves as a result.

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like 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.

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. Bombs are explosive splash weapons, 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 alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2-1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

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 - an alchemist cannot normally pass out his extracts for allies to use (but see the "infusion" discovery below). An extract, once created, remains potent for 1 day before losing its magic, 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.

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 formuale 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. An alchemist can draw and drink an extract as a standard action. 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).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings 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.

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.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Extra Bombs (Ex): At 1st level, alchemists receive Extra Bombs as a bonus feat.

Mutagen (Su): 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 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.

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.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su): 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. 

+ Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison.

Infused Curative: 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.

Point-Blank Shot
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Extra Bombs
You can throw more bombs per day.
Prerequisite: Bomb class feature.
Benefit: You can throw two additional bombs per day.
Special: You can gain Extra Bombs multiple times. Its effects stack.

Throw Anything
You are used to throwing things you have on hand.
Benefit: 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.
Normal: You take a -4 penalty on attack rolls made with an improvised weapon.

Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Light Crossbow                                (    4)
( 1) Quiver                                        (  0.5)
( 1) Waterskin                                     (    4)
(18) Crossbow bolt                                 (  1.8)
( 1) Alchemist's Kit                               (    5)
( 1) Bedroll                                       (    2)
( 1) Winter blanket                                (    3)
( 5) Candle                                        (    -)
( 1) Flint and steel                               (    -)
( 2) Oil (1-pint flask)                            (    2)
( 3) Trail rations                                 (    3)
( 1) Silk rope (50 ft.)                            (    5)
( 1) Satchel                                       (    2)
( 1) Chain Shirt                                   (   25)
( 1) Traveler's Outfit                             (    5)
( 1) Wand of Cure Light Wounds (49/50)             (  0.1)

Carrying Capacity
 Light Load:  <=      33 
 Medium Load: <=      66 
 Heavy Load:  <=     100 
 Carrying           62.4 

pp    0
gp    1354
sp    1
cp    5

1-Level DC 15 2+1/day
      Bomber's Eye
      Cure Light Wounds
      Endure Elements
      Expeditious Retreat
      Reduce Person

Common, Infernal, Dwarven, Draconic, Goblin, Orc