Shiyara the High Mediator

Boom Suburrae's page

219 posts. Organized Play character for Andrew Trexler.


Full Name

Boom Suburrae

Race

HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4

Classes/Levels

Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

Gender

Tiefling Alchemist 9 / Barbarian (Urban) 1

Size

Medium

Age

87

Special Abilities

Making a Mess

Alignment

CG

Deity

Desna

Languages

Common (Taldane), Abyssal, Infernal, Draconic, Goblin, Elven, Dwarven, Kellish, Osiriani, Ancient Osiriani, Thassilonian, Azlanti, Undercommon, Celestial, Ignan, Terran, Auran, Aquan

Occupation

Alchemist

Strength 14
Dexterity 18
Constitution 16
Intelligence 25
Wisdom 7
Charisma 5

About Boom Suburrae

Stat Block:

Boom Suburrae
Female Tiefling Barbarian (Urban) 1/Alchemist 9
CG Medium Outsider (Native)
Init +4; Senses Darkvision 60ft; Perception +10
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Defense
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AC 21, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 deflection)
hp 104 (1d12+9d8+47)
Fort +14 (+20 vs poison), Ref +13, Will +6
Resist Fire 5, Cold 5, Electricity 5
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Offense
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Speed 30 ft., fly 60 ft.
Ranged MW Mighty (+4) Composite Longbow +12/+7 (1d8+4/x3)
Melee +1 furious adamantine greatsword +10/+5 (2d6+4/19-20x2)
Special Attacks Bomb +12 (4d6+7+Splash/x2) (17/day) (Splash dc 21)
Spell-Like Abilities darkness (1/day, CL 10)
Alchemist Extracts Prepared (CL 9):
Level 3 (5/day) heroism, resinous skin, remove blindness/deafness
Level 2 (6/day) bull's strength, bull's strength, false life, see invisibility
Level 1 (7/day) long arm, long arm, shield, shield
Mutagen Prepared
Mutagen grants +4 alchemical bonus to Strength, -2 penalty to Int, and a +4 alchemical bonus to natural armor for 90 minutes.
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Statistics
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Str 14, Dex 18, Con 16, Int 25, Wis 7, Cha 5
Base Atk +7; CMB +9; CMD 24 (25 v grapple)
Feats Extra Bombs, Throw Anything, Toughness, Extra Rage, Power Attack, Raging Vitality, Iron Will
Traits Unstable Mutagen, Bruising Intellect
Skills Acrobatics +17, Appraise +11, Bluff -1, Climb +6, Craft (Alchemy) +29, Diplomacy +10, Disable Device +18, Fly +25, Heal +2, Intimidate +20, Kn Arcana +11, Kn Dungeoneering +8, Kn Engineering +8, Kn Geography +8, Kn History +8, Kn Local +11, Kn Nature +11, Kn Nobility +11, Kn Planes +8, Kn Religion +8, Linguistics +20, Perception +10, Sleight of Hand +15, Spellcraft +20, Survival +2, Swim +6
Languages Common (Taldane), Abyssal, Infernal, Draconic, Goblin, Orc, Elven, Dwarven, Thassilonian, Azlanti, Undercommon, Celestial, Kelish, Osiriani, Ancient Osiriani, Ignan, Terran, Auran, Aquan
SQ Mutagen (dc 20), prehensile tail
Combat Gear acid, pellet grenade (adamantine) Other gear adamantine arrows (10), alchemist's crafting kit, alchemist's lab, antiplague, antitoxin, arrows (10), belt of physical might +2 (Dex/Con), belt pouch, bladeguard, blunt arrows (20), boots of speed, candle, canteen, +1 chain shirt (mithral), chalk, charcoal (2 sticks), clear spindle ioun stone (slotted in wayfinder), cloak of resistance +3, cold iron arrows (20), cold iron morningstar, crowbar, dagger (Smine), earplugs, flint and steel, formula book, +1 furious adamantine greatsword, headband of vast intelligence +4 [Craft (alchemy) and Fly], ink, inkpen (x2), ioun torch, journal, masterwork backpack, masterwork mighty (+4) composite longbow, masterwork thieves' tools, measuring cord, mess kit, mirror, mug, oil of bless weapon (x2), parchment (10 sheets), pickpocket's outfit, powder, ring of protection +1, rope (silk), scroll of remove paralysis, shadow essence (x3), signal whistle, smoked goggles, trail rations (4 days), universal solvent (x3), wand of cure light wounds (29 charges), wayfinder, whetstone
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Special Abilities
Alchemy +9 (Su) +9 to Craft (Alchemy) checks, can use Craft (Alchemy) to identify potions. Used to create extracts. Extracts may only affect Boom.
Bomb 5d6+7 (17/day) (DC 20) (Su) Thrown Splash Weapon deals 5d6+7 fire damage. Splash damage 12. DC 21 Reflex save for half damage on splash only.
Mutagen (DC 21) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 natural armor for 80 min. Modified by Unstable Mutagen.
Unstable Mutagen (Su) Creating mutagen grants additional bonuses or penalties.
Rage (13 rounds/day) (Ex) Grants +4 morale bonus to Strength, +6 morale bonus to Constitution, +2 moral bonus to Will saves, and -2 penalty to AC. Fatigue for x2 rounds spent in rage follows. Cannot rage will fatigued or exhausted. Cannot use most Cha, Dex, or Int based skills or any ability which requires patience or concentration.
Controlled Rage (Ex) Instead of normal rage, may apply +4 morale bonus to one physical ability score or +2 morale bonus to two physical ability scores. No Will save bonus or AC penalty. May still use most abilities not otherwise allowed under rage.
Crowd Control (Ex) Grants +1 bonus on attack rolls and +1 dodge bonus to AC when adjacent to two or more enemies. Grants +1 bonus on Intimidate checks to influence crowds.
Precise Bombs (Su) May select up to 7 squares not affected by splash of a bomb.
Lingering Spirit (Ex) Boom is difficult to kill. She dies at a negative hit point total equal to 10 plus her Constitution score and can only be killed by Constitution drain or damage once her total equals -5 Con.
Poison Resistance (Ex) Grants +6 bonus on Fortitude saves against poisons.
Poison Use (Ex) Cannot accidentally poison self when handling poisons.
Swift Alchemy (Ex) Creating alchemical items take half of normal time. Mixing an extract takes 5 rounds; mixing a mutagen takes 30 minutes. Can apply poison to a weapon as a move action.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Power Attack (Ex) May choose to take -2 penalty on all attack rolls for turn to receive +4 bonus to damage rolls instead. Bonus is +6 for two handed weapons.
Throw Anything (Ex) Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Raging Vitality (Ex) Con bonus during rage increases by +2, can continue to expend rounds of rage while unconscious.
Wings (discovery) (Ex) Boom grew a pair of bat-like wings that allow her to fly (speed 60ft, maneuverability good) as per the fly spell for 9 minutes per day (in 1 min increments).
Force Bombs (Su) Instead of normal damage, Boom can choose to have a bomb deal force damage equal to 6d4+7 (splash damage 13). A target directly hit with a force bomb must succeed on a DC 21 Reflex saving throw or be knocked prone.
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Formulae Known (61 pages)
Level 3 heroism, remove blindness/deafness, remove curse, remove disease, resinous skin, tongues, water breathing, gaseous form
Level 2 alchemical allocation, bull's strength, cure moderate wounds, detect thoughts, false life, fire breath, invisibility, lesser restoration, resist energy, see invisibility, spider climb
Level 1 comprehend languages, crafter's fortune, cure light wounds, detect secret doors, disguise self, endure elements, enlarge person, expeditious advance, heightened awareness, identify, jump, longarm, shield, targeted bomb admixture, touch of the sea, truestrike

Raging and Buffed Stats:

Boom Suburrae
Female Tiefling Barbarian (Urban) 1/Alchemist 9
CG Medium Outsider (Native)
Init +4; Senses see invisible, Darkvision 60ft; Perception +12
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Defense
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AC 28, touch 16, flat-footed 17 (+6 armor, +4 Dex, +1 deflection, +4 natural, +4 shield, +1 dodge, -2 rage)
hp 134 (1d12+9d8+45+30)
Fort +18 (+24 vs poison), Ref +17, Will +8
Defenses DR 5/piercing Resist Fire 5, Cold 5, Electricity 5
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Offense
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Speed 360 ft., fly 90 ft.
Space 5 ft. Reach 10 ft.
Ranged MW Mighty (+4) Composite Longbow +15/+15/+10 (1d8+4/x3)
Melee +1 furious adamantine greatsword +19/+19/+14 (2d6+21/19-20x2)
Special Attacks Bomb +15 (5d6+6+Splash/x2) (17/day) (Splash dc 21)
Spell-Like Abilities darkness (1/day, CL 10)
Alchemist Extracts Prepared (CL 9):
Level 3 (4/day) heroism, resinous skin, remove blindness/deafness
Level 2 (6/day) bull's strength, false life, see invisibility
Level 1 (6/day) shield, long arm
Mutagen Prepared
Mutagen grants +4 alchemical bonus to Strength, -2 penalty to Int, and a +4 alchemical bonus to natural armor for 90 minutes.
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Statistics
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Str 26, Dex 18, Con 22, Int 23, Wis 7, Cha 5
Base Atk +7; CMB +17; CMD 31 (32 v grapple, 35 v disarm)
Feats Extra Bombs, Throw Anything, Toughness, Extra Rage, Power Attack, Raging Vitality, Iron Will
Traits Unstable Mutagen, Bruising Intellect
Skills Acrobatics +19, Climb +14, Fly +27, Heal +4, Intimidate +22, Perception +12, Survival +4, Swim +14

Active or Usable Boons:

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation.

Explore, Report, Cooperate [USABLE]: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less.

Friend of Janira Gavix [ACTIVE]: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Dragonkiller [USABLE]: You defeated Aralantryx, the Shadow Lodge's enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.

Snowmask Induction [ACTIVE]: You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title of Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.

Debt of the Cyphers [ACTIVE]: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge Arcana and Linguistics checks when you consult with Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

Riddleport Respect [ACTIVE]: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

House Thrune's Favor [ACTIVE]: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of House Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish Government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

Evenhanded Investigator [ACTIVE]: By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.

Koboldfriend [ACTIVE]: You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.

Background:

An Andoren knight on a mission in Cheliax helped a fiendish thrall escape bondage under House Thrune, and on the sea voyage to freedom in Absalom a child was conceived. The father quickly departed after arrival, presumably on another mission, and the mother died in childbirth. Her daughter was taken in by a local orphanage, where she led an estranged life from her fellows on account of her claws, tail, and other strange features. From a young age, she was a perennial troublemaker, somehow managing to sneak volatile chemicals from nearby apothecary shops and create violent explosions for her own amusement -- though she took great care never to let these explosions harm others or cause unnecessary destruction. The other children took to simply calling her Boom, since few of them talked to her.

When Boom had grown almost to adulthood, a paladin of the Silver Crusade visited her orphanage in Absalom. An untimely explosion very nearly disrupted the bestowal of an Silver Crusade endowment, but the paladin laughed it off and wisely noted Boom's great intelligence and skill in improvised alchemy. The next day, Boom was taken to a Venture-Captain as a candidate for training. The Society has since given Boom a wealth of specialized training and a lab to work in, away from the hard life of the streets she wandered in earlier days. She holds fierce loyalty to the Society as a result.

Though extremely intelligent, Boom's more isolated childhood and inherently trusting nature has left her with relatively little common sense and a lack of social graces -- though these are born more out of appearance, a biting wit, clueless etiquette, and a propensity giggle endlessly than out of any real unfriendliness.

Tactics and Play Style:

Type: Variable (variable)

Boom is all about versatility. Between mutagens, rage, controlled rage, and formulae, Boom has access a highly fungible range of powerful buffs to boost her stats. This makes her an equally formidable melee bruiser, ranged bomber, spellcaster, walking dictionary, or finesse role-player. Boom can fill whatever role the party needs and the situation calls for.

That said, although Boom does a lot of things really really well, when she doesn't do something well she REALLY doesn't do it well virtue of a WIS 7 and CHA 5. For example, her cloistered childhood at an Absalom orphanage has manifested in a 'face-value' approach to life and society. Lying does not come naturally, nor does suspicion, as Boom prefers to instead intimidate others with fire when they become troublesome.