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Eva Duram's page

2 posts. Alias of Manijin.

Full Name

Eva Duram




Alchemist 5 (Grenadier Archetype)







Special Abilities

(See Class Features)


Chaotic Good






Common, Elven, Draconic, Aklo, Protean


Sellsword / Herbalist

Strength 19
Dexterity 10
Constitution 12
Intelligence 16
Wisdom 10
Charisma 13

About Eva Duram

I've got a cure for what ails ya.

Eva Duram, originally born Evanastria Daramalumar, never did fit in. Raised in Kyonin, Eva learned the intolerance of the elves the hard way. Older than her half-siblings, yet not old enough to be considered mature by elven standards, Eva was often ridiculed and insulted, which often ended in a busted lip for the accuser.

Eva quickly learned that the only way her colleagues would leave her be was to make insulting her a bad idea, and she used this to her advantage for a time. However, after one drunken bar brawl too many, Eva was exiled from her home and banished from the realm of Kyonin.

Making her way south, Eva quickly realized that the world was a much brighter place than she expected after her treatment in her homeland. The air was just as clean, the sun just as bright, and the sea...

She had never seen the sea before, and now it called out her name. It was a wilderness unlike any she had seen thus far. She made her way as a ship's medic for a time, concocting medicines to aid sick crew members, and even picking up a weapon or two in defense of pirates.

Eventually, she made her way to Absalom, where she decided to settle down and make her home. However, trouble never rests in Absalom. Luckily, Eva never was one for resting anyways.

HP, AC, & Abilities:

HP: 33 (4d8+8+5)
AC: 14 10+3(Armor)+1(Natural)
Strength 17, Dexterity 10, Constitution 12, Intelligence 16, Wisdom 10, Charisma 13

Saving Throws:

Fortitude: +6 4+1+1
Reflex: +5 4+0+1
Will: +4 1+0+2+1

Attack Bonuses:

BAB: +3
Melee: +7
Ranged: +3

Weapons & Attacks:

Earth breaker +8 (2d6+7/x3)
Power Attack +6 (2d6+10/x3)

Dagger +7 (1d4+4, 19-20/x2)

Sling +3 (1d4+4/x2)


Caster Level: 5th

1st (4+1):
2nd (2+1):
3rd ():
4th ():
5th ():
6th ():

Racial Traits:

Medium Size: Half-Elves are Medium creatures, and thus receive no bonuses or penalties due to size.
Speed: Half-Elves have a base speed of 30 feet.
Low-Light Vision: Half-Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Half-Elves are immune to magical sleep effects and gain a +2 racial bonus to saving throws against enchantment spells and effects.
Adaptability: Half-Elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-Elves receive a +2 racial bonus on Perception skill checks.
Arcane Training: Half-Elves with this racial trait have only one favored class, and it must be an arcane spell casting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st level character if they have no levels in the class).
Trait: Failed Apprentice: You gain a +1 bonus to saving throws made against arcane spells.
Trait: Bully: You gain a +1 bonus to Intimidate skill checks, and Intimidate is always a class skill for you.
Favored Class: Sorcerer
Languages: Half-Elves begin play speaking Common and Elven. You also speak the following languages: Aklo, Draconic, and Protean.


Iron Will
Bonus Feat: Skill Focus: Knowledge (Arcana)
Eldritch Heritage: Arcane
Power Attack

Class Features:

Martial Weapon Proficiency: Earthbreaker
Alchemy: You gain a +5 bonus to Craft (Alchemy) checks to create alchemical items.
Bomb 3d6 + Intelligence Modifier, 8/day (Splash DC 15)
Mutagen, 1/day, 10 Minutes/Level: +2 Natural Armor, +4 Strength, Dexterity, OR Constitution, -2 to Intelligence, Wisdom, or Charisma
Throw Anything: You receive Throw Anything as a bonus feat, and you add your Intelligence Modifier to damage rolls with splash weapons.
Discovery: Shock Bomb
Alchemical Weapon: You can infuse a weapon with a single harmful alchemical liquid or powder as a move action.
Bonus Discovery: Precise Bombs
Swift Alchemy: It takes you ½ the time to create alchemical items.
Discovery: Immolation Bomb


Craft (Alchemy): +13 5+3+3+2
Disable Device: +8 5+3+0
Fly: +8 5+3+0
Intimidate: +10 5+3+1+1
Knowledge (Arcana): +14 5+3+3+3
Perception: +10 5+3+0+2
Use Magic Device: +9 5+3+1


+1 Earthbreaker
Masterwork Dagger
Sling, Bullets x20

+1 Studded Leather Armor
+1 Quickdraw Steel Shield
Cloak of Resistance +1
Amulet of Natural Armor +1

Handy Haversack
Alchemist’s Lab
Masterwork Thieves’ Tools
50’ Silk Rope
10’ Pole
Alchemist’s Fire x20
Acid Flask x20
Grappling Hook
Belt Pouch x2
Alchemist’s Fire x2
Ioun Torch
Wand of Cure Light Wounds (25)

55 GP, 7 SP, 3 CP

Formulae Book:

1st: comprehend languages, cure light wounds, endure elements, enlarge person, jump, shock shield, targeted bomb admixture, touch of the sea, true strike,
2nd: ablative barrier, blistering invective, defensive shock, resist energy

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