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Uzbin Parault

Ezrek Filosten's page

1,007 posts. Pathfinder Society character for Hawkwen Agricola.


Full Name

Ezrek Filosten

Race

Human

Classes/Levels

Alchemist (Cryptbreaker) 12

Gender

AC25/T18/F20/CMD29||HP58[100]|F:+13;R:+15;W+7|Percept.+16(+22 trapspotter)|Init.+5

Size

Medium

Age

36

Alignment

NG

Deity

Nethys

Location

Absalom

Languages

Abyssal, Aklo, Common, Draconic, Dwarven, Kelish, Orc, Osirion, Shoanti, Thassilonian, Undercommon, Varisian

Occupation

Pathfinder

Strength 14
Dexterity 20
Constitution 16
Intelligence 21
Wisdom 12
Charisma 12

About Ezrek Filosten

Ezrek Filosten
PFS# 65114-6
Male Human (Keleshite) Alchemist (Crypt Breaker) 12
NG Medium humanoid (human)
Init +5; Senses Perception +16
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Defense
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AC 25, touch 18, flat-footed 20 (+6 armor, +5 Dex, +1 natural, +2 deflection)
hp 100 (12d8+37)
Fort +13, Ref +15, Will +7
Immune poison
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Offense
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Speed 30 ft.
Melee masterwork cold iron light mace +12/+7 (1d6+2) and
. . masterwork silver dagger +12/+7 (1d4+1/19-20)
Ranged bomb +15/+10 (6d8+5 Acid) and
. . darkwood light crossbow +15 (1d8/19-20) and
. . frost bomb +15/+10 (6d6+5 Cold)
Special Attacks bomb 19/day (6d6+5 fire, DC 21), discoveries (explosive bomb, fast bombs, frost bomb, greater mutagen, infusion, mutagen, precise bombs, trap spotter, wings)
Alchemist (Crypt Breaker) Spells Prepared (CL 12th; concentration +17):
4th—dragon's, breath, greater invisibility, stoneskin
3rd—displacement, haste, haste, haste
2nd—cat's grace, detect thought, darkvision, false life, see invisibility
1st—bomber's eye, enlarge person (DC 16), shield, true strike
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 16, Int 21, Wis 12, Cha 12
Base Atk +9; CMB +11; CMD 29
Feats Extra Bombs, Extra Discovery, Extra Discovery, Extra Discovery, Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Traits goldfinger, scholar of ruins
Skills Appraise +11, Craft (alchemy) +20 (+32 to create alchemical items), Diplomacy +5, Disable Device +27, Fly +17, Heal +8, Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +12, Knowledge (nobility) +6, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +17, Perception +16 (+22 to locate traps), Profession (brewer) +5, Sense Motive +13, Sleight of Hand +10, Spellcraft +20, Stealth +7, Survival +6, Use Magic Device +7; Racial Modifiers alchemy
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Giant, Infernal, Kelish, Orc, Osiriani, Osiriani, Ancient, Polyglot, Shoanti, Terran, Thassilonian, Undercommon, Varisian
SQ crypt breaker's draught, fast poisoning, mutagen, poison use, swift alchemy, trapfinding +6
Combat Gear boro bead (1st level), boro bead (1st level), boro bead (2nd level), cold iron crossbow bolts (30), extend metamagic rod (lesser), jingasa of the fortunate soldier, oil of magic weapon, potion of cure serious wounds, scroll of restoration, lesser, wand of cure light wounds, acid (9), air crystal (4), alchemist's fire (10), antiplague (2), antitoxin (2), bladeguard, bottled lightning (9), holy water (3), liquid ice (8), pellet grenade, iron (2), thunderstone (3), vermin repellent, weapon blanch (ghost salt), weapon blanch (silver) (2); Other Gear +2 mithral chain shirt, darkwood light crossbow, masterwork cold iron light mace, masterwork silver dagger, admixture vial, amulet of natural armor +1, belt of incredible dexterity +6, cloak of resistance +2, handy haversack, headband of vast intelligence +4, hybridization funnel, ioun stone (clear spindle), ioun stone (pink rhomboid), ioun torch, preserving flask (1st level), preserving flask (1st level), preserving flask (1st level), ring of protection +2, wayfinder, alchemy crafting kit, belt pouch, earplugs, flint and steel, formula book, grappling bolt, ink, black, inkpen, portable alchemist's lab, smoked goggles, sunrod, thieves' tools, masterwork, trail rations (3), traveler's outfit, waterproof bag, waterproof bag, wrist sheath, spring loaded, wrist sheath, spring loaded, 274 pp, 2,004 gp, 5 sp, 2 cp
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Special Abilities
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Admixture vial (1/day) Combine two extracts (max 3rd level) into one, as combine extracts discovery.
Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bomb 6d6+5 (19/day) (DC 21) (Su) Thrown Splash Weapon deals 6d6+5 fire damage.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Boro bead (2nd level) (1/day) Recharge a consumed extract of the chosen level.
Crypt Breaker's Draught (Su) 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 drau
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Foreign Contact (empty) (Absalom) +4 to Know (local) & Diplomacy to gather info in same city as contact.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Immunity to Poison You are immune to poison.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Ioun stone (clear spindle) Sustains bearer without food or water.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 21) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 120 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (5 squares) (Su) 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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scroll of restoration, lesser Add this item to create a scroll with spells on it.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Wings (12 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

Special Equipment:
20 Cold Iron Bolts w/ Alchemical Silver
10 Cold Iron Bolts w/ Ghost Salt
3 Acid
4 Alchemist's Fire
2 Liquid Ice
3 Bottled Lightning
Wand of CLW 48/50 chrgs.

0/18 bombs used.

Formula Book:

Lvl 1-Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Detect Secret Doors, Endure Elements, Enlarge Person, Expeditious Retreat, Identify, Longshot, Shield, Targeted Bomb Admixture, Touch of the Sea, True Strike
Lvl 2-Aid, Alchemical Allocution, Barkskin, Bear's Ebdurance, Blur, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkvision, False Life, Fire Breath, Fox's Cunning, Invisibility, Levitate, Resist Energy, Restoration, Lesser, See Invisibility, Spider Climb, Undetectable Alignment
Lvl 3-Arcane Sight, Cure Serious Wounds, Darkvision, Communal, Displacement, Fly, Haste, Heroism, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy, Communal, Water Breathing
Lvl 4-Arcane Eye, Dragon's Breath, False Life, Greater, Freedom of Movement, Invisibilty, Greater, Monstrous Physique II, Restoration, Stoneskin, Tongues, Communal

Scenarios Played:
Intro 3 First Steps: Vision of Betrayal
# 3 EX: The Cyphermage Dilemma
# 51 City of Strangers pt 1- The Shadow Gambit
3 SP Race for the Runecarved Key
# 6 Black Waters
# 8 Slave Pits of Absalom
# 2-01 Before the Dawn pt 1- Bloodcove Disguise
# 3-02 Sewer Dragon’s of Absalom
# 4-18 The Veteran’s Vault (GM)
# 4-11 The Disappeared (GM)
# 3-05 Tide of Twilight
# 3-25 Storming the Diamond Gate
# 4-03 The Golemworks Incident
# 2-26 The Mantis’s Prey (GM)
# 4-22 Glories of the Past pt 1- Halls of Dwarven Lore
# 3-15 The Haunting of Hinojai (GM)
# 4-24 Glories of the Past pt 2- The Price of Friendship
# 40 Hall of Drunken Heroes (GM)
# 3-03 The Ghenett Manor Gauntlet
# 2-04 Shadows Fall on Absalom (GM)
# 4 EX Day of the Demon (GM)
# 4-26 The Waking Rune
# 5-05 The Elven Entanglement (GM)
# 4-04 King of the Storval Stairs
# 28 Lyrics of Extinction (GM)
# 4-25 Glories of the Past pt 3- The Secrets Stones Keep
# 34 Encounter at the Drowning Stones (GM)
# 4-16 Fabric of Reality
# 5 SP Siege of the Diamond City
# 2-18 The Forbidden Furnace of Forgotten Koor (GM)
# 4-20 Words of the Ancients
# 2-08 The Sarkorian Prophecy
# 26 Lost at the Bitter End

[spoiler=Chronicle Boons]


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