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Uzbin Parault

Ezrek Filosten's page

1,173 posts. Pathfinder Society character for Hawkwen Agricola.

Full Name

Ezrek Filosten




Alchemist (Cryptbreaker) 16


AC28(38)/T18(22)/F23(33)/CMD32(38)||HP213[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9)












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



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

About Ezrek Filosten

Ezrek Filosten
Male human (Keleshite) alchemist (crypt breaker) 16
NG Medium humanoid (human)
Init +5; Senses Perception +23
AC 28, touch 18, flat-footed 23 (+8 armor, +2 deflection, +5 Dex, +1 luck, +2 natural)
hp 136 (16d8+53)
Fort +15, Ref +17, Will +11
Immune poison
Speed 30 ft.
Melee mwk cold iron light mace +15/+10/+5 (1d6+2) or
. . masterwork silver dagger +15/+10/+5 (1d4+1/19-20)
Ranged bomb +18/+13/+8 (8d8+7 Acid) or
. . darkwood light crossbow +18 (1d8/19-20) or
. . dispelling bomb +18/+13/+8 () or
. . force bomb +18/+13/+8 (8d4+7 Force) or
. . frost bomb +18/+13/+8 (8d6+7 Cold)
Special Attacks bomb 25/day (8d6+7 fire, DC 25), enhanced alkahest
Alchemist (Crypt Breaker) Extracts Prepared (CL 16th; concentration +23)
. . 6th—monstrous physique IV, open
. . 5th—monstrous physique III, spell resistance, open
. . 4th—dragon's breath (DC 21), greater false life[UM], greater invisibility, stoneskin, open
. . 3rd—displacement, haste, haste, haste, communal resist energy, open
. . 2nd—blur, cat's grace, darkvision, detect thoughts (DC 19), invisibility, see invisibility, open
. . 1st—bomber's eye, enlarge person (DC 18), shield, targeted bomb admixture, targeted bomb admixture, true strike, open
Str 14, Dex 20, Con 16, Int 24, Wis 18, Cha 12
Base Atk +12; CMB +14; CMD 32
Feats Clustered Shots[UC], Extra Bombs[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Traits gold finger, scholar of ruins
Skills Acrobatics +10, Appraise +15, Craft (alchemy) +25 (+41 to create alchemical items), Diplomacy +5, Disable Device +30, Fly +20, Heal +11, Knowledge (arcana) +20, Knowledge (dungeoneering) +15, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +15, Knowledge (nobility) +10, Knowledge (planes) +15, Knowledge (religion) +12, Linguistics +23, Perception +23, Profession (brewer) +8, Sense Motive +20, Sleight of Hand +10, Spellcraft +25, Stealth +20, Survival +10 (+12 to avoid becoming lost), Use Magic Device +20
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Kelish, Necril, Orc, Orvian, Osiriani, Osiriani, Ancient, Polyglot, Shoanti, Sylvan, Terran, Thassilonian, Triaxian, Undercommon, Varisian
SQ alchemy (alchemy crafting +16), crypt breaker's draught, discoveries (dispelling bomb, explosive bomb, fast bombs, force bomb, frost bomb, grand mutagen, greater mutagen, infusion, mutagen[UM], precise bombs [7 squares], trap spotter, wings[UM]), mutagen (+8/+6/+4/-2, +6 natural armor, 16 hours), poison use, swift alchemy, trapfinding +8
Combat Gear boro bead (1st level)[UE], boro bead (1st level)[UE], boro bead (2nd level)[UE], cold iron crossbow bolts (30), jingasa of the fortunate soldier[UE], oil of magic weapon, potion of cure serious wounds, scroll of lesser restoration, wand of cure light wounds, acid (9), air crystal (4), alchemist's fire (10), antiplague[APG] (2), antitoxin (2), bladeguard[APG], bottled lightning[UE] (9), holy water (3), liquid ice[APG] (8), pellet grenade, iron[UE] (2), thunderstone (3), vermin repellent[UE], weapon blanch (ghost salt), weapon blanch (silver)[APG] (2); Other Gear darkwood light crossbow, masterwork silver dagger, mwk cold iron light mace, clear spindle ioun stone, iridescent spindle ioun stone, pink rhomboid ioun stone, admixture vial[UE], amulet of natural armor +2, belt of incredible dexterity +6, boots of speed, bracers of armor +8, cloak of resistance +2, handy haversack, headband of mental prowess +6 (Int, Wis), hybridization funnel[UE], ioun torch ioun stone[APG], preserving flask (1st level)[UE], preserving flask (1st level)[UE], preserving flask (1st level)[UE], ring of feather falling, ring of protection +2, vest of stable mutation[UE], wayfinder[ISWG], alchemy crafting kit[APG], belt pouch, earplugs[APG], flint and steel, formula book[UE], grappling bolt[UE], ink, black, inkpen, masterwork thieves' tools, portable alchemist's lab[APG], smoked goggles[APG], sunrod, trail rations (3), traveler's outfit, waterproof bag[UE], waterproof bag[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 1,030 pp, 2 gp, 5 sp, 2 cp
Special Abilities
Admixture vial (1/day) Combine two extracts (max 3rd level) into one, as combine extracts discovery.
Alchemy +16 (Su) +16 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 8d6+7 (25/day, DC 25) (Su) Thrown Splash Weapon deals 8d6+7 fire damage.
Boots of speed (10 rounds/day) Affected by haste
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.
Clustered Shots Total damage from full-round ranged attacks before applying DR
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
Dispelling Bomb (CL16) (Su) When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster l
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Enhanced Alkahest (Su) Against undead and constructs, alkahest bombs gain +8 damage and threaten a crit on 19-20.
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 i
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
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
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.
Grand Mutagen (Su) The alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical
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 penalt
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.
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
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
Persistent Mutagen (DC 25) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 16 hours.
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 (7 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.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
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 +8 Gain a bonus to find or disable traps, including magical ones.
Vest of stable mutation No penalty to mental ability scores from mutagens.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Requirements Craft Wondrous Item, light; Cost 250 gp
Wings (16 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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