Poryphanes

Merrick Grenadier's page

73 posts. Alias of Bristor.


Full Name

Merrick

Race

| HP 62/62 | AC 21 T 14 FF 18 | CMB +7, CMD 21 | F: +10, R: +12, W: +7 | Init: +3 | Perc: +13, SM: +0; Kn Arcana +19; Dungeon, Local, Nature +15; Engineer, Planes +8

Classes/Levels

| Speed 30ft | Bombs: 11/15 | Extracts: 1st 5/7, 2nd 5/6, 3rd 4/4 | Active conditions: .

Gender

Male N Tiefling Alchemist (Grenadier) 9

About Merrick Grenadier

Merrick
Male daemon-spawn tiefling alchemist (grenadier) 9
Init +3; Senses darkvision 60 ft.; Perception +13

Out of combat: certainly would make any Knowledge checks when relevant and I have a good Disable Device (+19, up to +22 with mutagen active) should we need it.

Combat:
If need to move or enemies far away, will generally use explosive missile, which is arrow + bomb:
Attk: 1d20+12 [additional modifiers: +3 from mutagen, +5 from Hassam]
dmg = 1d8+4+5d6+9 (assuming PBS is in effect since most common in dungeons; [additional possible modifiers: -1 bomb dmg from mutagen, +5 from Hassam])

Full attack with bombs (fast bombs + rapid shot, w -2 baked in and assuming w/in 30ft):
+9/+9/+4 vs. touch [additional modifiers: +3 from mutagen, +5 from Hassam]
bomb damage: 5d6+9 fire (Int + FCB bonus) [additional modifiers: -1 from mutagen, +5 from Hassam]

stats:

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Defense
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AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
hp 62 (9d8+14)
Fort +10, Ref +12, Will +7
Defensive Abilities fortification 25%; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee bite +2 (1d6)
Ranged +2 darkwood com longbow (str+1) +11/+6 (1d8+2/×3) or
bomb +10/+5 (5d6+8 fire) or
concussive bomb +10/+5 (5d4+8 sonic) or
smoke bomb +10/+5 (smoke) or
stink bomb +10/+5 (stench)
Special Attacks bomb 15/day (5d6+8 fire, DC 20)
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Statistics
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Str 12, Dex 16, Con 13, Int 22, Wis 10, Cha 8
Base Atk +6; CMB +7; CMD 21
Feats: Extra Discovery[APG], Extra Discovery[APG], Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything

Traits: indomitable faith, tomb raider

Skills: Acrobatics +4, Appraise +11, Craft (alchemy) +17 (+26 to create alchemical items), Disable Device +19, Fly +15, Heal +5, Knowledge (arcana) +19, Knowledge (dungeoneering) +15, Knowledge (engineering) +8, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (planes) +8, Perception +13, Sleight of Hand +10, Spellcraft +15, Stealth +7, Survival +7, Use Magic Device +5; Racial Modifiers +2 Disable Device, +2 Sleight of Hand

Languages: Abyssal, Ancient Osiriani, Common, Draconic, Elven, Infernal, Osiriani, Tien

SQ: alchemical weapon, alchemy (alchemy crafting +9), directed blast, discoveries (concussive bomb, explosive missile[UC], fast bombs, precise bombs [6 squares], preserve organs[UM], smoke bomb, stink bomb), mutagen (+4/-2, +2 natural armor, 90 minutes), prehensile tail[ARG], swift alchemy
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+8 (15/day, DC 20) (Su) Thrown Splash Weapon deals 5d6+8 fire damage.
Concussive Bomb (Su) Bomb deals sonic damage with reduced die size.
Darkvision (60 feet) You can see in the dark (black and white only).
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Missile Use bomb with ranged weapon.
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Fortification 25% You have a chance to negate critical hits on attacks.
Mutagen (DC 20) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 90 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 6 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Smoke Bomb (9 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (1 rd) (Su) Smoke bombs also nauseate living in area for 1d4+1 rds after leaving, as stinking cloud.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Prepared Extracts:

1st: Endure Elements, Shield (x2), Targeted Bomb Admixture, Cure Light Wounds, 2 open slots

2nd: Alchemical Allocation (x2), Barkskin, False Life, Resist Energy, See Invisibility

3rd: Displacement (x2), Fly, Heroism

Potions I own and may use with Alchemical Allocation: fly, cure moderate wounds, tongues, water breathing, protection from energy, gaseous form, lesser restoration, remove blindness, neutralize poison

Gear:

Mithral Chain Shirt +4
Cloak of Resistance +3
Ring of Prot +1
headband of int +2
+2 Darkwood Composite Longbow (Str +1)
Handy Haversack
MW Theives Tools
Lantern of Auras
Efficient Quiver
Hybridization Funnel
Journal of Beast Within
Alchemist Lab
Formula Alembic
Wand of CLW (20 charges) [minus 8 post sphinx]

Special arrows: 5 +1 Shock; 2 Elf bane; 20 adamantine; 2 +1 evil outsider bane; 2 tanglefoot; 5 sleep; 4 +1 human bane; 1 +1 frost; 20 silver; 20 cold iron; 19 blunt

Alchemical goods: 3 Alchemist fire; antitoxin, antiplague; alkali flask; 2 bladeguard; impact foam; itching powder; 2 padzhar; smelling salts; smoke pellets; sould stimulant; twitch tonic; vermin repellent; adamantine weapon blanch; wismuth salix