Sivit

Nemeia Terreis's page

85 posts. Alias of Aoth Anskuld.


Race

Tiefling

Classes/Levels

Alchemist (Vivisectionist) 11

About Nemeia Terreis

NEMEIA TERREIS CR 10
Female Tiefling Alchemist (Vivisectionist) 11
LN Medium Outsider (Native)
Init +8; Senses Darkvision (60 feet); Perception +13
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DEFENSE
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AC 30, touch 19, flat-footed 21. . (+9 armor, +8 Dex, +2 natural, +1 dodge)
hp 105 (11d8+33)
Fort +10, Ref +15, Will +2
Immune poison; Resist cold 5, electricity 5, fire 5
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OFFENSE
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Spd 30 ft.
Melee +2 Agile Silversheen Sickle +15/+10 (1d6+7/20/x2) and
. . Gauntlet (from Armor) +13/+8 (1d3+5/20/x2) and
. . Unarmed Strike +13/+8 (1d3+5/20/x2)
Ranged +1 Shock Paueliel Crossbow, Light +17/+12 (1d8+1/19-20/x2)
Special Attacks Bleeding Attack +6, Sneak Attack +6d6
Alchemist (Vivisectionist) Spells Known (CL 11, 4 melee touch, 16 ranged touch):
4 (3/day) Invisibility, Greater (DC 19), Invisibility, Greater (DC 19), Fluid Form (DC 19)
3 (5/day) Haste (x2) (DC 18), Protection from Arrows, Communal (DC 18), Resist Energy, Communal (DC 18)
2 (5/day) Barkskin (x2), Invisibility (DC 17), Invisibility (DC 17)
1 (7/day) Reduce Person (DC 16), Shield (DC 16), Detect Secret Doors, True Strike (DC 16)
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STATISTICS
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Str 8, Dex 20/26, Con 14/16, Int 16/20, Wis 10/8, Cha 8
Base Atk +8; CMB +7; CMD 26
Feats Brew Potion, Combat Reflexes, Dodge, Mobility, Piranha Strike -3/+6, Spring Attack, Throw Anything, Weapon Finesse
Traits Bandit (River Kingdoms): Stealth, Extremely Fashionable: Bluff
Skills Acrobatics +17, Bluff +16, Climb -3, Diplomacy +11, Disable Device +20, Escape Artist +6, Fly +10, Heal +18, Intimidate +0, Knowledge (Arcana) +9, Knowledge (Nature) +18, Perception +13, Ride +6, Sense Motive +10, Sleight of Hand +10, Spellcraft +10, Stealth +25, Swim -3, Use Magic Device +13 Modifiers Alchemy +11
Languages Abyssal, Common, Draconic, Elven, Gnome, Infernal, Orc
SQ Fast Poisoning (Swift Action) (Ex), Healing Touch, Infusion, Muleback Cords, Mutagen (DC 20) (Su), Nourished by ash, cinders, dust and sand, Poison Use, Spontaneous Healing (55/day), Swift Alchemy (Ex), Torturous Transformation, Wings (11 minutes/day)
Combat Gear +1 Shock Paueliel Crossbow, Light, +2 Agile Silversheen Sickle, Celestial Armor, Masterwork Cold Iron Bolts, Crossbow (50); Other Gear Belt of Physical Might, DEX & CON +2, Courtier's outfit, Headband of Vast Intelligence, +4: Diplomacy, Sense Motive, Jewelry, Muleback Cords, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Noble's outfit, Potion of Cure Moderate Wounds, Potion of Cure Moderate Wounds, Potion of Cure Moderate Wounds, Shinobi shozoku, Signet ring, Wand of Ant Haul, Wand of Cure Moderate Wounds
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SPECIAL ABILITIES
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Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bandit (River Kingdoms): Stealth +1 to Stealth checks, Stealth is always a class skill for you.
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage per round.
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your dexterity bonus. You may also make attacks of opportunity while flat-footed.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The
Immunity to Poison You are immune to poison.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Mobility +4 to AC against some attacks of opportunity.
Muleback Cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Mutagen (DC 20) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Nourished by ash, cinders, dust and sand You can eat and gain nourishment from ash, cinders, dust, and sand.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Spontaneous Healing (55/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Spring Attack You can move - attack - move when attacking with a melee weapon.
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.
Torturous Transformation At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as p
Wings (11 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
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Nemeia was born in Cheliax, in the city of Westcrown.

As a tiefling, she didn't have the easiest of lives, but at least in Cheliax she was somewhat accepted, even if as a second class citizen. When she was a teen, her intelligence paid off, and she was taken as an apprentice by an open minded alchemist who worked for the Wiscrani beaurocracy. He trained her in alchemy, and other scientific pursuits.

In her work for the government, she was noticed by the slightly more...covert...agents of Cheliax. Her mental acuity as well as her good physical condition led them to recruit Nemeia as an agent for a covert organization run by General Gorthoklek, the Queen's regent.

In her capacity as a secret agent, Nemeia received training in spycraft and combat, as well as specialized training for her alchemical skill. All in all, she felt very fulfilled as an agent for the government, and keeping the peace and helping the prosperity of her kingdom made her feel like she's doing what she should.

Recently, Nemeia's handler called her in to the palace, and handed her what she said was was an important new assignment. "Agent Nemeia, you are to immediately cease work on all other cases and travel to Tian Xia, to the city of Goka. There you will enter the Ruby Phoenix tournament. We need you to do whatever it takes to win it; General Gorthoklek insists that obtaining the prize is vital to Chelish security."