Irabeth Tirabade

Nisany Blim's page

615 posts. Alias of Deaths Adorable Apprentice.


Race

HP 20 (20)/30|AC-19 T-15 FF-14 | F+2 R+4 W+7 |CMB+3 CMD15 | Init+2 | Perc +9 | Channel 3d6, 2/4 per day, 30ft, DC15, neg 3 square | Spells (1st - 1/7, 2nd 0/6, 3rd 4/4)

Gender

female CG Half Orc Oracle of Life 6

About Nisany Blim

A short female Gnome with vibrant leaf green hair filled with strands of beads, bits of metal, little shells, and twisting braids. Her hunter green eyes are wide and inquisitive. Pale pinkish skin has thin lines of green swirling around on her face, down her neck, and along the visible parts of her arms. It is safe to assume that these lines travel her whole form. The tips of her fingers are stained black.

She has a pair of scuffed and singed leather boot on her feet. Her legs are wrapped in leather breeches and she has a multi colored scarf tied at her waist that hangs like a short skirt. A dark red vest hangs open over a blue peasant shirt. And two empty bandoliers cross her chest. Well used brown leather fingerless gloves cover her hands and she has a few bracelets around each wrist. A tattered travel stained grey cloak hangs from her shoulders and a equally tatter backpack that is nearly bursting at the seams sits next to her.

Nisany Blim, female, half orc, Oracle of Life 6, CG
Init +2; Senses low light vision
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex,)
hp 30 (1/2 dice +1 + con) d8
Fort +2 class, +0 mod = 2
Ref +2 class, +2 mod = 4
Will + 5 class, +2 mod = 7
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Offense
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Speed 30 ft.
Melee mithral dagger -1 (1d3-1 19-20x2)
Ranged
Special Attacks
[Class] Spells Known (CL 6th; concentration +7)
. . 3rd (4/day) - bestow curse, neutralize poison, Cure Serious Wounds
. . 2nd (6/day) - lesser restoration, Cure Moderate Wounds, Bear’s Endurance, Resist Energy, Flaming Sphere, Scorching Ray
. . 1st (7/day) - Cure Light Wounds, detect undead, Shadow Trap, Shield of Faith, Hedging Weapons, burning hands, Weapons Against Evil
. . 0th (6 at will) - Read Magic, Stabilize, Detect Magic Guidance, Mending, Create Water, Enhanced Diplomacy
Channel (2d6, 30ft, DC 14, can negate cha mod of squares)
Spell-Like Abilities (CL th; concentration +3) +1 to DC of any illusion I cast
1/day —dancing lights, ghost sound (DC13 will), prestidigitation, speak with animals
Only in the Forest: 1/day Virtue, Know Direction, Light, Nature's path
Mystery spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).
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Statistics
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Str10 Dex14 Con10 Int14 Wis14 Cha16
Base Atk +4; CMB+3; CMD 15
Feats: Eschew Materials, Selective Channel

Skills: 4+1+mod / *is a background skill
Acrobatics (Dex) +2 rank, +2 mod, +3 class, +1 trait =8
Appraise (Int) +5* rank, +2 mod, +3 class = 10
Bluff(Cha) +3 rank, +3 mod, +3 class, +1 trait = 10
Craft (alchemy) (Int)+3* rank, +2 mod, +3 class =8
Craft (cooking) (Int)+1* rank, +2 mod, +3 class =6
Diplomacy (Cha) +2 rank, +3 mod, +3 class = 8
Handle Animal(Cha) +1 rank, +3 mod, +3 class = 7
Heal (Wis), +2 rank, +1 mod, +3 class = 6
Knowledge (history) (Int),+4 rank, +2 mod, +3 class = 9
Knowledge (nature) +3 rank, +2 mod, +3 class = 8
Knowledge (planes) (Int), 3 rank, +2 mod, +3 class = 8
Knowledge (religion) (Int), +3 rank, +2 mod, +3 class = 8
Linguistics(Int)+1 rank, +2 mod, +3 class, +1 trait = 7
Perception (Wis) +4 rank, +2 mod, +3 class = 9
Profession (Wis),
Sense Motive(Wis) +4 rank, +2 mod, +3 class = 9
Sleight of Hand (Dex)+3* rank, +2 mod, +3 class =8
Survival (Wis) +2 rank, +1 mod, +3 class = 6
Stealth(Dex)+5 rank, +2 mod, +3 class = 10
Spellcraft (Int) +4 ranks, +2 mod, +3 class = 9
Traits:
Etymologist (Gnome)
Benefit: You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
Convincing Liar
You’ve spent your life perfecting the art of half-truths in order to accomplish what you need to.
Benefit: You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (bluff is a class skill for you.
Reckless
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield.
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Doubt
You lack confidence in your abilities or confidence in the universe at large.
Effect: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
Languages: Common, Gnome, Sylvan, Elven, Dwarven, Orc, Halfling
SQ

Other Gear: chainshirt
Other Gear: 54pp, 15gp, 9 sp, 10cp
In the Bank430gp
explorers outfit, formula book, grappling hook 1gp, dagger 1gp, hemp rope 1gp, studded leather armor 25gp, 3 gp on jewelry (bracelets, a ring, beads in her hair)
Alchemist’s Kit 40 gp This kit includes an alchemy crafting kit (An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was previously called an “alchemist’s kit”, and was renamed to avoid confusion with the set of adventuring gear called an “alchemist’s kit.”) ), a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.
Cooking Kit 3 gp kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Grooming Kit 1 gp This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Thieves Tools 30gp. This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.
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Special Abilities
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Channel (Su):
You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Blackened
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
EFFECT
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.

Back-story :

Hi! I am Nisany Blim. Not really sure why you would want to know about me but I am writing it down anyways. Think of it as a cautionary tale, cause I have screwed up a fair bit in my youth. My grandfather loves to tell me I am still in my youth and I have a long way to go. With any luck he is right and I will outlive my mistakes, but I have not yet. Kinda looking forward to actually.

Anyways, so a few years ago I was what my parents called a wild child. I have a fondness for sneaking out and getting into things I should not. I still do those things by the way. I just don't do everything I used to do. This city has very different rules than back home. So sneaking out, stealing, drinking, excreta excreta.. It was a lot of fun. So much fun!

But I never realized it was fun at the expense of others. Looking back I now know that starting tavern brawls can cause problems for the owners of that tavern. That can be a lot of coin to fix. And that startling the horses or cows to stampede is funny and also dangerous. But what got it though my rather thick head was when I saw firsthand what I did to someone else. Now I have injured myself plenty of times and I am rather sturdy.

So this incident was a few years ago. I borrowed someone's wagon after a night at the tavern and well I love going fast. So I pushed the horse it running. Not a kind thing to the horse either. During this little run there was a bump. I thought it was a, I don't know cause there was screaming almost immediately. I hate that sound, the sound of people in pain. And this time I know I caused it. Well I had to help her into the wagon and slowly get her to the temple.

Damn priests apparently could not fix it. I worked off sweat dept to them for quite some time too as payment along with whatever coin I could manage. Nothing seemed to fix that damn girls leg and I feel horrible for it. My parents kicked my out, no one in town liked me anymore except that idiot I hit. Who by the way is now a holy woman. And don't tell her I called her an idiot.

I sent off a letter to my grandfather and he agreed to help me. Coin is what we need. Either to pay for better healers or maybe I can figure out this lovely book I found. Alchemy is not divine magic but I can heal. It is gonna take me awhile but I have her whole life to try to make up for my misdeeds."

Feat plan:

1=throw anything, brew potion, Point-Blank Shot
3= precise-shot
5= Extra Discovery
7=

Discovery Plan:

2= Infusion
4= Explosive Bomb*
5=precise bombs
6= Wings

Half-orc Racial Traits:

• Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
• Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Half-orcs have a base speed of 30 feet.
• Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
• Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
OFFENSE RACIAL TRAITS
• Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces orc ferocity..
• Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character..
SENSES RACIAL TRAITS
• Darkvision: Half-orcs can see in the dark up to 60 feet.
OTHER RACIAL TRAITS
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
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Alchemist Info:
Alchemy= Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fireand smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create analchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potionnormally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless materialcomponents of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligencemodifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist'sIntelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist'sIntelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Trap Breaker Archetype:

Trap BreakerThis archetype can be taken by a character's torchbearer, as well as other characters that qualify.
Trap breakers forgo the study of poison to instead master the construction and deployment of traps, using their nimble fingers to disable dangerous devices and their alchemical knowledge to create devastating land mines
Trapfinding Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.
This ability replaces poison use and poison resistance +2
Explosive Disarm At 5th level, a trap breaker can attempt to disarm a mechanical trapby detonating it rather than disarming it with a Disable Devicecheck. As a full-round action, a trap breaker may expend one of his bombs to make a ranged touch attack against a trap, using thetrap's Disable Device DC as its AC. If the attack misses, the bomb'ssplash damage activates the trap. If the attack hits, the bomb deactivates the trap without setting it off. The trap breaker must both know the location of the trap and be able to reach the trap'strigger with a ranged touch attack in order to use this ability. At 8th level, a trap breaker can disarm magic traps with this ability.
This ability replaces poison resistance +4 and poison resistance +6.
Land Mine At 6th level, a trap breaker can turn his bombs into land mines. Setting a land mine is a full-round action that provokes attacks of opportunity. The land mine fills a single 5-foot square, and can't be placed in the same space as another trap, land mine, or magic trap. The trap breaker can arm the land mine with any bomb he is eligible to use, and the effects of this bomb are immediately transferred to the land mine. Creating a land mine uses up two of the alchemist's bombs per day. The DCs for Perception checks to notice the land mine, Disable Device checks to disable it, and saving throws to avoid its effects are equal to 10 + 1/2 the alchemist's level + hisIntelligence modifier. All alchemist land mines are mechanical traps with the qualities Trigger: location and Reset: none. Land mines last for 1 day per alchemist level or until they are triggered, whichever comes first.
This ability replaces swift poisoning.
Mine Engineering At 10th level, a trap breaker's expertise in improving explosives allows him to create land mines with minimal expense. Creating a land mine uses up only one of the alchemist's bombs per day.
This ability replaces poison immunity