Genie

Pasha Oret's page

80 posts. Organized Play character for hiyami.


Full Name

Pasha Oret

Race

| HP: 8/10 | AC: 12 (12 Tch, 11 Fl) | CMB: +1, CMD: 12 | F: +3, R: +3, W: +1 | Init: +1 | Perc: +5, SM: +1

Classes/Levels

| Speed 20ft | Bomb 1d6+3: 1/6 | Spells: 1st 2/2 | Active conditions: None.

Gender

Female NG Oread Alchemist 1

Size

M

Age

74

Alignment

Neutral Good

Deity

Torag

Languages

Common, Dwarven, Gnome, Halfling, Terran

Strength 12
Dexterity 13
Constitution 12
Intelligence 17
Wisdom 12
Charisma 10

About Pasha Oret

Pasha Oret
Female oread alchemist 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 205)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +1
Resist acid 5
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Offense
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Speed 20 ft.
Melee longspear +1 (1d8+1/×3)
Ranged bomb +2 (1d6+3 fire) or
. . light crossbow +1 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks bomb 6/day (1d6+3 fire, DC 13)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—magic stone
Alchemist Extracts Prepared (CL 1st; concentration +4)
. . 1st—bomber's eye[APG], shield
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Statistics
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Str 12, Dex 13, Con 12, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats Extra Bombs[APG], Self-sufficient, Throw Anything
Traits armor expert, sacred touch
Skills Acrobatics +1 (-3 to jump), Appraise +7, Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +3, Heal +3, Perception +5, Spellcraft +7, Survival +7, Use Magic Device +4
Languages Common, Dwarven, Gnome, Halfling, Terran
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear padded armor, crossbow bolts (10), light crossbow, longspear, alchemist starting formula book, bedroll, belt pouch, blanket[APG], masterwork backpack[APG], silk rope (50 ft.), waterskin, whetstone, 41 gp, 3 sp, 8 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (6/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Faction Journal Card The Exchange
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The Exchange’s board of directors merges the independent wealth of Qadiran merchant-nobility and the resourceful cunning of Sczarni smugglers. There are countless ways to earn a fortune, and the Exchange rewards Pathfinders for any number of them. Members of the Exchange often must choose between an aggressive approach and a more reputable one, and those choices help to shape the faction’s practices. The Exchange now seeks to expand its sphere of influence into thriving extraplanar markets.

Season 8 Rewards:

Slush Fund (2+ goals): You can attempt a Day Job check untrained. When you roll a Day Job check, you always receive at least 25 gp for every two goals you’ve completed. If you expended gold on tolls, bribes, living expenses, or other non-permanent costs during an adventure, your faction reimburses you for the gold spent, to a maximum of the amount you earned on your Day Job check.
Showmanship (4+ goals): Once per adventure, you can use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill.
Unparalleled Supplier (7+ goals): Your access to superior resources makes your team deadlier. You can re-roll a total number of your or your allies’ weapon or spell damage dice per day equal to your number of goals completed; you must use the new result.

Goals:
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

0/1 Visit one of the following planar metropolises during the course of an adventure: Armun Kelist, the City of Brass, the Opaline Vault, or Vialest. While in the city, purchase or sell an item worth at least 100 gp per character level.

0/1 Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check (DC = 15 + your character level).

1/2 Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic. Wounded Wisp

0/2 Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.

0/2 Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Aquan, Auran, Ignan, or Terran. If you do so, check both of this goal’s boxes.

0/1 Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check (DC = 15 + your character level).

0/2 Identify a valuable business prospect during the course of an adventure. Doing so requires a successful Appraise, Knowledge (local), Profession (merchant), Sense Motive, Stealth check (DC = 15 + your character level).

0/3 – 0/2 Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes count as one goal for earning faction rewards; checking all 5 counts as two goals.