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Sejanus Corvus's page

31 posts. Alias of Tanner Nielsen.

Full Name

Sejanus Corvus




Alchemist (Grenadier) 6 -- HP 45/45 : AC 16 CMD 17 Touch 13 Flat 15 : dagger+4; 1d4 : bomb+8; 3d6+6 : F +7 R +9 W +4 : INIT +2 Perc +12 CMB +4






Lawful Neutral




Westcrown, Cheliax


Common, Infernal, Dwarven, Abyssal, Giant

Strength 11
Dexterity 14
Constitution 12
Intelligence 22
Wisdom 12
Charisma 8

About Sejanus Corvus


Hair: White
Eyes: Yellow
Height: 6'0"
Weight: 120lb

You see a lanky, huddled figure shrouded in a ragged cloak and hood. It moves with cautious, wary steps and glances furtively about the room. Pulling back the hood, you see a human male. Or at least, something resembling a human male. You might react with some alarm to see that his eyes resemble that of a goat and his hair is chalk-white. Looking closer, you see that a long, sinuous tail sits idly between his feet, dull-gray in color with faint scales resembling a lizard. Besides the ragged cloak, he wears simple leather sandals, a sling pouch over one shoulder, and a small backpack.


Sejanus is a conflicted soul. Despite his natural inclinations toward goodness and charity, he has spent a lifetime under the brutal jackboots of Cheliax. Rigid discipline, as well as the rigors of his apprenticeship, have driven lingering merciful tendencies from him. Combined with his natural intellect, his experiences have left him a serious, calculating individual.


Sejanus was born a slave. This is surprising, considering the general condition of tieflings in Cheliax - most of his kin live their short and dreary lives in the service of nobles. It was a family tradition, in fact - Sejanus was a slave, his father was a slave, and his father and his father before that. At some point in the past, a member of House Corvus hit upon the notion that tiefling slaves, while somewhat of a social stigma, would be less likely to escape than halflings since they could not rely upon anyone to help them in crossing the Chelaxian border. So it was that Sejanus was destined to be a menial servant and laborer.

Once he could walk, Sejanus was set to work, laboring for the greater glory of House Corvus. His master was a second-cousin-by-marriage of the House patriarch, possessed of the wealth necessary to be of the indolent rich. Long hours, numbing labor, and harsh punishments underscored a childhood filled with memories of two indifferent parents. Sejanus' talents were discovered at an early age, when he was assigned to mop the floor of the laboratory of the house alchemist. The next morning, the alchemist returned to find young Sejanus had successfully synthesized a vial of antitoxin. Rather than kill the slave for his imperinence, Sejanus' master was delighted to think that he might become a more valuable slave. That, and the sheer novelty of having a tiefling alchemist working for his House would give him conversation fodder at social events for years to come.

Sejanus began his apprenticeship under the alchemist, spending countless hours poring over manuals and treatises, mixing and preparing any number of medicines and tonics for the nobility of House Corvus. His luck changed, however, when his master was accused of heresy by a cleric of Asmodeus who coveted his riches. Arrested and dragged out of his home for a mock trial, he was executed in a flashy public display to distract from the motives of the cleric. In the resulting chaos, Sejanus grabbed what he could from the wealth of the house and ran into the streets, not quite certain where to go, but knowing that just about anything was preferable to having a worshipper of Asmodeus for a master.

After several bewildering nights on the street, he stumbled into the back of a man while walking along the docks. Luckily for Sejanus, this happened to be an itinerant Pathfinder agent researching the recent closing of the lodge in Westcrown. He became intrigued by Sejanus' story, and guided him toward contacts in the Society who helped Sejanus find work and direction as a Pathfinder. After several years, Sejanus learned that the man who brought him into the Society had died at the hands of Chelaxian agents. He has decided to take up the mission of exploring the lodge in Westcrown in his honor.

Racial Abilities:

Type: Tieflings are outsiders with the native subtype.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Equipment and Money:

dagger (2gp, 1lb), dagger (3) (6gp, 3lb*), composite shortbow (75gp, 3lb*), arrows (20) (1gp, 3lb*), +1 glamered studded leather (3,875gp, 20lb), scarf of vast intelligence +2 (as headband, 6 ranks Acrobatics) (4,000gp, 1lb), cloak of resistance +1 (1,000gp, 1lb), handy haversack (2,000gp, 5lb), alchemist's kit (25gp, 5lb), alchemist's lab (200gp, 40lb*), traveling spellbook (10gp, 1lb*), masterwork thieves tools (100gp, 2lb*), Pathfinder Chronicle (arcana) (50gp, 1lb*), Pathfinder Chronicle (nature) (50gp, 1lb*), masterwork tool (Perception, close/far) (2) (100gp, 2 lb*), masterwork tool (Stealth) (50gp, 1lb*), wrist sheath (2) (2gp, 1lb), chalk (white, red, green, blue) (1sp, --lb*), twine (50ft) (1cp, --lb*), whetstone (2cp, --lb*), signal whistle (8sp, --lb*)

alchemist's fire (4) (24gp, 4lb*), acid flask (4) (12gp, 4lb*), alchemical grease (1.5gp, 1lb*), alchemical solvent (6gp, 0.5lb*), alkali flask (2) (18gp, --lb*), brewed reek (2) (24gp, 2lb*), flash powder (2) (30gp, --lb*), cold iron weapon blanch (3) (45gp, 3lb*), silver weapon blanch (5) (7.5gp, 5lb*), antitoxin (2) (30gp, 2, --lb*), smelling salts (7.5gp, --lb*), smokestick (3) (18gp, 1.5lb*), thunderstone (2) (18gp, 2lb*), tindertwig (3) (0.9gp, --lb*)

potion of cure light wounds (3) (75gp, 3lb*), potion of true strike (3) (75gp, 3lb*), potion of reduce person (25gp, 1lb*), potion of disguise self (25gp, 1lb*)


* in handy haversack

Weight: 28.5lb
Load: Light

Combat Statistics:

HP 45 (8+2, 5+2, 5+2, 5+2, 5+2, 5+2)
Spd 30ft
Initiative +3
CMB +4 (+4 BAB)
Base Attack +4

dagger +4, 1d4/19-20x2

bomb +8, 3d6+6/x2 (20')
shortbow +6, 1d6/x3 (70')

AC 16, touch 13, flat-footed 15 (+4 armor, +2 Dex, +0 size)
CMD 17 (10 base, +4 BAB, +0 Str, +3 Dex, +0 Size)
Fortitude +7 (+5 base, +1 Con, +1 item)
Reflex +9 (+5 base, +3 Dex, +1 item)
Will +4 (+2 base, +1 Wis, +1 item)


[4 class, 5 Int]

Acrobatics +8 (6 ranks, 0 class, 2 Dex)
Appraise +15 (6 ranks, 3 class, 6 Int)
Craft (alchemy) +23 (6 ranks, 9 class, 6 Int, 2 item)
Disable Device +17 (6 ranks, 3 class, 6 Int, 2 item)
Knowledge (arcana) +17 (6 ranks, 3 class, 6 Int, 2 item)
Knowledge (nature) +17 (6 ranks, 3 class, 6 Int, 2 item)
Perception +12 (6 ranks, 3 class, 1 Wis, 2 item)
Sleight of Hand +13 (6 ranks, 3 class, 2 Dex, 2 item)
Spellcraft +15 (6 ranks, 3 class, 6 Int)
Stealth +15 (6 ranks, 3 class, 2 Dex, 2 item, 2 race)

Class Abilities:

Weapon and Armor Proficiency

At 1st level, a grenadier picks one martial weapon (shortbow) to become proficient in the use of. This ability replaces Brew Potion.

Alchemy (Su) [+6 Craft (alchemy)]

When using Craft (alchemy) to create an alchemical 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.

Extract (Su)

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. 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.

The alchemist has 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 material components 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 1stlevel 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 (Su) [3d6+6, 9 splash damage, DC 19, 12/day]

An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 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’s Intelligence 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. 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’s Intelligence modifier.

Mutagen (Su) [60 minutes]

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 grants him a +2 natural armor bonus and a +4 alchemical 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 (Ex) [+1 attack, +6 damage]

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su)

At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Precise Bombs - Benefit: 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. If the bomb misses, this discovery has no effect.
Explosive Bomb - Benefit: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). 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 is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Concussive Bomb - Benefit: When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.
Explosive Missile - Benefit: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.
Frost Bomb - Benefit: 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.

Alchemical Weapon (Su)

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Precise Bombs (Ex)

At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Swift Alchemy (Ex)

At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Directed Blast (Su)

At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.


Extracts per Day (6/5)
1 (DC 17) - cure light wounds (2), bomber's eye, blank, blank, blank
2 (DC 18) - invisibility, blank, blank
Formulae Known (7/3)
1 - bomber's eye, cure light wounds, disguise self, identify, expeditious retreat, reduce person, true strike
2 - invisibility, resist energy, spiderclimb


Conspiracy Hunter - Benefit: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill.
Accelerated Drinker - Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.


1 - Brew Potion
3 - Extra Discovery (frost bomb)
5 - Weapon Focus (splash weapon)

Current Status:

HP 45/45

Bomb 12/12


dagger [dice]1d20+4; 1d4[/dice]

bomb [dice]1d20+8; 3d6+6[/dice]
shortbow [dice]1d20+6; 1d6[/dice]

Fortitude [dice]1d20+7[/dice]
Reflex [dice]1d20+9[/dice]
Will [dice]1d20+4[/dice]

Initiative [dice]1d20+3[/dice]

Acrobatics [dice]1d20+8[/dice]
Appraise [dice]1d20+15[/dice]
Craft (alchemy) [dice]1d20+23[/dice]
Disable Device [dice]1d20+17[/dice]
Knowledge (arcana) [dice]1d20+17[/dice]
Knowledge (nature) [dice]1d20+17[/dice]
Perception [dice]1d20+12[/dice]
Sleight of Hand [dice]1d20+13[/dice]
Spellcraft [dice]1d20+15[/dice]
Stealth [dice]1d20+15[/dice]

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