Athiss
Male Tiefling Alchemist 1 Age 86
CE Medium Outsider (Native)
Init +2; Senses Darkvsion 60'; Perception +4
Favored Class: Alchemist. L1: +1/2 bomb damage
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DEFENSE
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AC 14/16, touch 12, flat-footed 12/14 (+ 2 dex, + 2armor, +2 natural under mutagen)
HP 8 (1d8+0)
Fort +2, Ref +4, Will +0
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OFFENSE
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Speed 30 ft.
Melee
Cold Iron Morningstar +2 (1d8+2/x2/Blunt and Piercing)
Cold Iron Morningstar (strength mutagen) +4 (1d8+4/x2/Blunt and Piercing)
Sickle +2 (1d6+2/x2/slashing/trip)
Sickle (strength mutagen) +4 (1d6+4/x2/slashing/trip)
Silver Dagger +2 (1d4+1/10'/19-20/x2/Piercing or slashing)
Silver Dagger +4 (strength Mutagen) (1d4+3/19-20/x2/Piercing or slashing)
Ranged
Silver Dagger +2 (1d4+1/10'/19-20/x2/Piercing or slashing)
Bomb +3 (1d6+3/20'/x2/fire (reflex DC(13)) - splash damage 4
Bomb (point blank shot) +4 (1d6+4/20'/x2/fire (reflex DC(13)) - splash damage 4
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Alchemy
bomb (4x/day) 1d6
mutagen
Extracts per day L1: 2
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STATISTICS
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Str 14, Dex 15, Con 10, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +2 (2 str); CMD 14 (2 str, 2 dex)
Drawback:
Paranoid - Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Traits:
Stolen Fury (Campaign) - You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the
way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about
the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned
the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question
lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait
bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by
working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps
a friendly rivalry) to this day.
Accelerated Drinker (Combat) -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.
Feats:
brew potion: 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.
throw anything: +1 to hit with thrown splash weapons, add int modifier to damage
Point-Blank Shot: +1 to attack and damage on targets in 30'
Skills:
7 ranks
Acrobatics +2 (2 dex)
Appraise +3 (3 int)
Bluff -1 (-1 cha)
Climb +2 (2 str)
Craft (alchemy) +8 (1 rank, 1 level, 3 int, 3 class)
Diplomacy -1 (-1 cha)
Disable Device +2 (2 dex)
Disguise -1 (-1 cha)
Escape Artist +2 (2 dex)
Fly +2 (2 dex)
Handle Animal -1 (-1 cha)
Heal
Intimidate -1 (-1 cha)
Knowledge(Arcana) +7 (1 rank, 3 class, 3 int)
Knowledge(Nature) +3 (3 int)
Linguistics +3 (3 int)
Perception +4 (1 rank, class)
Perform (-1 cha)
Profession (Brewer) +4 (1 rank, 3 class)
Ride +2 (2 dex)
Sense Motive
Sleight of Hand +2 (2 dex)
Spellcraft +7 (1 rank, 3 class, 3 int)
Stealth +2 (2 dex)
Survival +4 (1 rank, 3 class)
Swim +2 (2 str)
Use Magic Device +3 (1 rank, 3 class, -1 cha)
Racial Modifiers:
Weapon and Armor Proficiencies: Simple weapons, light armor, bombs
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Athiss's feet end in sharp, hooked talons which give him a good purchase on the ground. Whether their feet resemble
those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
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.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Languages:
Abyssal, Common, Draconic, Elven, Infernal
Formula Book:
L1: Cure Light Wounds, Disguise Self, Endure Elements, Shock Shield, Truestrike
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GEAR/POSSESSIONS
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Location: On Person
Leather Armor (15 lb)
Cold Iron Morningstar (6 lb)
Sickle (2 lb)
Silver Dagger (1 lb)
Alchemist's Kit (14lb, less the torches)
-Alchemy Crafting Kit
-Backpack
-Bedroll
-Belt Pouch
-Flint and Steel
-Ink
-Ink Pen
-Iron Pot
-Mess Kit
-Trail rations (5)
-Waterskin
Formula Book (3 lb)
Tea Leaves (2 lbs)
Traveler's Outfit (5 lbs)
Bandolier
Carrying Capacity Light: 58lbs. Medium: 116lbs. Heavy: 175lbs.
Money: 9 GP 6 SP 5 CP
Total Weight: 47 lbs.
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