Demon-Spawn

Lilian "Lily" Clearfire's page

4 posts. Alias of Codanous.


Race

Positive Conditions: | Negative Conditions:

Classes/Levels

NG Female Tiefling Alchemist | basic attack Bomb +3 v Tough(1d6+3, 20 x2) DC 16 Splash. Kn: Arc, Engine +10, Spellcraft +9, UMD +6 | Bombs 6/6 | Mutagen 1/1 | Extracts 1st 3/3

Gender

HP: 9/9|AC:13 T:13 FF:10,| CMD: 12 | Fort: +3, Refl: +3, Will: -1 | Init: +3, 30 ft Perception -1

About Lilian "Lily" Clearfire

HP: 9/9|AC:13 T:13 FF:10,| CMD: 12 | Fort: +3, Refl: +3, Will: -1 | Init: +3, 30 ft Perception -1

Female Tiefling Alchemist | basic attack Bomb +3 v Tough(1d6+3, 20 x2) DC 14 Splash. Kn: Arc, Engine +8, Kn: Religion +9, Spellcraft +7, UMD +6 | Bombs 4/4 | Mutagen 1/1 | Extracts 1st 3/3

Positive Conditions: | Negative Conditions:

Lilian Clearwater
Female Tiefling Mindchemist(UM) Alchemist
Medium Outsider(Native)
Init: +3 Senses: Darkvision, Perception -1(-3 vs Traps/Surprises)
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Defenses:
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AC 13, T13: FF:10 (+3 Dexterity)
HP: 9 (1d8+1)
Saves: Fort: +3, Reflex +5, Will: -1
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Offense
Speed 30 ft
Melee 1.) Dagger -1 (1d4-1, 19-20, x2)
Ranged 1.) Bomb +3 v Touch (1d6+3) DC 14 for Splash or take 4 fire damage
+1 to attack and damage vs targets within 30 ft
Mutagen: Usually a bonus to Intelligence, penalty to Strength. +2 to natural Armor, +4 to Int, -2 to Str lasts for 10 minutes/level
Extracts CL 1st
1st Level Extracts: Targeted Bomb Admixture, Cure Light Wounds, Identify
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Statistics
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Str 8, Dex 16 Con 12, Int 17, Wis 8, Cha 13
Base Atk +0; CMB -1; CMD 12
Feats Point-Blank Shot, Throw Anything, Brew Potion,

Skills (7 ranks) Appraise(BR 1 rank) +7, Craft Alchemy(1 rank) +8, Disable Device(1 Rank) +7, Kn: Arcana(1 rank) +8, Kn: Engineering(1 Rank) +9, Perception -1, Spellcraft(1 rank) +7, Sleight of Hand (BR 1 Rank) +7, Use Magic Device(1 rank) +6.

Languages:(2 Given, 5 from Intelligence) Common, Infernal, Elven, Halfling, Varisian

Traits:
Teacher’s Pet(Campaign): Choose a Knowledge skill and add it as a class skill, and a +2 Trait bonus Kn: Engineering.

Campaign Trait: Out-of-Towner::
You’re not from Riddleport originally. Whether it’s from your clothes, your mode of speech or how you carry yourself, that fact is very visible to any local who sees you. As a result, people tend to underestimate just how savvy and dangerous you can be. You’ve learned to use this tendency to your advantage, letting them think they have the upper hand until you prove otherwise in a suitably threatening display. Riddleport is said to be a city of opportunities, and you’re going to make the most of them—starting with the Gold Goblin casino’s opening gambling tournament. You gain a +1 trait bonus to one Craft or Profession skill of your choice, and a +1 trait bonus to Intimidate rolls. Intimidate is always a class skill for you. [/dice]

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Weight Capacity: Light Load 0-26 lbs, Medium 27-53, Heavy 54-80 lbs
Gear: (105 gp): Scholar’s Outfit(6 lbs, 0 gold), Alchemy Crafting Kit(5 lbs, 25 gold), Journal(1lb, 5 gold), 2 Inkpens(2sp, --lbs), Acid x3(30 gold, 3lb), Ink(8 gp, --lbs), Eyeglasses(5gps, --lbs), Blanket(5 sp, 3lbs), 31 gps. Current Load: 20 lbs.

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Special Abilities
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[spoiler=Tiefling Favored Class bonus] +½ Level to bomb damage, not including Splash, I think. Its unclear exactly.

Tiefling Race Abilities:
Tieflings have cold, electricity, and fire resistance 5, they have Darkvision 60 ft, a +2 racial bonus to Stealth and Bluff, Can cast Darkness 1/day as a Spell Like Ability,

Cognatogen(Replaces Mutagen):
The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

Alchemy:
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and 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 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.

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.

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 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 1st level formulae of his choice, plus a number of additional formulae 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.

Bombs!:
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 (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's Intelligence 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.

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.

FIRST LEVEL EXTRACTS: 7 Known in Formula Book
Shield ,
Craft’s Fortune
Cure Light Wounds
Targeted Bomb Admixture
Identify

Background, including description:

A rare beauty, Lilian was born to semi-influential family of spice traders in Ustalav, while her tiefling heritage wasn’t immediately apparent at birth, as he aged her fiendish nature grew more and more apparent. Knowing a life of travel and relative luxury compared to frontier children, her father spent considerable money to have her trained and educated despite her heritage. Lilian would be described as beautiful if one can look past her tiefling nature, the black pitless eyes, pointed teeth and sharp nails which she finds she has to cut all too often. Bookish, she enjoys reading stories of heroes and will often reflect on such stories all manner of the day. Her natural intelligence is the only thing that kept her afloat in the universities despite her avid daydreaming. She is recently an understudy and interning with Professor Lorrimor, traveling with him conducting studies and aiding in his research.

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five. [spoiler=5 points] 1) A rare beauty, Lilian was born to semi-influential family of spice traders in Ustalav, while her tiefling heritage wasn’t immediately apparent at birth, as he aged her fiendish nature grew more and more apparent. 2) Knowing a life of travel and relative luxury compared to frontier children, her father spent considerable money to have her trained and educated despite her heritage. 3)Lilian would be described as beautiful if one can look past her tiefling nature, the black pitless eyes, pointed teeth and sharp nails which she finds she has to cut all too often. 4)Bookish, she enjoys reading stories of heroes and will often reflect on such stories all manner of the day. Her natural intelligence is the only thing that kept her afloat in the universities despite her avid daydreaming.


2)
Secrets:
While she believes her father loves her dearly, the reason he paid a king’s ransom to send her away is she can’t stand the sight of her with her fiendish heritage.

3) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.
Relationship:
Charles Clearfire(Beloved father), Expert Spicetrader -- As Lillian has grown more renown, he has grown more despondent and angry at her success, considered an enemy unbeknownst to her.
Veronica Clearfire(Human Sister) Secretly Fiendish Sorcerer
Clyde Douglas(Human male, Local boy) Has a strong affection for Lilian, bordering on dangerously obsessive, could be an enemy, frightening themes here.

4)
Key Memories:
Two key memories that define your character as the person they are at the time of submission. 1) The last day she saw her dad and sister before attending the University in Caliphas, the way he embraced her so lovingly and how she tried so hard to hold back her tears, knowing how much she would miss them. 3) The first time she had an alchemical breakthrough, the wonder and joy, the excitement and fear at her new powers and how much it showed that despite her race, she was able to create new things, not just destroy!