Elf Archer

Ameriel Amproude's page

2 posts. Alias of mourge40k.


Full Name

Ameriel Amproude

Race

Elf

Classes/Levels

Alchemist (Eldritch Poisoner)

Gender

Female

Size

Medium

Age

145

Alignment

N

Deity

Pharasma

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 14

About Ameriel Amproude

Elf Alchemist (Eldritch Poisoner) 1; Favored Class Bonus - +1 HP
N Medium humanoid (Elf)
Init +3; Perception +3, Low Light Vision

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Defense
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AC 12, touch 11, flat-footed 11 (+3 Dex)
HP 10 (1d8+2)
Fort +3, Ref +5, Will +0; +2 on saves vs. Enchantment

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Offense
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Speed: 30 ft.
Ranged: +3 Light Crossbow (1d8; 19-20/x2)
Melee: +3 Dagger (1d4; 19-20/x2)

Extracts (CL 1st, concentration +5)

1st-level (1 Extract unprepared): Cure Light Wounds, Expeditious Retreat, Crafter's Fortune, Ant Haul, Shield (Prepared)

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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 13
Languages: Common, Elven, Draconic, Gnome, Sylvan

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Feats
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Weapon Finesse
Skill Focus (Craft [alchemy]) (B)
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Traits and Drawbacks
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Human Raised: Forlorn—elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Missing Child (Daughter)
Affable: You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

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Skills
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Craft (Alchemy) +11 (+13 poisons and antitoxins)
Sleight of Hand +7
Acrobatics +8
Disable Device +7
Diplomacy +6 (+8 gather information)
Knowledge (local) +7
Perception +6
Spellcraft +7
Use Magic Device +7

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Gear
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Special Abilities
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Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Arcanotoxin (Su): An eldritch poisoner can blend volatile chemicals and her own personal magic to create deadly poisons known as arcanotoxins. She can use this ability a number of times each day equal to her alchemist level + her Intelligence modifier. An arcanotoxin functions only when used by the eldritch poisoner and becomes inert if not used within 1 minute. Creating an arcanotoxin is a standard action, and it can be applied to a weapon as a move action.

At 1st level, an eldritch poisoner must choose whether her arcanotoxin deals Strength or Dexterity damage. Alchemist discoveries that affect mundane poisons do not apply to an arcanotoxin.
Type poison, injury; Save Fortitude DC = 15
Frequency 1/round for 2 rounds
Effect 1d2 Dexterity damage (see above); Cure 1 save

Toxicologist (Ex): An eldritch poisoner gains a +2 bonus on Craft (alchemy) checks to create poisons and antitoxins, and creates them in half the normal amount of time.

Sneak Attack (Ex): At 1st level, the eldritch poisoner gains a sneak attack identical to the rogue class feature, dealing 1d6 points of sneak attack damage at 1st level; the damage increases by 1d6 at 4th level and every 4 alchemist levels thereafter.

Brew Potion (Ex): 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.

Backstory:

Appearance:

Sample:
Am stared across the table at the old human in front of her, nose crinkled in distaste at the fishy smell that clung to him despite the smell of pesh in the air of the Eel's End.