Anastasia Armat's page

216 posts. Alias of SqueezeMeNow.

Full Name

Anastasia Tirajen Armat


Human (Alchemically Enhanced)


Alchemist (Ragechemist) / Barbarian (Armored Hulk) 1












Common, Dwarven, Elven



Strength 18
Dexterity 12
Constitution 14
Intelligence 15
Wisdom 10
Charisma 8

About Anastasia Armat

Decent Reference

Tattoo Reference

I like this picture. It's mine now.


Warhammer: +5 to hit | 1d8 + 4 or 6 | 20 x 3 Critical | Bludgeoning | Melee
Brass Knuckles: +5 to hit | 1d3 + 4 | 20 x 2 Critical | Bludgeoning | Melee
Sling: +2 to hit | 1d4 + 4 | 20 x 2 Critical | Bludgeoning | 50'

BAB = 1
CMB = 6

Special Notes: 6/6 Rage Rounds. Bred for War gives a +1 trait bonus to CMB. Indomitable Stance gives +1 to CMB for Overrun checks. Powerful Maneuvers gives a +2 bonus when performing a bull rush, drag, overrun, or sunder combat maneuver.


HP: 15/15 (1 HD Barbarian = 1D12, 2 mod, 1 FC)
Fort: 4 ( 2 base, 2 stat) Ref: 3( 2 base, 1 stat) Will: 1 ( 0 base, 0 stat, 1 trait)
AC: 18 (10 base, 1 Dex, 5 armor, 0-2 shield, 0 dodge, 0 misc)
Flatfooted: 17
Touch: 11
CMD: 16 ( 10 base, 1 BAB, 4 Str, 1 Dex)

Special Notes: Mutagen gives 4 STR and 2 natural armor when in use. Enlarge person gives 2 STR, penalizes Dexterity by 2 and AC by 1 (On top of the loss of AC from DEX.) point. Indomitable Stance gives a +1 to avoid being overrun.

Class Features:

Ragechemist (Alchemist) 1

Armored Hulk (Barbarian) 1

Weapon and Armor Proficiencies: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). An armored hulk gains proficiency in heavy armor.

Alchemy: I have linked the Alchemist class since the description for alchemy is exceedingly long.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day (3) equal to his class level (1) + his Intelligence modifier (2). 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 (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.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. 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 causes the alchemist to grow bulkier and more bestial, granting 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): 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.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Indomitable Stance (Ex): An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.

This ability replaces fast movement.


Auspicious Tattoo: You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.

Benefit You gain a +1 trait bonus on Will saving throws.

Bred for War: You tower above most other humans and possess a physique of hard, corded muscle.

Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Stolen Fury: 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


Powerful Maneuvers [1st Level Feat]: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Prerequisite for the relevant greater combat maneuver feats.

Brew Potion [Alchemist Bonus Feat]: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

Throw Anything [Alchemist Bonus Feat]: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.


(4 Base, 2 Mod, 2 Background) 1 levels = 8 SP

* = Class Skill
ACP = -6 (-4 armor, -2 shield)

Acrobatics (Dex): 1 [1 ranks, 3 mod, -6 ACP]
Appraise (Int)*: 6 [1 ranks, 2 mod]
Climb (Str): 2 [ 1 ranks, 4 mod, -6 ACP]
Craft [Alchemy] (Int)*: 6 [ 1 ranks, 2 mod]
Disable Device (Dex): 5 [ 1 ranks, 1 mod]
Knowledge [Nature] (Int)*: 6 [ 1 ranks, 2 mod]
Perception (Wis): 4 [ 1 ranks, 0 mod]
Swim (STR): 2 [ 1 ranks, 4 mod, -6 ACP)]

Special Notes: 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.

Known & Prepared Formula:

Known Formula:

Ant Haul
Crafter's Fortune
Enlarge Person

Prepared Formula:

Ant Haul
Enlarge Person x 2


Brass Knuckles, 1 GP, 1 Lbs.
Warhammer (Cold Iron), 24 GP, 5 Lbs.
Sling Bullets (10), 1 SP, 5 Lbs.
Scale Mmail, 50 GP, 30 Lbs.
Shield (heavy wooden), 7 GP, 10 Lbs.
Tatoo (Fist sized, 3 color), 3 SP
Hat (Tricorn), 1 GP, 1 Lbs.
Outfit (Squire's), (Starting Clothes), Worn
Shirt (Silk), 5 GP, Worn (No price given, but 50ft of silk rope is 10 GP sooo...)
Bandolier, 5 SP
Pouch (Belt) x2, 2 GP, 1 Lbs.
Kit (Grooming)*, 1 GP, 2 Lbs.
Rations (Trail) 9 Days*, 5gp, 9 Lbs.
Bedroll*, 1 SP, 5 Lbs.
Soap, 1 CP, 1/2 Lbs*.
Flint and Steel*, 1 GP
Rope (Hemp) 50'*, 1 GP, 10 Lbs.
Kit, Alchemy Crafting*, 25 GP, 5 Lbs.
Pouch (Waist), 5 SP, 1/2 Lbs.
Backpack (Common), 2 GP, 2 Lbs.
Waterskin x2, 2 GP, 8 Lbs.

*- In/on Backpack

2 PP, 26 GP, 52 SP, 29 CP

Current Weight = 96 Lbs.

[Light = < 100 lbs.] [Medium = 101-200 lbs.] [Heavy = 201-300 lbs.]


Anastasia was the sixth child of the fourth generation of Armats. Her closest sibling was ten years older than her, and she was not needed to carry on the family trade. She still learned passable alchemy from her siblings, and was walked through combat drills by her brothers. Otherwise she was mostly an afterthought. Working on mundane tasks and dismissed afterwards much like a nameless assistant.

Much to her dismay though, her parents did have a way for her to be of use. Through an arranged marriage to a prospective business partner. Anastasia was not keen on this idea, but the promis of an arranged marriage was far off. Something she put out of her mind as she practiced her weapon drills and alchemy.

Of course, it wasn't just potential business partners that saw an oppourtunity with the sixth child of the Armat household. On a moonless night Anastasia was kidnapped and taken by cultists to a secluded cove. Their leader, a man named Rasputin, had a longstanding grudge against her family. He marked her arm with a runic brand, and then carried out some kind of dark ritual on her. The intent was to sacrifice her to the demons of hell, and a dark power was conjured from the bonfire into her body. She was wracked with pain, convulsing on the sand and despite her clenched teeth and Armat pride the girl found her vision blurred with tears. In what she thought might be her last moments she pulled out an alchemical concotion she had secreted away during her capture and tossed it into the ritual fire.

In an instant the small fire the cultists had burning erupted in a magenta and orange swirl of flame. The color of the power entering her body changed as well. The pain only seemed to increase, and the young girl truly wished for death in that moment. Kicking over she even rolled into the braziar. Upending it and causing it to shatter in a flash that sent shrapnel tearing through her face. She did not die though. The agony in her face and her fatigue was the only pain that remained. Then, the cultists started to argue with each other. A fight broke out after a dagger was revealed. She dragged herself away as they fought and quietly slipped into the water. Swimming quietly in the blackness and hoping her cramping muscles and fatigue didn't drown her. A rescue party found her hours later. Collapsed on the shore not far from home and near lifeless.

There were a few changes to her family after this. To begin with her parents plans for her were ruined. Her damaged face actually frightened her potential fiance. Surprisingly, he siblings spent more time with her after the incident. Their pride as Armats damaged that they had allowed their beloved little sister to be taken from them. Her brothers began to train her more seriously in real combat, and her sisters no longer shied away from teaching her their more dangerous concoctions.

Her nights though, were often much worse. Her body would not quiet at night, and the unease she felt was accompanied by painful muscle cramps and horrid nightmares. Memories of the ritual and demons coming from the smoke to tear her apart. Again and again she would fight only to be beaten down. Over the years the cramps weakened and vanished. She resisted more in her dreams. Her fear and terror transformed into a fury that would not be surpressed. During the day she tackled harder training, heavier armor, and made her training dummies into demons she would bludgeon to flinders.

Her family noticed her newfound determination and stength. The anger that simmered in her. Not directed at them or anyone else, but at those who had ultimately put her through so much. There was a crusade recruiter who aproached her elder brother one day in an attempt to bring him into the fold, but was instead directed to the Armat estate. The puzzled man soon understood the redirection as he walked into the training yard to notice Anastasia, now grown and fully armored. She demonstrated her abilities and was quickly signed to the crusade.


Anastasia is dark haired and tall for a woman. She stands just over six feet tall with well-defined musculature. Her features are soft. This is contrasted by the jagged scars that run from one side of her mouth, up across the back of her cheek and eye, and past her temple to be seen on the half shorn side of her head. Her hair is brushed over the other side of her head in a half bob that reaches down to the nape of her neck. She wears a tricorn leather hat to protect her from the inclimate weather and sun. Her top is covered by a short sleeve shirt. It appears newer than her other clothing, made of silke and free of stain and wear. One of the sleeves has been pinned up off her shoulder so that her tattoo is plainly visable. The tatoo appears to be a flask of black liquid eating away at a red heart. Turing it scarlet and then dissolving bits into the black. The tatoo seems to cover an old scar in the shape of some odd rune. Overtop of that is a cross between a tabard and a smock. It is a rich burgundy and is lighter in places both from age and stains. Drawn in the chest above the large front pocket is the sigi of a silver flask. Inside that flask is a half mix of yellow and orange liquid that is swirled around a small golden circle. The sigil of house Armat from the Andoran coast. The tabard is belted in place at the waist, with a waist pack across her hip. A pair of work gloves are tucked into her belt across her front. She wears black woolen pants with heavy seams tucked into her leather boots that are buckled up tight over her calves.

With her pack you see a large rounded wooden shield and a barbell shaped warhammer resting atop a suit of scale mail.

Ana's mannerisms seem contrary to her nature. While at work she has a confidence and desire to be proactive. To assert her skills. When she is left to her own devices however, she draws in on herself. Keeping her own company and shying away from others.

Progression and Party Role:
She has a lot of potential utility with discoveries and rage powers as she progresses, so should be able to build as the party needs. Combat maneuvers, specialty bombs, extra defense or damage. Definately planning to go with auspicious mark and potentially the human racial feats as well to give her some ability to modify her rolls.