Blackfire Adept

Badriyah Hameedah's page

230 posts. Organized Play character for Tareth.


Full Name

Badriyah Hameedah

Gender

Female Keleshite Alchemist 2 | HP: 13/13 | Init: +2 | Per: +5 | AC: 15/13/12 | F: +2 | R: +5 | W: +1 | CMD: 11

Size

Medium

Age

21

Alignment

N

Deity

Nethys

Languages

Common, Osirion, Elvish, Draconic

Strength 9
Dexterity 14
Constitution 9
Intelligence 16
Wisdom 12
Charisma 16

About Badriyah Hameedah

Badriyah Hameedah
N Human Female (Keleshite) Alchemist 2
Init: +2; Perception: +5
Fame: 5; PP: 3

---------------
DEFENSE
---------------
AC:
15, Touch: 13, Flat-footed: 12
HP: 13 (1d8)
Fort: +2, Ref: +5, Will: +1
--------------------
OFFENSE
--------------------

Speed: 30 ft.
Melee: Sickle (+2, 1d6-1, x2, Trip), Dagger (+2, 1d4-1, 19-20x2)
Ranged: Sling (+2, 1d4, x2, 50ft), Bomb (+3, 1d6+3)

--------------------
STATISTICS
--------------------

STR: 9(-1), DEX: 14(+2), CON: 9(-1), INT: 16(+3), WIS: 12(+1), CHA: 16(+3)
BAB: +0; CMB: -1; CMD: 11
Feats: Weapon Finesse, Dodge
Traits: Fast-Talker, World Traveler (Diplomacy)
Skills: Appraise +7, Bluff +9, Craft (Alchemy) +8, Diplomacy +9, Disable Device +7, Heal +5, Knowledge (Arcana) +7, Knowledge(Local) +4, Knowledge (Nature) +7, Perception +5, Sleight of Hand +6, Spellcraft +7, Use Magic Device +7,
Languages: Common, Osirian, Elvish, Draconic
Gear: Alchemist's Lab (Portable), Backpack, Belt Pouch*, Bedroll, Candle, Chalk, Flint and Steel, Soap, Waterskin, Sewing Needle, Explorers Outfit, Earplugs, Magnet, Marbles, Ink, Pen, Parchment, Mirror, Whetstone, 50' Twine

Weapons: Sickle, Dagger

Armor: Leather

Magic Items: Wand of Magic Missile (50)
--------------------
TRACKED RESOURCES
--------------------

Trail Rations - 11/11
Waterskins - 5/5
Oil - 3/3
Holy Water - 2/2
Sling Stones - 20/20
Alchemists Fire - 2/2
Antitoxin - 2/2
Antiplague - 2/2
Tanglefoot Bag - 0/2
Smokestick - 1/1
Meditation Tea - 1/1
Candle - 5/5
Chalk - 5/5
Parchment - 10/10

Wealth:
Copper: - 4
Silver: - 13
Gold: 1261
Platinum: -
Gems: -
Other: -
--------------------
Formulae Prepared
--------------------

Mutagen Prepared: Strength

Level One: Adhesive Spittle, Cure Light Wounds

--------------------
Formulae Known
--------------------

Level One: Bomber's Eye, Cure Light Wounds, Enlarge Person, Shield, Expidetious Retreat

------------------------------
SPECIAL ABILITIES
------------------------------

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

Extra Bombs: You can throw two additional bombs per day. (Replaces Brew Potion, per GPSOP.)

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.

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.

Bombs (1d6+3 / 5 per day): 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 equal to his class level + his Intelligence modifier.

Mutagen: 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. 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.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Discovery: Explosive bomb*: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. 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.

--------------------
BACKGROUND AND DESCRIPTION
--------------------

Description: Badriyah is a young woman with the coal black hair, olive skin, and brown eyes common to many Keleshite's. The slightest odor of sulfur mixed with several and other chemical odors seems to drift near her person. Probably derived from the many small vials and containers that dangle from a black leather belt. Her hands are cracked and dry from the constant exposure to the harsh elements of her profession. Two small scars mark her right cheek, giving her youthful beauty a slightly rugged look. Dressed in simple, practical, and slightly worn clothing consisting of reds and blacks she has little care for the latest fashion styles. Choosing instead functionally over fashion. The exception being the dark crimson, silk wrap embroidered with the scarab of Osirion that covers her head, neck and shoulders.

Background: Badriyah Hameedah is the daughter of Kazim Hameedah, an Osirian diplomat and occsional spy for the regeme of the Ruby Prince. Her mother was an healer and chemist who often administered to the less well off she encountered when accompanying her husband. Growing up in her father's home meant Badriyah spent many days and weeks traveling to the various nations of Golarion and learning
the ways of diplomatic circles.

Naturally a quiet and somewhat sensitive child, she mostly kept to herself rather than playing or socializing with the other children who resided at the embassies. Instead she found herself in the libraries
reading about magical theory or local histories and intrigues. As she got older, her seeming differences caused often caused her to become the target of pranks and worse perpetrated by the other children. At first she simply tried to avoid the issue, but then at the age of fifteen she was physically beaten and almost worst if not for the timely intervention of a palace guard. That incedent changed her life, not just because of the scar the boy gave her, but because she resolved to never be caught unable to defend herself from that point forward.

She became friends with the guard, Taleb, who agreed to teach her in secret the art of fencing and fighting. More significantly, she took a
strong interest in her mother's alchemical researches and discovered she had quite a talent for creating and developing the mystical formulae. However, she was much less interested in her mother's preference of healing others. Instead was drawn toward the more violent and defensive uses of the art, something her mother had strictly forbidden as improper for a woman.

Depsite her mother's objections, Badriyah continued practice the making of certain explosives and mutagenic formulae. For some time she
was able to use the same diplomatic tactics and methods she observed her father using on a daily basis to keep her training and practice a
secret from her mother. However, eventually her secrets came out and the conflict with her mother was an epic battle of wills that resulted in her near solitary confinment and fast track for marriage in order to her 'under control and abandon her childish infatuations.'

To add insult to her injury, Taleb was punished with demotion and sent to a distant desert outpost outside of Ipeq. The seemingly unfair and spiteful act by her mother led Badriyah to feel more anger and guilt over the whole situation.

It was actually her father who interveined on her behalf. Kazim recognized that his daughter might be able to serve the Ruby Prince and increase the status of the family if she was allowed to pursue some of her interests. He offered her a choice, she could serve Osirion and the Ruby Prince, or bend to her mother's demands. Badriyah jumped at the first offer. Through her father's connections she joined the Pathfinder Society and met with other members of the Osirion faction within the group. Now she is on her first mission determined to prove herself in her father's and her own eyes.

--------------------
SCENARIOS COMPLETED
--------------------

#5-12 - Destiny of Sands, Part 1: A Bitter Bargain
#5-15 - Destiny of Sands, Part 2: Race to Seeker's Folly
#9-08 - Birthright Betrayed

Spent in Current Scenario: 170gp