Kardswann

Baru Brimmstone's page

186 posts. Organized Play character for gossamar4.


Full Name

Baru Brimmstone

Race

Tiefling (Grimspawn)

Classes/Levels

Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

Gender

Male

Size

medium

Alignment

Chaotic Good

Languages

Common, Infernal, Draconic, Elven, Sylvan, Goblin, Orcs, Undercommon

Strength 11
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Baru Brimmstone

Background:

Offense:
Initiative = +3

Melee
Dagger (masterwork) = +5 (1d4/19-20x2)

Ranged
Longbow (masterwork) = +5 (1d8/20x3)

Defense:
HP = 17

AC(Touch) = 16(13)

Fortitude = 4
Reflex = 6
Will = 0

CMD = 13

Alchemist Features:
Bombs 8/day

Attack +5 (ranged touch) 1d6+4, 5 splash

Discoveries

Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Tanglefoot Bomb (Su)*: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Mutagen 10 min duration

+4 ability (+2 mod), +2 natural armor, -2 ability

strength ---> intelligence
dexterity ---> wisdom
constitution ---> charisma

Extracts:
2/day

1st Level

Bomber's Eye
Cure Light Wounds
Enlarge Person
Identify
Shield
*True Strike

Skills:
Appraise = 8 (4+1+3)
Craft: Alchemy = 8 (4+1+3)
Disable Device = 7 (3+1+3)
Fly = 7 (3+1+3)
Heal = 4 (0+1+3)
Knowledge (Arcana) = 8 (4+1+3)
Knowledge (Nature) = 8 (4+1+3)
Linguistics = 6 (4+2+0)
Perception = 5 (0+2+3)
Sleight of Hand = 7 (3+1+3)
Spellcraft = 9 (4+2+3)
Survival = 4 (0+1+3)
Use Magic Device = 8 (4+1+3)

Feats:
Extra Bombs (PFS replaces Brew Potion): You can throw two additional bombs per day.

Weapon Proficiency: Longbow (grenadier 1st lvl)

Throw Anything (Alchemist 1st lvl): 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

Weapon Finesse (1st lvl): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Equipment:
Armor = Studded Leather
Weapon = Dagger (Masterwork)
Weapon = Longbow (Masterwork)

Magic Item = Wand of Cure Light Wounds (42 charges)
Magic Item = Wand of Long Arms (48 charges)
Magic Item = Wand of True Strike (50 charges)

Backpack
--Bedroll
--Case (map/scroll)
--Chalk
--Ink Pen & Ink
--Paper
--Pouch, Belt
--Rations, Trail
--Rope, 50'
--Water skin

--Alchemist's Fire x2
--Alkali Flask x2
--Holy Water x4
--Liquid Ice x2
--Tanglefoot bag x2
--Thunderstone x2

Traits:
Alternate Racial

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. This racial trait replaces fiendish sorcery.

PFS

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.

Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

PFS:
PFS# 8570-8

Completed Scenarios:

Master of the Fallen Fortress
The Confirmation
We Be Goblins
Tide of Twilight