About Boram SandyfootPFS #: 70085-2 Crunch:
EXPERIENCE XP: 20 Prestige: 30/32 COMBAT
ATTACKS
Ranged - (+1 to hit/damage within 30', -2 to hit/+4 damage to ranged attacks)
Racial and Class Features:
RACIAL FEATURES Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Slow Speed: Halflings have a base speed of 20 feet. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. CLASS FEATURES
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
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.
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 losing its magic, 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 formula list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formula 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. An alchemist can draw and drink an extract as a standard action. 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, pages, 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.
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.
Feats, Traits, Skills, and Boons:
FEATS Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. Throw Anything: 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. TRAITS
SKILLS - Current ACP: -1
BOONS
Shard of Greed: Select one of the following three abilities, crossing the others off the Chronicle sheet. When active, this shard's influence grants you the selected ability, and imparts upon you the listed penalty. - - - Gain a +1 insight bonus on attack rolls. Penalty: You become greedy, and are sickened whenever you are not wearing nonmagical jewelry and fine clothing worth at least 500 gp per Hit Die in total. Each time you sell a belonging or give one away, you must succeed at a DC 20 Will save or take 1d4 points of Wisdom damage. [ ] Righteous Redemption: Thanks to your work bringing a lost hero's legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword,; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp. Shard of Pride: Select one of the following three abilities, crossing the others off the Chronicle sheet. When active, this shard's influence grants you the selected ability, and imparts upon you the listed penalty. - - - Gain a +2 insight bonus on all skill checks. Penalty: You suffer delusions of grandeur, and are sickened whenever you must serve another creature as a subordinate of any sort for as long as that arrangement persists. You can neither gain the benefit of the aid another action, nor take the aid another action. Skillful Barterer: Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in the settlement of at least 100 people, you may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not received coins, gems, or other money as part of this trade. After you use this boon, cross it off your Chronicle Sheet. Spoils of the Seige (Rataji): If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Rataji or his schemes, you can qualify to receive a special boon at the end of the adventure to reflect Rataji's increased resources. Study of Infinite Spells: Although you were unable to learn spells directly from the book of infinite spells, the Pathfinder Society rewarded you for the recovery of such a powerful artifact by allowing you access to its extensive spell libraries. Choose any number of spells of 1st, 2nd, 3rd, or 4th level so long as the total spell levels do not add up to more than eight. You may scribe these spells into a spellbook or formulae book by paying only the scribing costs (see page 219 of the Pathfinder RPG Core Rulebook), or you may teach them to your familiar as appropriate. Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet. [ ] Trusted Pathfinder: In the wake of the Aspis Consortium's siege on the Grand Lodge, venture-captains have decided to release several items from the vaults to their most trusted agents. You may check the box preceding this boon to purchase one of the following items: - Armor of luck (18,900 gp plus the price of a suit of masterwork armor of the appropriate type) You may purchase a suit of armor that has all of the properties of a banded mail of luck. This armor may be of any type (such as leather, breastplate, or full plate), but it cannot be made of a special material. - Circlet of persuasive disguise (7,200 gp): This splendid circlet functions simultaneously as a circlet of persuasion and a hat of disguise. - Elven rune-cloak (price varies): This diaphanous cloak functions simultaneously as a cloak of elvenkind and a cloak of resistance. To calculate its price, add 3,750 gp to the market price of a cloak of resistance. You may upgrade the resistance bonus to saving throws granted by the cloak following this same calculation (e.g. upgrading an elven rune-cloak's resistance bonus from +1 to +2 costs 3,000 gp). - Lesser versatile metamagic rod (6,000 gp): This functions as a metamagic rod (Pathfinder RPG Core Rulebook 484) and has 3 charges per day; however, these charges can be used to replicate the effects of any of the following metamagic feats: Extend Spell, Merciful, or Reach Spell. [ ][ ][ ] Worthy Foe: Lastwall is the Inner Sea's bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures' attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures' spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures' spells and abilities. Either benefit lasts until the beginning of your next turn. Yekai Deathhand's Marvel: Yekai Deathhand invented the flask of reconcoction, a device that duplicates potions. With his notes, you can refine his invention over time. The flask grows in power as you gain levels. If you purchase this item, you earn less treasure to compensate for its increased abilities. So long as you own the flask, reduce all gold you earn on Chronicle sheets by 5% (rounded down) until you reach 14th level. The listed price assumes that you are 3rd or 4th level. If you purchase the item when you are higher level, pay the cost listed for your level in the bauble column on page 160 of Pathfinder RPG Pathfinder Unchained instead of 300gp. Likewise, if you sell the item, use the corresponding value to calculate its effective market price. See page 160 of Pathfinder Unchained for information about scaling magic items. Extracts:
PREPARED 1st-level (5/day): [ ] Detect Secret Doors, [ ] Expeditious Retreat, [ ] Heightened Awareness, [ ] Shield, [ ] Open 2nd-level (4/day): [ ] Ablative Barrier, [ ] Alchemical Allocation, [ ] Levitate, [ ] Open 3rd-level (2/day): [ ] Fly, [ ] Open KNOWN
2nd-level:
3rd-level:
Discoveries:
* - Bomb discoveries do not stack Explosive Bomb*: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). 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. 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. Smoke Bomb*: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level. Stink Bomb*: The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round. Gear and Encumbrance:
ENCUMBRANCE Current Encumbrance: Light Light Encumbrance: up to 66 lbs. Medium Encumbrance: 67-133 lbs. Heavy Encumbrance: 134-200 lbs. GEAR
Backpack, Masterwork (1 lb.) (TOTAL: 26.75 lbs.)
Bandolier (- lbs.) (TOTAL: 8 lbs.)
Bandolier (- lbs.) (TOTAL: 8 lbs.)
Belt Pouch (0.13 lbs.) (TOTAL: 5.13 lbs.)
Quiver (- lbs.) (TOTAL: 3 lbs.)
Appearance:
DESCRIPTION There isn't really anything about Boram that stands out at first glance; everything about him screams "average". Upon closer examination, however, his toned physique, intelligent eyes, and sardonic smile tell you that this isn't someone to be trifled with, and he probably wouldn't let you get away with it anyway. PHYSICAL CHARACTERISTICS
Background:
Chronicles:
2013-01-27 - Pathfinder Adventure Path #67: The Snows of Summer Awarded: 3XP, 4PP, 1398GP - Boon: Mantle of the Black Rider (Assuming the Mantle) Spent: - Retrained Equipment 2014-01-12 - Scenario #7: Among the Living
2014-07-22 - Pathfinder Module: Thornkeep - The Accursed Halls
2014-09-15 - Scenario #6-01: Trial by Machine
2015-05-10 - Pathfinder Module: Fangwood Keep
2015-05-26 - Pathfinder Adventure Path #61: Shards of Sin
2015-09-01 - Scenario #6-22: Out of Anarchy
2015-09-26 - Scenario #6-98: Serpent's Rise
2015-10-10 - Scenario #7-02: Six Seconds to Midnight
2015-12-20 - Scenario #6-97: Siege of Serpents
2016-03-28 - Scenario #7-09: The Blakros Connection
2016-06-18 - Scenario #7-15: The Deepmarket Deception
2017-04-28 - Scenario #8-07: From the Tome of Righteous Repose[b]
Future Development:
1 - Point Blank Shot 2 - Discovery: Smoke Bomb 2G- Discovery: Precise Bombs 3 - Precise Shot 4 - Con +1, Discovery: Stink Bomb 5 - Deadly Aim 6 - Discovery: Explosive Bomb 6G- Directed Blast 7 - Rapid Shot 8 - Int +1, Discovery: Fast Bombs 9 - Weapon Focus (Longbow) 10- Discovery: 10G- Staggering Blast 11- Splash Weapon Mastery 12- Int +1, Discovery: Combine extracts |
