Halfling

Boram Sandyfoot's page

499 posts. Organized Play character for Pedwiddle.


Full Name

Boram Sandyfoot

Race

Halfling

Classes/Levels

Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Gender

Male

Size

Small

Age

29

Special Abilities

Alchemy, Bombs, Extracts, Mutagen

Alignment

CN

Languages

Abyssal, Auran, Common, Draconic, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Sylvan, Undercommon

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

About Boram Sandyfoot

PFS #: 70085-2

Crunch:

EXPERIENCE
XP: 20
Prestige: 30/32

COMBAT
HP: 61 (11 (8 + 2 (Con) + 1 (FCB)) + 8 (5 + 2 (Con) + 1 (FCB)) + 8 (5 + 2 (Con) + 1 (FCB)) + 8 (5 + 2 (Con) + 1 (FCB)) + 8 (5 + 2 (Con) + 1 (FCB)) + 8 (5 + 2 (Con) + 1 (FCB)) + 8 (5 + 2 (Con) + 1 (FCB)))
Init: +4 (2 (Dex) + 2 (Trait))
AC: 20 (Touch: 13, Flat-footed: 18) (+5 Armor, +2 Shield, +2 Dex, +1 Size)
Fort: +6, Ref: +7, Will: +2 (+2 vs. Fear)
BAB: +5
CMB: +6 (5 (BAB) + 2 (Str) - 1 (Size))
CMD: 18 (10 + 5 (BAB) + 2 (Str) + 2 (Dex) - 1 (Size))

ATTACKS
Melee
Dagger, Cold Iron (+8 to hit, 1d3+2 damage (P or S), 19-20/x2 crit)
Morningstar (+8 to hit, 1d6+2 damage (B or P), x2 crit)

Ranged - (+1 to hit/damage within 30', -2 to hit/+4 damage to ranged attacks)
Alchemist's Fire (+9 to hit, 1d6+4 damage (5 splash) (Fire), 10' range, x2 crit)
Alkali Flask (+9 to hit, 1d6+4 damage (5 splash) (Acid), double damage to oozes, 10' range, x2 crit)
Bomb (11/day) (+9 to hit, 4d6+4 damage (8 splash) (Fire), 20' range, +1d6+3 crit)
+1 Composite Longbow (+2 Str) (+9 to hit, 1d6+3 damage (P), 110' range, x3 crit)
Dagger, Cold Iron (+8 to hit, 1d3+2 damage (P or S), 10' range, 19-20/x2 crit)

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
Alchemical Weapon: At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

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.
Alchemy (Su): 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.
Bomb (Su, 4d6): 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. 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.
Directed Blast: At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.
Extracts (Su): Extracts behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

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.
Martial Weapon Proficiency (Longbow): At 1st level, a grenadier picks one martial weapon to become proficient in the use of.
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.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
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.
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

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
Lettered: Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

SKILLS - Current ACP: -1
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise*: 4 (0 + 4 (Int))
Bluff: -1 (0 + -1 (Cha))
Climb: 2 (0 + 2 (Str)) (ACP)
Craft (Alchemy)*: 14* (7 + 3 (Class Skill) + 4 (Int)) (* - add Alchemist level to create items)
Diplomacy: -1 (0 + -1 (Cha))
Disable Device*: 12 (7 + 3 (Class Skill) + 2 (Dex))
Disguise: -1 (0 + -1 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly*: 2 (0 + 2 (Dex)) (ACP)
Heal*: 0 (0 + 0 (Wis))
Intimidate: -1 (0 + -1 (Cha))
Knowledge (Arcana)*: 14 (7 + 3 (Class Skill) + 4 (Int))
Knowledge (Nature)*: 14 (7 + 3 (Class Skill) + 4 (Int))
Linguistics*: 14* (7 + 3 (Class Skill) + 4 (Int)) (* - +1 to decipher unfamiliar writing)
Perception*: 17 (7 + 3 (Class Skill) + 0 (Wis) + 2 (Racial) + 5 (Lenses of Detection))
Profession*: 0 (0 + 0 (Wis))
Ride: 2 (0 + 2 (Dex)) (ACP)
Sense Motive: 0 (0 + 0 (Wis))
Sleight of Hand*: 2 (0 + 2 (Dex)) (ACP)
Spellcraft*: 14 (7 + 3 (Class Skill) + 4 (Int))
Stealth: 6 (0 + 2 (Dex) + 4 (Racial)) (ACP)
Survival*: 10* (7 (Headband) + 0 (Wis) + 3 (Class Skill)) ( * - +5 to Track (Lenses of Detection))
Swim: 2 (0 + 2 (Str)) (ACP)

BOONS
322's Foe: You have pursued the elusive elf known as 322 and uncovered an amulet imbued with her occult energy. You gain access to the following unique magic item as the listed discount.
- Heartstone of the Wronged (Aura moderate evocation and transmutation; CL 8th; Slot neck; Discounted Price 8,000 gp): One larger glassy talisman that resembles a night hag's heartstone hangs from this amulet of obsidian beads. Its wearer gains immunity to disease. Once per day as an immediate action when she fails a saving throw against an effect that would cause confusion, she can activate the amulet to attempt a second saving throw with a +2 insight bonus and use the second result. Finally, if the wearer is an oracle with the dark tapestry mystery, she treats her effective oracle level as 2 higher when determining the effects of the many forms revelation.
Aggressive Researcher: You have proven your mettle in Absalom's greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.
Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.
Curious Pipefox: Yrishi the pipefox wishes to continue adventuring with you. A spellcaster of at least 7th level may take Yrishi as a familiar with the Improved Familiar feat. You must provide a copy of Pathfinder RPG Bestiary 4 as if pipefoxes were available as in the Additional Resources document.
Instead of taking Yrishi as a familiar, you can ask her to perform research for you. Cross this boon off your Chronicle sheet before attempting a Knowledge (history or religion) check to treat your result as if were 25, even if you are not trained in the skill. Alternatively, you may gain a +5 bonus on the check.
Embeth Hound: The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog's typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.
Henbane's Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action, you can destroy the flower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token's power, cross this boon off your Chronicle sheet.
Impossible Feat: The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.
Mantle of the Black Rider (Assuming the Mantle): You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score. Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.
Marnarius' Blade: You defeated Tseka and claimed the blade that Marnarius gifted to her. You may purchase a lesser sword of subtlety (see page 21). A lesser sword of subtlety is a +1 shortsword that provides a +2 bonus on its wielder's attacks and damage rolls when he is making a sneak attack with it. If you played this scenario in Subtier 6-7, you may purchase either a lesser sword of subtlety or sword of subtlety.
Master of Secrets (Dark Archive): You provided Zarta Dralneen with valuable leverage over one of her enemies; in return, she is willing to assist you against one of your enemies. Before rolling an intimidate check against a named NPC, you may show this boon to your GM and announce that Zarta Dralneen has provided you with blackmail or other information that can assist you in intimidating this NPC. Zarta's information provides you with a +4 bonus on your Intimidate check. Once you use this boon, cross it off your Chronicle Sheet.
[ ][ ] Pathfinder's Excellence (Combat): Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium's employ, the critical threat range of the attack doubles; this benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the Improved Critical feat). Once you check the last box, cross this entire boon off your Chronicle sheet.
[ ][ ] Pathfinder's Excellence (Resilience): As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaining, you also have DR 2/- against attacks made by members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action, you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet.
Prediction of Future Peril: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.

  • You gain a +5 bonus on a Knowledge check to identify a creature.
  • You gain a +2 bonus on any single saving throw.
  • You gain a +2 bonus to AC against any single opponent.

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 +2 insight bonus on saves versus transmutation spells and spell-like abilities.
- Gain haste as a spell-like ability usable 1/day.
- 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 saves versus illusion spells and spell-like abilities.
- Gain major image as a spell-like ability usable 1/day.
- 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
1st-level:
Comprehend Languages: You understand all spoken and written languages.
Crafter's Fortune: Subject gains +5 on next Craft check.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Expeditious Retreat: Your base speed increases by 30 ft.
Heightened Awareness: Your recall and ability to process information improve.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Stone Fist: Your unarmed strikes are lethal.
Targeted Bomb Admixture: Empowers bombs you throw to deal more damage to a single creature.
True Strike: +20 on your next attack roll.

2nd-level:
Ablative Barrier: Surrounds the target with layers of force.
Alchemical Allocation: Gain potion's benefits without consuming it.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Levitate: Subject moves up and down at your direction.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.

3rd-level:
Fly: Subject flies at a speed of 60 ft.
Remove Curse: Frees object or person from curse.

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
Explorer's Outfit (2 lbs.)
Chain Shirt +1 (12.5 lbs.)
+1 Darkwood Buckler (2.5 lbs.)
Headband of Vast Intelligence +2 (- lbs.)
Lenses of Detection (1 lb.)
Morningstar (3 lbs.)
Dagger, Cold Iron (0.5 lbs.)
+1 Composite Longbow (+2 Str) (1.5 lbs.)
Spring-Loaded Wrist Sheath (.25 lbs.)
- Wand of Cure Light Wounds (50/50 charges remaining) (- lbs.)

Backpack, Masterwork (1 lb.) (TOTAL: 26.75 lbs.)
- Alchemist's Fire (2) (2 lbs.)
- Alchemy Crafting Kit (5 lbs.)
- Bedroll (1.25 lbs.)
- Blanket (0.75 lbs.)
- Courtier's Outfit (w/50 gp jewelry) (1.5 lbs.)
- Formula Alembic (2 lbs.)
- Formula Book, Traveling (50 pages) (1 lb.)
- Hybridization Funnel (2 lbs.)
- Ink (- lbs.)
- Inkpen (- lbs.)
- Mess Kit (1 lb.)
- Pot, Common (4 lbs.)
- Silk Rope (50') (5 lbs.)
- Soap (0.5 lbs.)
- Trail Rations, Halfling (4 days) (0.5 lb.)
- Waterskin (1 lb.)

Bandolier (- lbs.) (TOTAL: 8 lbs.)
- Alchemist's Fire (4) (4 lbs.)
- Alkali Flasks (4) (4 lbs.)

Bandolier (- lbs.) (TOTAL: 8 lbs.)
- Ghast Retch Flasks (4) (4 lbs.)
- Liquid Ice (4) (4 lbs.)

Belt Pouch (0.13 lbs.) (TOTAL: 5.13 lbs.)
- Boro Bead (2nd level) (- lbs.)
- Boro Bead (2nd level) (- lbs.)
- Flint and Steel (- lbs.)
- Potion of Barkskin (CL 12) (- lbs.)
- Potion of Greater Animal Aspect (- lbs.)
- Sunrod (4) (4 lbs.)
- Thieves' Tools, Masterwork (2 lbs.)
- Weapon Blanch, Adamantine (1) (1 lb.)
- Weapon Blanch, Silver (1) (1 lb.)
- Money (11364 gp 9 sp 7 cp)

Quiver (- lbs.) (TOTAL: 3 lbs.)
- Arrows, Blunt (20) (1.5 lbs.)
- Arrows, Cold Iron (40) (0.75 lbs.)
- Arrows, Cold Iron (Adamantine-blanched) (20) (0.75 lbs.)
- Arrows, Cold Iron (Silver-blanched) (20) (0.75 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
Height: 3' 2"
Weight: 36 lbs.
Skin: Light Brown
Hair: Brown
Eyes: Black

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
Awarded: 1XP, 2PP, 420GP
Spent:

2014-07-22 - Pathfinder Module: Thornkeep - The Accursed Halls
Awarded: 3XP, 4PP, 1398GP, 20GP (Day Job)
- Boon: Prediction of Future Peril
Spent:

2014-09-15 - Scenario #6-01: Trial by Machine
Awarded: 1XP, 2PP, 1178GP, 50GP (Day Job)
Spent:

2015-05-10 - Pathfinder Module: Fangwood Keep
Awarded: 3XP, 4PP, 4810GP
- Boon: Study of Infinite Spells (Ablative Barrier (2), Alchemical Allocation (2), False Life (2), Heightened Awareness (1), Monkey Fish (1))
- Boon: Borderland Keep (property vanity - 15 PP) - not purchased
Spent:
- Alchemist's Fire (x6 - 40GP w/alchemy)
- Alkali Flask (x6 - 30GP w/alchemy)
- Cold Iron Arrows (x40 - 4GP)
- Headband of Vast Intelligence +2 (4000GP)
- Enchant Masterwork Composite Longbow to +1 (2000GP)
- Spell Scribing (Ablative Barrier (2), Alchemical Allocation (2), Comprehend Languages (1), Disguise Self (1), False Life (2), Heightened Awareness (1), Monkey Fish (1), Stone Fist (1), True Strike (1) - 180GP)
- Wand of Cure Light Wounds (2PP)
- Spring-Loaded Wrist Sheath (5GP)

2015-05-26 - Pathfinder Adventure Path #61: Shards of Sin
Awarded: 3XP, 4PP, 4800GP
- Boon: Shard of Greed
- Boon: Shard of Pride
Spent:

2015-09-01 - Scenario #6-22: Out of Anarchy
Awarded: 1XP, 2PP, 1900GP, 100GP (Day Job)
- Boon: Master of Secrets
- Boon: Skillful Barterer
Spent:
- Alchemist's Fire (x3 - 20GP w/alchemy)
- +1 Darkwood Buckler (205GP + 1000GP)
- Boro Bead (2nd level) (4000GP)
- Formula Alembic (200GP)
- Hybridization Funnel (200GP)
- Potion of Greater Animal Aspect (750GP)

2015-09-26 - Scenario #6-98: Serpent's Rise
Awarded: 1XP, 2PP, 4000GP
- Boon: Spoils of the Siege (Rataji)
- Boon: Trusted Pathfinder
Spent:

2015-10-10 - Scenario #7-02: Six Seconds to Midnight
Awarded: 1XP, 2PP, 3252GP, 150GP (Day Job)
- Boon: Embeth Hound
- Boon: Henbane's Token
- Boon: Touched by Time
Spent:

2015-12-20 - Scenario #6-97: Siege of Serpents
Awarded: 1XP, 2PP, 2500GP, 75GP (Day Job)
- Boon: Pathfinder's Excellence (Combat)
- Boon: Pathfinder's Excellence (Resilience)
Spent:
- Boro Bead (2nd level) (4000GP)
- Lenses of Detection (3500GP)
- Potion of Barkskin (CL 12) (1200GP)

2016-03-28 - Scenario #7-09: The Blakros Connection
Awarded: 1XP, 2PP, 4027GP, 150GP (Day Job)
- Boon: Aggressive Researcher
- Boon: Acquainted with Aslynn
- Boon: Impossible Feat
- Boon: 322's Foe
Spent:

2016-06-18 - Scenario #7-15: The Deepmarket Deception
Awarded: 1XP, 2PP, 3219GP, 150GP (Day Job)
- Boon: Curious Pipefox
- Boon: Marnarius' Blade
- Boon: Yekai Deathhand's Marvel
Used:
- 5 Alchemist's Fire
Spent:
- Alchemist's Fire (x6 - 40GP w/alchemy)

2017-04-28 - Scenario #8-07: From the Tome of Righteous Repose[b]
[b]Awarded:
1XP, 2PP, 3230GP, 100GP (Day Job)
- Boon: Righteous Redemption
- Boon: Worthy Foe
Used:
- 2 Alchemist's Fire
- 1 Alkali Flask
Spent:

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