Damiel

Damiel Del Toro's page

67 posts. Alias of Tizen Nimrod.


Full Name

Damiel

Race

Elf Alchemist 4 | HP 31/31 | Init +3+2 | Per +9; Darkvision | AC 16+2+2 : T 13+2+2 : FF 13+2 (+2 vs. enchantments, +2 vs. poison Immune sleep) : CMD +17+2+2 : CMB +3 | Fort +6 : Ref +8+2 : Will +2 | Dagger +3(1d4/19-20×2), Bomb +7+2 (2d6+4 Fire)

Classes/Levels

Resources:
Bomb 9/10 Javelins 5/6, Spells 2nd—fly, invisibility 1st—expeditious retreat, reduce person (DC 15), shield, cure light wounds (1d8+4)

Gender

M

Size

M

Strength 10
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 10
Charisma 10

About Damiel Del Toro

DAMIEL PDF
Male elf alchemist 4
Init +3; Senses low-light vision; Perception +9
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 31 (4d8+8)
Fort +6, Ref +8, Will +2 (+2 vs. charm, compulsion, and fear effects created by humanoids other than elves); +2 vs. enchantments, +2 vs. poison
Immune sleep

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OFFENSE
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Speed 30 ft.
Melee dagger +3 (1d4/19–20)
Ranged bomb +7 (2d6+4 fire) 20ft.
Javelin +6 (1d6/×2) 30ft.
Special Attacks bomb 10/day (2d6+4 fire, DC 16)
Alchemist Extracts Prepared (CL 4th;concentration +8)
2nd—fly, invisibility
1st—expeditious retreat, reduce person (DC 15), shield, cure light wounds

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STATISTICS
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Str 10, Dex 16, Con 13, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 16

Feats Extra Bombs, Point-Blank Shot, Precise Shot, Throw Anything

Traits InsularISR, Wary, (Daggermark)

Skills Appraise +8, Craft (alchemy) +13 (+17 to create alchemical items), Disable Device +12, Fly +7, Heal +4, Knowledge (arcana, nature) +11, Perception +9 (+10 on opposed checks), Sense Motive +5 (+6 on opposed checks), Spellcraft +11, Survival +4, Use Magic Device +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

Languages Common, Draconic, Elven, Gnome, Goblin, Orc

SQ alchemy (alchemy crafting +4), discoveries (infusion, precise bombs
[4 squares]), elven magic, mutagen (+4/–2, +2 natural armor, 40 minutes), poison use, swift alchemy

Combat Gear boro bead UE (1st level), elixir of hiding, elixir of tumbling, elixir of vision, oil of daylight, potion of cure light wounds, potion of fly, potion of neutralize poison, wand of cure light wounds (5 charges), wand of see invisibility (2 charges), acid, alchemist’s fire (2), antiplague (2), antitoxin (2), large scorpion venom (3-1), smelling salts, smokesticks (2), soothe syrup, twitch tonic, wismuth salix;

Other Gear leather armor, cold weather outfit, daggers (2) , cloak of resistance +1, alchemist’s lab, alchemy crafting kit, bandoliers (2), formula book (contains all prepared extracts plus ant haul, comprehend languages, crafter’s fortune, cure light wounds, reduce person, and identify), ink, inkpen, mwk thieves’ tools, sunrod, winter blanket, backpack, bedroll, waterskin 1.4 gp

Javelins ×5
Leather Armor +1
Potion Endure Elements

Bombs Damiel can mix 10 bombs each day. Bombs are unstable and go inert if he does not throw them within one round. Damiel’s bombs
deal 2d6+4 points of fire damage to their target and 4 points of fire damage to creatures in all adjacent squares (Reflex DC 16 half). Damiel can exclude up to 4 adjacent squares from this damage.

Alchemical Items:

Alchemical Items

Acid Damiel’s acid deals 1d6+4 points of acid damage on a hit and 5 points of acid damage to all adjacent creatures.
Alchemist’s Fire Damiel’s alchemist’s fire deals 1d6+4 points of fire damage on a hit and 5 points of fire damage to adjacent creatures. The next round, the target of a direct hit takes another 1d6 points of damage.

Antiplague Damiel’s antiplague grants the drinker a +5 alchemical bonus against diseases for 1 hour or the ability to take the better of two rolls on the ongoing saving throw against disease for the day.
Antitoxin Damiel’s antitoxin grants the drinker a +5 alchemical bonus against poison for 1 hour.

Giant Wasp Poison This injury poison deals 1d2 points of Dexterity damage to its target per round for 6 rounds (Fort DC 18 negates).

Large Scorpion Venom This injury poison deals 1d2 points of Strength damage to its target per round for 6 rounds (Fort DC 17 negates).

Smelling Salts Damiel’s smelling salts grant a new saving throw against any effect that makes the smeller unconscious or staggered. They can wake a dying creature, which still must attempt stabilization checks each round and which takes 1 damage, falling unconscious if it takes a standard or other strenuous action.

Smokestick Damiel’s smokestick fills a 10-foot cube with smoke, granting everything inside concealment (total concealment to creatures and objects behind more than 5 feet of smoke).

Soothe Syrup Damiel’s soothe syrup grants the drinker a +5 alchemical bonus against nausea and sickening effects for 1 hour.

Twitch Tonic Damiel’s twitch tonic grants the drinker a +2 alchemical bonus against sleep, paralysis, and staggering effects for 1 hour. Once per day, drinking it can also grant a new saving throw against any such effect that existed before drinking.
Wismuth Salix Damiel’s wismuth salix grants the drinker a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened conditions. Once per day,drinking it can also grant a new save with a +2 bonus against any such effect that existed before drinking.

Abilities:

Alchemy Damiel can identify potions with a Craft (alchemy) check by examining them for 1 round. He can brew extracts each day from his formula book (like preparing spells). Anyone can drink an extract to gain its benefit. Damiel can activate wands of spells on the alchemist list.

Elven Magic Damiel gains a +2 racial bonus on caster level checks to overcome spell resistance.

Infusion This discovery lets anyone (not just Damiel) benefit from his extracts.

Mutagen Damiel can spend an hour to brew a special mutagen. He can carry it as long as he wants, but after drinking it, the mutagen’s effects last for 40 minutes. If anyone but Damiel (or another alchemist or investigator)drinks the mutagen, the drinker gains no benefit and is nauseated for 1 hour (Fort 16 negates). Damiel always starts play with a Dexterity mutagen to make himself into a more capable ranged combatant. This mutagen grants +4 Dexterity, +2 natural armor, and –2 Wisdom. He can also brew a mutagen that grants +4 Strength, +2 natural armor, and –2 Intelligence or a mutagen that grants +4 Constitution, +2 natural armor, and –2 Charisma.

Point-Blank Shot Damiel receives a +1 bonus on attack and damage rolls with ranged attacks when he is within 30 feet of his target.

Poison Use Damiel doesn’t risk poisoning himself when applying poison to his weapon.

Precise Bombs[b] The effects of this discovery are included in bombs.

[b]Precise Shot Damiel does not take a penalty for firing into melee.

Swift Alchemy Damiel can craft alchemical items twice as fast as normal. He can also apply poison as a move action.

Throw Anything Damiel gains a +1 circumstance bonus on attack rolls and a +4 bonus on damage rolls with thrown splash weapons. This bonus damage also applies to splash damage. He does not take any penalties when using improvised ranged weapons.

Extracts and Gear:

Extracts and Gear Damiel’s extracts and gear are described below.

Ant Haul If Damiel prepares thisextract, it triples the drinker’s carrying capacity for 8 hours.

Barkskin The drinker gains a +2 enhancement bonus to natural armor for 40 minutes (this would increase Damiel’s natural armor to 2, or to 4 with a mutagen, which also raises his flat-footed AC).

Boro Bead (1st level) Once per day, Damiel can activate this bead as a standard action to recreate a 1st-level extract he has already used.

Comprehend Languages If Damiel prepares this extract, it grants the drinker the ability to understand all languages he reads or hears for
40 minutes, though he can’t speak them.

Crafter’s Fortune If Damiel prepares this extract, it grants the drinker a +5 luck bonus on his next Craft check.

Cure Light Wounds Damiel’s wand heals 1d8+1 points of damage to a touched creature. If he prepares an extract, it heals 1d8+4 damage.

Daylight When smeared on an object, Damiel’s oil creates bright light for 60 feet and raises the light by one level for the next 60 feet for 50 minutes. If there is magic darkness in that area, the overlapping area is unaffected by either spell.

Elixir of Hiding This elixir grants the drinker a +10 competence bonus on Stealth checks for 1 hour.

Elixir of Tumbling This elixir grants the drinker a +10 competence bonus on Acrobatics checks for 1 hour.

Expeditious Retreat The drinker’s base speed increases by 30 feet for 4 minutes.

Fly Damiel’s potion grants the drinker a 60-foot fly speed and a +6 bonus on Fly checks (+16 total for Damiel himself) for 5 minutes. His extract of fly allows him 4 minutes of flight and +2 on Fly checks (+9 total for Damiel himself).

Identify If Damiel prepares this extract, the drinker can spend 2 rounds focusing and then attempt to identify one item in his possession each round for 10 rounds with a +10 bonus on Spellcraft checks.

Invisibility The drinker vanishes for 4 minutes or until the drinker attacks. While invisible, the drinker gains +20 to Stealth (+40 if standing
perfectly still). The first attack before the drinker becomes visible gains a +2 to hit (and the enemy likely loses its Dexterity bonus to AC).

Neutralize Poison Damiel’s potion allows the drinker to roll 1d20+5 against the saving throw DC of a poison affecting it. Success
neutralizes the poison.

Reduce Person The drinker becomes one size smaller for 4 minutes. A Medium character becomes Small and gains +2 Dexterity, –2 Strength, a –1 size penalty to CMD and on combat maneuver checks, a +1 size
bonus to AC and on attack rolls, a +4 size bonus on Stealth checks, and a +2 size bonus on Fly checks. Melee weapons and projectile weapons decrease in damage (Damiel’s dagger goes down to 1d3).

See Invisibility Damiel’s wand lets the user see invisible and ethereal creatures for 30 minutes.

Shield The drinker gains a +4 shield bonus to AC for 4 minutes and becomes immune to magic missile.

Damiel Morgethai is a man of two minds. The first repents for the suffering he’s caused and tries to keep his darker urges in check. The second exists only to feel the heat of an explosion
on his face. The latter comes forth primarily in combat, where Damiel’s potions push his body faster than it has any right to move. He is unbalanced, unstable, unpredictable—and totally
indispensable in a fight.