Damiel

Damiel the Bomb Tosser's page

87 posts. Alias of Massee.


Full Name

Damiel the bomb tosser Pregen

Race

Temp HP 17| HP 59/59 | AC (24)17, T 14, FF (20)13 | CMB +5 CMD 19 | F +8 R +11 W +(3)4 (+2 vs. enchantments, +4 vs. poison, immune to sleep) | Init +4 | Perc +12 SM +5

Classes/Levels

| Speed 30ft | bomb 5/14 boro bead 1/1 | Active Conditions: False Life, Heroism, barkskin +3, Shaken, twitch tonic, sooth syrup, see invis, shield, haste

Gender

”Damiel” | Male N Medium Elf Alchemist 7

About Damiel the Bomb Tosser

Damiel
Male elf alchemist 7
N Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +12
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 59 (7d8+21)
Fort +8, Ref +11, Will +4; +2 vs. charm, compulsion, and fear effects created by humanoids other than elves); +2 vs. enchantments, +4 vs. poison
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4/19–20)
Ranged bomb +10 (4d6+5 fire)
[dice=Fire Bomb, Mutagen]1d20+10+2;4d6+5[/dice]
Special Attacks bomb 14/day (4d6+5 fire, DC 18)
Alchemist Extracts Prepared (CL 7th; concentration +12)
3rd—displacement, heroism
2nd—barkskin, false life, invisibility, resist energy
1st—cure light wounds, enlarge person (DC 16), expeditious retreat, reduce person (DC 16), shield (1/2)
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Statistics
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Str 10, Dex 18, Con 13, Int 20, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 19
Feats Extra Bombs*, Extra Discovery*, Point-Blank Shot, Precise Shot, Throw Anything, Toughness*
Traits Insular*, Wary* (Daggermark)
Skills Appraise +9, Craft (alchemy) +15 (+22 to create alchemical items), Disable Device +16, Fly +10, Heal +4, Knowledge (arcana, nature) +15, Linguistics +12, Perception +12 (+13 on opposed checks), Sense Motive +5 (+6 on opposed checks), Sleight of Hand +8, Spellcraft +13 (+15 to identify magic item properties), Survival +4, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan, Thassilonian, Tien, Undercommon
SQ alchemy (alchemy crafting +7), discoveries (frost bomb, infusion, precise bombs [5 squares], sticky poison), elven magic, mutagen (+4/–2, +2 natural armor, 70 minutes), poison use, swift alchemy
Combat Gear boro bead (2nd level), elixir of hiding, elixir of swimming, elixir of tumbling, elixir of vision, oil of daylight, potion of cure moderate wounds, potion of fly, potion of lesser restoration, potion of neutralize poison, wand of cure light wounds (12 charges), wand of see invisibility (2 charges), wand of haste (3/4 charges), acid, alchemist’s fire (2), antiplague (2), antitoxin (2), giant wasp poison (3), shadow essence (3), smelling salts, smokesticks (2), soothe syrup, twitch tonic, wismuth salix; Other Gear +1 leather armor, daggers (2), belt of incredible dexterity +2, cloak of resistance +2, headband of vast intelligence +2, alchemist’s lab, alchemy crafting kit, bandoliers (2), formula book (contains all prepared 1st-level extracts plus ant haul, comprehend languages, crafter’s fortune, cure light wounds, identify, and negate armoa; all prepared 2nd-level extracts plus cure moderate wounds; and all prepared 3rd-level extracts plus haste and remove disease), ink, inkpen, mwk thieves’ tools, 8 gp
* The effects of these abilities are calculated into Damiel’s statistics.
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Special Abilities
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Bombs Damiel can mix 14 bombs each day. Bombs are unstable and go inert if he does not throw them within one round. Damiel’s bombs deal 4d6+5 points of cold or fire damage (his choice) to their target and 5 points of damage of the same type to creatures in all adjacent squares (Reflex DC 18 half). Damiel can exclude up to 5 adjacent squares from this damage.
Alchemical Items Damiel has the following alchemical items.
Acid Damiel’s acid deals 1d6+5 points of acid damage on a hit and 6 points of acid damage to all adjacent creatures.
Alchemist’s Fire Damiel’s alchemist’s fire deals 1d6+5 points of fire damage on a hit and 6 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 (Fortitude DC 18 negates).
Shadow Essence This injury poison deals 1 Strength drain on the first round of its effect, then 1d2 points of Strength damage for 5 rounds (Fortitude 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.
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.
Frost Bombs The effects of this discovery are included in bombs.
Infusion This discovery lets anyone benefit from Damiel’s extracts.
Mutagen Damiel can spend an hour to brew a special mutagen. He can carry it as long as he wants, but after he drinks it, the mutagen’s effects last for 70 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 18 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 The effects of this discovery are included in bombs.
Precise Shot Damiel does not take a penalty for firing into melee.
Sticky Poison When Damiel applies poison to a weapon, it remains poisoned until he has struck a creature with it 5 times.
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 +5 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 Damiel’s extracts and gear are described below.
Ant Haul If Damiel prepares this extract, it triples the drinker’s carrying capacity for 14 hours.
Barkskin The drinker gains a +3 enhancement bonus to natural armor for 70 minutes (this would increase Damiel’s natural armor to 3, or to 5 with a mutagen, which also raises his flat-footed AC).
Boro Bead (2nd level) Once per day, Damiel can activate this bead as a standard action to recreate a 2nd-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 70 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+5 damage.
Cure Moderate Wounds Damiel’s potion heals 2d8+3 points of damage. If he prepares an extract, it heals 2d8+7 points of 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.
Displacement The drinker appears to be in a slightly different spot from where he actually is, gaining a 50% miss chance for 7 rounds.
Elixir of Hiding This elixir grants the drinker a +10 competence bonus on Stealth checks for 1 hour.
Elixir of Swimming This elixir grants the drinker a +10 competence bonus on Swim checks for 1 hour.
Elixir of Tumbling This elixir grants the drinker a +10 competence bonus on Acrobatics checks for 1 hour.
Elixir of Vision This elixir grants the drinker a +10 competence bonus on Perception checks for 1 hour.
Enlarge Person The drinker becomes one size larger for 7 minutes. A Medium character such as Damiel becomes Large and gains +2 Strength, –2 Dexterity, reach, a +1 size bonus to CMD and on combat maneuver checks, a –1 size penalty on attack rolls and to AC, a –4 size penalty on Stealth checks, and a –2 size penalty on Fly checks. Melee weapons’ damage increases (Damiel’s dagger deals 1d6).
Expeditious Retreat Increases drinker’s base speed by 30 ft. for 7 minutes.
False Life The drinker gains 1d10+7 temporary hit points for 7 hours, which can put him above his maximum hit points. He always loses temporary hit points first before losing his regular hit points.
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.
Haste Damiel’s wand can grant to up to 5 targets within 35 feet of Damiel and all within 30 feet of each other a +30-foot enhancement bonus to movement speed, +1 on attack rolls, +1 on Reflex saving throws, a +1 dodge bonus to AC, and an extra attack at the highest bonus during any full attack. These benefits last for 5 rounds. If Damiel prepares haste as an extract, the benefits affect only the drinker but last for 7 rounds.
Heroism The drinker gains a +2 morale bonus on attack rolls, saving throws, and skill checks for 70 minutes.
Identify If Damiel prepares this extract, the drinker can spend two rounds focusing and then attempt to identify one item in his possession each round for 19 rounds with a +10 bonus on Spellcraft checks.
Invisibility The drinker vanishes for 7 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).
Lesser Restoration Damiel’s potion cures 1d4 points of temporary Constitution damage and removes fatigue (or reduces the exhausted condition to fatigued).
Negate Aroma For 7 hours, 7 creatures or objects Damiel touches lose all natural and unnatural odors (Fort DC 16 negates if unwilling).
Neutralize Poison Damiel’s potion attempts to neutralize a poison affecting its drinker. Its drinker rolls 1d20+5 against the poison’s save DC.
Reduce Person The drinker becomes one size smaller for 7 minutes. A Medium character like Damiel becomes Small and gains +2 Dexterity, –2 Strength, a –1 size penalty to CMD and on combat maneuver checks, a +1 size bonus on attack rolls and to AC, 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).
Remove Disease If Damiel prepares this extract, he can attempt a caster level check (1d20+7) against the DC of each disease affecting the drinker to cure the disease.
Resist Energy The drinker gains resistance 20 to his choice of acid, cold, electricity, fire, or sonic damage for 70 minutes.
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 7 minutes and becomes immune to magic missile.

Background:
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.