Damiel

Evindal Mog's page

266 posts. Organized Play character for Abraham Z..


Race

HP 56/56 | AC 22 | F +11 R +13 W +9 | Perc +9 (low light vision) | Stealth +10 | Exploration Mode (default): Investigate | Mantles: Mylow & Nagaikaze |

Classes/Levels

speed 35'| Hero ⅓ | Reagents 9/9 | Active Conditions: Resist Cold/Electricity/Negative 1, Cat's Eye | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Gender

CN Male Elf (ancient elf) Alchemist 5 | Bombs Used: Lightning 3, Shards 1, Dread 2, Acid 3, Fire 1|

About Evindal Mog

02. Evindal Mog
Male elf alchemist 5 (Advanced Player's Guide, Lost Omens Pathfinder Society Guide)
CN, Medium, Elf, Humanoid
Heritage ancient elf
Background tinker
Perception +9; low-light vision
Languages Common, Elven, Goblin, Shoanti, Thassilonian, Tien, Varisian
Skills Acrobatics +10, Arcana +11, Athletics +6, Crafting +13 (+14 when crafting Alchemy items., +14 when crafting alchemical items.), Engineering Lore +11, Nature +9, Occultism +11, Religion +9, Society +11, Stealth +10, Survival +9, Thievery +12, Underworld Lore +11
Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 19 (+4), Wis 14 (+2), Cha 10 (+0)
Items studded leather armor, moderate acid flask (3), moderate alchemist's fire (3), moderate alignment ampoule[LOPFS] (3), moderate blight bomb[APG] (2), moderate bottled lightning (3), moderate crystal shards[APG] (2), moderate dread ampoule[APG] (2), moderate frost vial (2), moderate ghost charge[APG] (2), sling, alchemist’s lab, alchemist goggles, alchemist's tools, backfire mantle[SoM], backfire mantle[SoM], bag of holding i, basic crafter's book, batches of infused reagent, bedroll, cat’s eye elixir (4), chalk (10), flint and steel, formula book, healer's tools, lesser antidote, lesser antiplague, lesser cold iron blanch[LOPFS] (4), lesser metalmist sphere[LOPFS] (2), lesser metalmist sphere[LOPFS] (2), minor elixir of life (2), rations (1 week) (2), repair kit, rope (foot) (50), silversheen (4), sling bullets (6), soap, torch (5), waterskin, wayfinder (pearly white spindle aeon stone), winter clothing, purse (31 gp, 8 sp, 2 cp)
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AC 22; Fort +11; Ref +13; Will +9
HP 56; Resistances cold 1, electricity 1, negative 1
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
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Speed 35 feet
Ranged [1] moderate acid flask +12 (thrown 30 ft., acid, alchemical, bomb, consumable, infused, splash), Damage 1 A +2d6 pers A +2 A splash
Ranged [1] moderate alchemist's fire +12 (thrown 30 ft., alchemical, bomb, consumable, fire, infused, splash), Damage 2d8+1 F +3 pers F +2 F splash
Ranged [1] moderate alignment ampoule +12 (thrown 30 ft., alchemical, bomb, consumable, infused), Damage 1d4 Algn +2 Algn splash
Ranged [1] moderate blight bomb +12 (thrown 30 ft., alchemical, bomb, consumable, infused, poison, splash), Damage 2d6 Pois +2d4 pers Pois +2 Pois splash
Ranged [1] moderate bottled lightning +12 (thrown 30 ft., alchemical, bomb, consumable, electricity, infused, splash), Damage 2d6 E +flat -footed +2 E splash
Ranged [1] moderate crystal shards +12 (thrown 30 ft., alchemical, bomb, consumable, earth, infused, splash), Damage 2d4 P +4 P splash
Ranged [1] moderate dread ampoule +12 (thrown 30 ft., alchemical, bomb, consumable, emotion, fear, infused, mental, poison, splash), Damage 2d6 Ment +2 Ment splash
Ranged [1] moderate frost vial +12 (thrown 30 ft., alchemical, bomb, cold, consumable, infused, splash), Damage 2d6 C +10 -ft Speed pen +2 C splash
Ranged [1] moderate ghost charge +12 (thrown 30 ft., alchemical, bomb, consumable, infused, positive, splash), Damage 2d8 Pos +enfeebled 1 until the start of your next turn +2 Pos splash
Ranged [1] sling +11 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action.
Ancestry Feats Burn It, Nimble Elf
Class Feats Far Lobber, Quick Bomber
General Feats Adopted Ancestry
Skill Feats Alchemical Crafting, Assurance, Experienced Smuggler, Kreighton's Cognitive Crossover (crafting, arcana)[LOPFS], Specialty Crafting
Other Abilities access to envoy alliance gear, advanced alchemy, bomber, crafter’s workshop, field discovery, field-commissioned agent, formula book, hireling, infused reagents, powerful alchemy, quick alchemy, research field, signature items, skillful mentor, wayfinder
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Orphaned in the Goblinblood Wars. Raised by goblins in Isger. Learned the craft of alchemy at the feet of a succession of Mogmurchs, over many (goblin) generations. Earned his keep among the goblins by hunting and making jewelry for them. Has such reverence for the many Mogmurchs he has served that he took the surname Mog. Has great doubt that magic exists at all and believes that all so-called magic will eventually be understood through alchemy or related disciplines.

Field Commissioned Agents get NO start-of-scenario consumables.

Boons:

General:
01) Traveler of the Spirit Road: Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track WHILE IN A FORESTED AREA, you may check a box [3 uses] as a free action to treat that check as a failure instead.

02) Valais's Assurance: [2 uses] Spend an action to use the champion focus spell lay on hands, heightened appropriately for your level. This does not cost a focus point. [Touch range; restore 6 hp/level & give +2 status to AC for 1 round. Or, vs Undead, does 1d6/level dmg & basic Fort (fail = -2 status to AC for 1 round)

03) Touched by the Storm: While this boon is slotted, you gain cold & electricity resistance 1.

04) Doom Averted: "When your dying value is increased to exactly the amount that would kill you, this boon automatically activates. Decrease your dying value by one." ONE TIME USE.

Botting Instructions:
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