Mistress Kayltanya

Faey Vallidorn's page

102 posts. Alias of Fraust.


Race

Quiver: 20/20|Bombs: 4/4|Mutagen (dex): 1/1|Extracts: Shield, +1 open slot

Classes/Levels

Alchemist (grenadier) 1|AC: 18|HP: 8/8|Initiative +6|Low-Light Vision, Perception +5|Fort: +3; Refl: +6; Will: -1;|

Age

Young Adult | Description: Average height, athletic build, wears chain shirt and carries a short bow with quiver. Clothes are well worn and travel stained but of good quality. Face and hands have several burn and abrasion scars.

About Faey Vallidorn

Female Elf Alchemist (Grenadier) 1
NG Medium Humanoid (elf)

A better pic and some background can be found Here.

-=Attributes=-
Str: 14
Dex: 18
Con: 10
Int: 16
Wis: 08
Cha: 10

Languages: Common, Draconic, Elvin, Shoanti, Varisian

Combat:

Short bow +4 ranged, 1d8 piercing; Point Blank Shot
Dagger +2 melee (+4 ranged) 1d4+2 piercing
Club +2 melee (+4 ranged) 1d6+2 bludgeoning
Combat Maneuver +2 melee

AC: 18 (+4 dex, +4 armor); Tch: 14; Flt: 14: CMD: 16


-=Feats, Skills, Traits=-
Feats:

Point Blank Shot (1st)
Throw Anything (b)
Martial Weapon Prof: elven curve blade (b)

Skills:

4 (clas) + 3 (Int) + 1 (favored class)
Acrobatics 1+4+0
Disable Device 1+4+3
Perception 1-1+5
Spellcraft 1+3+3
Stealth 1+4+0
Use Magic Device 1+0+3

Background Skills
Craft (alchemy) 1+3+4
Perform (contact juggling) 1+0+0
Profession (beggar) 1-1+3
Slight of Hand 1+4+3


Traits:

Forlorn
Reactionary

-=Abilities=-
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Elves can take this trait in place of elven magic, also gaining the fetchling's spell-like abilities racial trait.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

Alchemy (Su):
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. 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): 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.

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.

Formula List
1st: Ant Haul, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Shield,

-=Equipment=-
Alchemist's Kit, chain shirt (100 gp, lbs), short bow (30 gp, 2 lbs), quiver (1 gp, 3 lbs), dagger (2 gp, 1 lbs), club (0 gp, 3 lbs), 12 gp