Priest-Captain Blackarm

Faylon's page

25 posts. Alias of Dasimeer.


Full Name

Feylon

Race

human

Classes/Levels

alch/5

Gender

m

Size

m

Age

17

Special Abilities

Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 3d6+7 (14/day, DC 19) (Su) Thrown Splash Weapon deals 3d6+7 fire damage. Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rat

Alignment

cg

Deity

none

Strength 12
Dexterity 18
Constitution 14
Intelligence 25
Wisdom 16
Charisma 16

About Faylon

Faylon Male human alchemist 5 ( Pathfinder RPG Advanced Player's Guide 26) CN Medium humanoid (human) Init +8; Senses Perception +11 ————— Defense ————— AC 14, touch 14, flat-footed 10 (+4 Dex) hp 50 (5d8+10) Fort +6, Ref +8, Will +4; +4 bonus vs. poison ————— Offense ————— Speed 30 ft. Ranged bomb +9 (3d6+8 Fire) Special Attacks bomb 14/day (3d6+7 fire, DC 19) Alchemist Extracts Prepared (CL 5th; concentration +12) 2nd—acute sensesUM (DC 19), alter self , darkvision, invisibility 1st—cure light wounds , disguise self , keen sensesAPG (DC 18), shield, targeted bomb admixture UC, touch of the sea APG (DC 18) ————— Statistics ————— Str 12, Dex 18, Con 14, Int 25, Wis 16, Cha 16 Base Atk +3; CMB +4; CMD 18 Feats Brew Potion, Extra Bombs APG, Extra Discovery APG, Improved Initiative, Point-Blank Shot, Throw Anything Traits calistrian courtesan, highlander (hills or mountains) Skills Craft (alchemy) +15 (+20 to create alchemical items), Diplomacy +11 (+12 to gather information), Disable Device +12, Heal +11, Knowledge (arcana) +15, Knowledge (nature) +15, Perception +11, Sense Motive +15, Sleight of Hand +12, Spellcraft +15, Stealth +13 (+15 in hilly or rocky areas), Survival +11, Use Magic Device +11; Racial Modifiers highlander (hills or mountains) Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan, Undercommon SQ alchemy (alchemy crafting +5), discoveries (explosive bomb, infusion, precise bombs [7 squares]), mutagen (+4/-2, +2 natural armor, 50 minutes), poison use, swift alchemy Combat Gear mutagenAPG; Other Gear headband of vast intelligence +4 , spectacles of thought-seeing , 150 gp ————— Special Abilities ————— Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 3d6+7 (14/day, DC 19) (Su) Thrown Splash Weapon deals 3d6+7 fire damage. Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. 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 i Infusion When created an extract can be used by anyone, but takes up a slot until used. Mutagen (DC 19) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Precise Bombs (7 squares) (Su) 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. Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
p1

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.