Naunet

| Feral Mutant Fey|'s page

32 posts. Alias of Corerue.


Classes/Levels

HP: 32/36 | AC: 26 T: 20 FF: 16 | F: +6 R: +12 W: +5 | Init: +7 Per: +9 | Arc: 3/7 Bomb 2d6+8 (6/10 DC 18) | CMB +4 CMD 26 | Effects: Canny Defense; Resist fire 5

About | Feral Mutant Fey|

Julian Fey
Tiefling alchemist (grenadier) 4/magus (bladebound, fiend flayer, kensai) 4/gestalt 4 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 168, 170, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 26, touch 20, flat-footed 16 (+3 armor, +6 Dex, +4 dodge, +3 natural)
hp 36 (4d8+4)
Fort +6, Ref +12, Will +5
Defensive Abilities canny defense; Resist fire 5
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Offense
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Speed 30 ft.
Melee einharjar, hope of the incoming storm +12 (1d6+8/18-20) or
. . scimitar +11 (1d6+7/18-20) or
. . sickle +10 (1d6+1) or
. . starknife +6 (1d4+1/×3) or
. . bite +5 (1d8), 2 claws +5 (1d6)
Ranged bomb +11 (2d6+8 Fire)
Special Attacks arcane pool (+1, 7 points), bomb 10/day (2d6+8 fire, DC 18), spell combat, spellstrike
Alchemist (Grenadier) Extracts Prepared (CL 4th; concentration +10)
. . 2nd—cure moderate wounds, cure moderate wounds, lesser restoration
. . 1st—cure light wounds, cure light wounds, cure light wounds, enlarge person (DC 17), shield
Magus (Bladebound, Fiend Flayer, Kensai) Spells Prepared (CL 4th; concentration +10)
. . 2nd—blur, gust of wind (DC 18)
. . 1st—color spray (DC 17), energy missile, energy missile, floating disk
. . 0 (at will)—light, prestidigitation, ray of frost
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Statistics
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Str 13, Dex 24, Con 12, Int 23, Wis 10, Cha 10
Base Atk +3; CMB +4; CMD 25
Feats Dervish Dance[ISWG], Martial Weapon Proficiency (scimitar), Throw Anything, Weapon Finesse, Weapon Focus (scimitar)
Traits chance encounter, faithful artist, magical lineage
Skills Acrobatics +11, Appraise +10, Climb +10, Craft (alchemy) +13 (+17 to create alchemical items), Disable Device +12, Fly +11, Heal +4, Intimidate +2, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +10, Knowledge (nobility) +8, Knowledge (planes) +11, Knowledge (religion) +8, Perception +9, Perform (dance) +6, Sense Motive +2, Spellcraft +11, Stealth +11, Survival +4, Swim +6, Use Magic Device +6; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal
SQ alchemical weapon, alchemy (alchemy crafting +4), black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, discoveries (feral mutagen, infusion), hero points, infernal mortification, mutagen (+4/-2, +2 natural armor, 40 minutes), overprotective, perfect strike, precise bombs, prehensile tail, swift alchemy
Combat Gear mutagen (feral); Other Gear +1 leather armor, mwk chain shirt, scimitar, sickle, starknife, bracers of armor +1, cloak of resistance +1, ring of climbing, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, holy text, ink, black, inkpen, iron holy symbol of Desna, mess kit, pot, soap, spell component pouch, torch, trail rations (5), travelling formula book, travelling spellbook, waterproof bag, waterskin, 9 gp, 5 sp, 9 cp
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Pool +1 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bomb 2d6+8 (10/day, DC 18) (Su) Thrown Splash Weapon deals 2d6+8 fire damage.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Faithful Artist (Perform [dance]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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