Eliza Baratella

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About "Firebug" Fia

"FIREBUG" FIA
Female Tiefling Alchemist(Grenadier) 1
CG Medium outsider (native)
Init +2; Senses Darkvision (60 ft.), Perception +4,

DEFENSE

AC 14, touch 11, flat-footed 13 (+1 Dex, )
hp 9 (1d8)+1
Fort +3, Ref +4, Will +0, +1 trait bonus vs. spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters
Resistances Cold 5, Electricity 5, Fire 5,

OFFENSE

Speed 20 ft.
Melee spiked gauntlet +0 (1d4)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
Melee rapier -4 (1d6/18-20)
Ranged bomb +3 (1d6+5), within 30 ft. +4 (1d6+5)
Special Attacks Bomb, Throw Anything,
Spell-Like Abilities: darkness ( 1/day)

STATISTICS

Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Point-Blank Shot, Throw Anything
Skills Acrobatics +2, Appraise +4, Bluff +1, Craft (Alchemy) +8, Craft (Untrained) +4, Diplomacy -1, Disable Device +6, Disguise -1, Escape Artist +2, Fly +2, Heal +4, Intimidate -1, Perception +4, Perform (Untrained) -1, Ride +2, Sleight of Hand +6, Stealth +5, Survival +4, Use Magic Device +3,
Languages Abyssal, Common, Draconic, Dwarven, Hallit, Infernal
Archetypes Grenadier,
SQ Alchemy, Bonus Alchemist Bomb Damage, Darkvision, Fiendish Language, Fiendish Resistance, Martial Weapon Proficiency, Mutagen, Outsider Traits, Prehensile Tail, Skilled, Spell-Like Ability,
Possessions spiked gauntlet; dagger (x3); outfit (explorer's); studded leather; alchemy crafting kit; rapier; formula book; bomb;
Formula Book

SPECIAL ABILITIES

Abyssal
Accelerated Drinker You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you 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) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Bonus Alchemist Bomb Damage Alchemist: Add +1/2 to the alchemist's bomb damage.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
Outsider Traits (Ex) An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Native outsider breathe, eat, and sleep.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Tiefling
Warded against Witchery Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.