Dinvaya Lanalei

Firewarden Yanda's page

895 posts. Organized Play character for miteke.


Full Name

Firewarden Yanda (141936-12)

Race

| Disable Device +9, Fly +11, Kn Arc +9, Kn Local +10, Kn Nat +9, Kn Planes +6, Perception +8, Sleight of Hand +11, Spellcraft +11, Survival +7, UMD +6

Classes/Levels

| Active Conditions: mutagen, shield

Gender

Female L/N Sylph Alchemist/5 | HP: 37/38 | AC/FF/Tch: 26/21/15 - 18/15/13 | CMB +3; CMD 16 16 | Fort/Ref/Will +6/10/2 +6/8/2 | Init: +3 +3 | Speed 30 ft

Size

M

Age

Mature

Alignment

L/N

Languages

Aquan, Auran, Common, Elven, Gnome, Ignan

Occupation

Fire department

Homepage URL

Google docs for Yanda

Strength 10
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 10
Charisma 10

About Firewarden Yanda

Resource Tracking:

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Loot Held:
Portfolio rerolls used (1/chronicle):
Wand of CLW uses (this chronicle): 1
Wand of heightened awareness uses (this chronicle):
Bomb uses (12/day): 1
Inspire uses (1/day):
Feather fall uses (1/day):
Mutagen (+4 dex, -2 wisdom, +2 AC, 1 hour to brew) uses: 1
Storm in the blood uses (5[lvl] rounds/day):
1st level extract uses: shield
2nd level extract uses:
Consumable uses:
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Firewarden Yanda is a slim Sylph who looks likely to blow away in a strong breeze. She is too skinny and bony to be attractive, her features rigid and at attention, her posture erect and also stiff. She is plainly dressed, except for the mithral shirt that gleams from beneath her clothing, and has a belt lined with various vials.

Personality quirks
- Suffers from seasickness on ships

Main Stats:

Firewarden Yanda (141936-12) LN Female Sylph (outsider - native) Alchemist/5

Str 10 +0 (10[race] +0[0 points spent])
Dex 17 +3 (12[race] +4[5 points spent] +1[level 4])
Con 12 +1 (8[race] +4[5 points spent])
Int 20 +5 (12[race] +6[10 points spent] +2[headband])
Wis 10 +0 (10[race] +0[0 points spent])
Cha 10 +0 (10[race] +0[0 points spent])

Init +3 (+3[dex])
Senses darkvision (60 ft.)
Speed 30 ft.
Base Attack +3
Languages Aquan, Auran, Common, Elven, Gnome, Ignan, Terran

Defense:

HP 38 (+28[5d8] +5[con] +5[favored class])
AC 18, flat-footed 15, touch 13 (10 +3[dex] +5[mith chain])
- Additional AC bonuses +2[dex mut] +2[NA mut] +4[shield spell]
- Potential AC bonuses +2[dex mut] +2[NA mut] +4[shield spell]
CMD 16 (10 +3[BAB] +0[str] +3[dex])
- Additional CMD bonuses
- Potential CMD bonuses +2[dex mut]

Fort +6 (+1[con] +4[alchemist] +1[cloak])
Ref +8 (+3[dex] +4[alchemist] +1[cloak])
- Potential Ref bonuses (+2[dex mut])
Will +2 (+0[wis] +1[alchemist] +1[cloak])

Special Saving Throw Bonuses:

  • +2 vs. poisons - alchemist poison resistance
  • +1 vs. earth/acid - boon from The Cosmic Captive
  • +1 vs. water/cold - boon from The Cosmic Captive

  • Offense:

    Special You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.

    CMB +3 (+3[BAB] +0[str])

    Normal Attacks
    +3/1d4+0 dagger 19-20/x2; S/P (+3[BAB]/1d4 +0)

    Ranged
    +7/3d6+8, 11 splash bomb [rng: 20 ft; 20/x2*; fire] (+3[BAB] +3[dex] +1[throw anything] +1[pblank] -1[deadly aim]/3d6 +5[int] +1[pblank] +2[deadly aim])

  • [dice=to hit ranged touch, point blank]1d20+7[/dice] (ignore allies in splash due to Precise Bombs)
  • [dice=damage, point blank]3d6+7[/dice] (catch fire from Explosive Bomb, 10' radius 10 damage splash, DC 15 Reflex save for half splash damage)
  • extra dice for bombs do not multiply on crits

    +7/1d6+8, 9 splash alchemist's fire, +catch on fire posibility [rng: 10 ft; 20/x2; fire] (+3[BAB] +3[dex] +1[throw anything] +1[pblank] -1[deadly aim]/1d6 +5[int] +1[pblank] +2[deadly aim])

  • [dice=to hit ranged touch, point blank]1d20+7[/dice]
  • [dice=damage, point blank]1d6+7[/dice], 8 splash, catch on fire

    +7/1d6+8, 9 splash acid or alkali flask [rng: 10 ft; 20/x2; acid] (+3[BAB] +3[dex] +1[throw anything] +1[pblank] -1[deadly aim]/1d6 +5[int] +1[pblank] -2[deadly aim])

  • [dice=to hit ranged touch, point blank]1d20+7[/dice]
  • [dice=damage, point blank]1d6+7[/dice], 8 splash

    +6/1d4+3 dagger [rng: 10 ft; 19-20/x2; P] (+3[BAB] +3[dex] +1[pblank] -1[deadly aim]/1d4 +0[str] +1[pblank] +2[deadly aim])

  • [dice=To hit dagger, point blank]1d20+6[/dice]
  • [dice=Damage dagger, point blank]1d4+3[/dice]

    +7/none tanglefoot bag (+3[BAB] +3[dex] +1[pblank]/DC 15 Reflex ST)

  • - [dice=To hit tanglefoot, point blank]1d20+7[/dice]

    Potential ranged bonuses

  • (+2[dex mut])

    Specials

  • N/A
  • Formula Book and Current Extracts:

    Formula book (bomber's eye, comprehend languages, ant haul (purchased), crafter's fortune, endure elements, firebelly, heightened awareness, longshot (purchased), shield, targeted bomb admixture, false life, fox's cunning)

    Wanted: Vomit swarm, Cat's grace

    Special Modifiers
    None

    Level 1 6/day (4[lvl] +2[int]/day), DC 15

  • ant haul
  • shield
  • shield
  • shield
  • targeted bomb admixture
  • bomber's eye, +1 to hit and +10' to range

    Level 2 3/day(2[lvl] +1[int]/day), DC 15

  • fox's cunning
  • fox's cunning
  • false life

  • Skills:

    Skill Ranks 40 ((4+5[int])*5[Alchemist level])

    Acrobatics +3 (+0 ranks, +3[dex]
    Appraise +8 (+1 ranks, +5[int], +3[class])
    Bluff +0 (+0 ranks, +0[cha])
    Climb +0 (+0 ranks, +0[str])
    Craft(Alchemy) +20 (+5 ranks, +5[int], +3[class], +2[traveller's anytool], (+5)[crafter's fortune] (+1)[Emerald Spire land C1 ](+4)[alchemy, if creating], (+2)[alchemical adept, if creating])
    Diplomacy +0 (+0 ranks, +0[cha])
    Disable Device +9 (+3 ranks, +3[dex], +3[class] +2[mwork])
    Disguise +0 (+0 ranks, +0[cha])
    Escape Artist +3 (+0 ranks, +3[dex])
    Fly +11 (+5 ranks, +3[dex], +3[class])
    Handle Animal N/A (+0 ranks, +0[cha])
    Heal +4 (+1 ranks, +0[wis], +3[class])
    Intimidate +0 (+0 ranks, +0[cha])
    Knowledge
    - arcana +9 (+1 ranks, +5[int], +3[class])
    - dungeoneering N/A (+0 ranks, +5[int])
    - engineering N/A (+0 ranks, +5[int])
    - geography N/A (+0 ranks, +5[int])
    - history N/A (+0 ranks, +5[int])
    - local +10 (+5 ranks/headband, +5[int])
    - nature +9 (+1 ranks, +5[int], +3[class])
    - nobility N/A (+0 ranks, +5[int])
    - planes +6 (+1 ranks, +5[int])
    - religion N/A (+0 ranks, +5[int])
    Linguistics +5 (+1 ranks, +5[int] - gnome)
    Perception +8 (+5 ranks, +0[wis], +3[class])
    Profession N/A (+0 ranks, +0[wis], +3[class])
    Ride +3 (+0 ranks, +3[dex])
    Sense Motive +0 (+0 ranks, +0[wis])
    Sleight of Hand +11 (+5 ranks, +3[dex], +3[class])
    Spellcraft +10 (+3 ranks, +5[int], +3[class])
    Stealth +4 (+1 ranks, +3[dex])
    Survival +7 (+4 ranks, +0[wis], +3[class])
    Swim +0 (+0 ranks, +0[str])
    Use Magic Device +6 (+3 ranks, +0[cha], +3[class])

    Notes:

  • [alchemy] When using Craft (Alchemy) to create an alchemical item, you gain a +4[alchemist level] competence bonus on the Craft (alchemy) check.
  • [alchemical adept] You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.
  • Gear:

    All items nicely labelled in case she is unconscious.
  • Formula book (see above)
  • Dagger
  • Mithral Chain Shirt, +1 (+4 ASB, +6(4) max dex, -0(-2) ACP) Armor Check Penalty 0 with mithral and masterwork bonuses
  • Masterwork Backpack
  • Belt Pouch
  • Cloak of Protection, +1
  • Traveller's Any-Tool
  • Masterwork Lockpicks
  • 1 Antiplague
  • 1 Antitoxin
  • 2 Air Crystals
  • 1 Alchemist's Fire
  • 2 Acid Flask
  • 1 Alkali Flask
  • 1 Alchemical Solvent
  • 1 Alchemical Glue
  • 3 Buoyant Ballon
  • 5 Darkflare
  • 4 Bomb Launcher
  • 1 Vermin repellent
  • 1 Tanglefoot bag
  • 3 Spidersac
  • 1 Potion of Alter Self
  • 1 Potion of Spider Climb
  • Scroll Box
  • - 2 Scrolls of Comprehend Languages
  • Spring-loaded Wrist Sheath
  • - Wand of Cure Light Wounds (31/50 ch)
  • Wand of heightened awareness (50/50 ch)
  • Headband of Vast Intelligence +2 (knowledge local)
  • 10 bombs
  • ~3,100 gp

  • pack mule
  • - artisan's outfit
  • - alchemist's kit
  • - medium tent
  • - alchemy crafting kit
  • - 1 Alchemist's Fire
  • - 2 Acid Flask
  • - 1 Alkali Flask
  • - 1 Armor Ointment (reduce ACP by 1 for 8 hours)
  • - 2 Holy water

    See balance sheet in this Google Docs folder for crunch on income and purchases.

  • Traits:

    Race Specials
  • Air Affinity (Ex): Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level. replaced by Storm in the Blood
  • 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.
  • Energy Resistance (Ex): Sylphs have electricity resistance 5.
  • Spell-Like Ability (Ex): Feather Fall 1/day.
  • Storm in the Blood: A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity.

    Starting Traits

  • Alchemical Adept: You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.
  • Inspired: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

  • Class Features:

    Alchemist Abilities
  • Alchemy (Su):
  • - 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.
  • - 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.
  • - Create mutagen
  • - Create bombs
  • - Create extracts
  • - Fomula book
  • Bonus Feat: Extra Bombs, replaces Craft Alchemy for PFS play
  • Bonus Feat: Throw Anything
  • Bomb (Su): You can use 12 (5[lvl] + 5[int] + 2[extra bombs]) 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+[int] points of fire damage. 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 Reflex save for half damage. The DC of this save is equal to 15 = 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
  • Formulae: An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
  • 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.
  • - When Yanda takes her mutagen her body grows even more thin and spindly, her fingers elongate and become multi jointed.
  • Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
  • Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
  • Swift Alchemy (Ex)): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

    Discoveries

  • Precise Bombs: 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. If the bomb misses, this discovery has no effect.
  • Explosive Bomb: 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 is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

    Future Discoveries
    L6 lingering spirit, infusion or dispelling bomb, L8 fast bombs, L10 confusion bomb

  • Feats:

    Feats
  • PFS) Extra Bombs: +2 bombs
  • 1A) Throw Anything: +1 to hit with splash weapons and no improvised weapon penalty with ranged weapon
  • 1) Point-Blank Shot: +1/+1 to ranged within 30'
  • 3) Precise Shot: No penalty if target is in combat
  • 5) Deadly Aim: -1/+2 to range attacks

    Future Feats
    L7 splash weapon mastery (counts as far shot prereq for splash weapons), L9 rapid shot, L11 clustered shots

  • Chronicles:

    Chhronicle Images

    Chronicle List + Boons

  • The Silverhex Chronicles
  • - Elixer of Treasure Seeking: +2 competance bonus on appraise and perception for one adventure and gain up to 150gp unclaimed gold in rewards.
  • - Impressive Find: Add one prestige after 12 fame
  • - Pleasure Doing Business: May buy Silverhex
  • The Frostfur Captives
  • - May buy average snowbloom
  • Mists of Mwangi
  • Voice in the Void
  • Murder on the Silken caravan
  • - May buy Map of the Silken Way
  • The Stolen Heir
  • - Allies from Andoran: Used for army chronicles
  • The Cosmic Captive
  • - Elemental Conquest (Earth):
  • -> +1 ST vs. spells/spell likes/abilities with earth/acid descriptor. +1 on ALL ST on the elemental plane of earth.
  • -> check box and swift action for DR 5/adamantine max lvl*5 damage.
  • - Elemental Conquest (Water):
  • -> +1 ST vs. spells/spell likes/abilities with water/cold descriptor. +1 on ALL ST on the elemental plane of water.
  • -> check box and swift action for +5 swim and breathe water.
  • - Raginori's Debt: Check box to restore spell or cast various very nice spells as spell like ability which changes as level goes up: Cat's Grace, Cure Moderate Wounds, Lesser Restoration, Shocking Grasp, Cure Serious Wounds, fly, lightning bolt, call lighting storm, cure critical wounds, heal, whirlwind.
  • The Twisted Circle
  • - Mercy's Blessing: check off to reroll ST vs. poison or disease
  • - Nira's Gratitude: check off to reroll knowledge, perception, or sense motive before results are revealed using 1d20+6+CL.
  • Shrine of the Sacred Tempest
  • - Zephy's Blessing: Check box to give ally +2 to a d20 before rolling
  • Tome of righteous Repose
  • - Righteous Redemption: Check box to requisition either
  • - > 6 holy water and oil of bless weapon
  • - > 2 scrolls of lesser restoration
  • - > warhorse and gear
  • - > masterwork longsword
  • - > masterwork lance
  • - Worthy Foe: Check box and swift action to get one of the following bonuses against undead or reptilians for one turn
  • - > +2/+2 and +2 dodge bonus to AC
  • - > +2 vs. spell resistance, +1 DC, and +2 to STs
  • Legacy of the Storm Lords
  • - Foes of the Forge Father (Monument District): You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.
  • - Unrelenting Defense (Miner’s District): You have received a boon from one of the dwarven pantheon, granting you the ability to withstand physical harm without complaint. You can use this boon as a move action to gain DR/adamantine equal to 1 + half your level for 5 rounds. If you already have DR/adamantine (such as from stoneskin), you instead increase the DR value by 3 for 1 minute. When you use this boon, cross it off your Chronicle sheet.
  • ES3 Splinter's Den
  • - Splinter Slayer: Cross off to negate one die of sneak attack damage
  • ES4 Godhome
  • - Troglodyte Friend: +2 diplomacy and +1 ST vs EX abilities of reptilian humanoid, cross off do double for 5 minutes.

  • Emerald Spire Level Progression:

    Adventure Legal Character Levels
    Level 1: The Tower Ruins 1–2
    Level 2: The Cellars 1–3
    Level 3: Splinterden 2–4
    Level 4: Godhome 3–5
    Level 5: The Drowned Level 3–5
    Level 6: The Clockwork Maze 4–6
    Level 7: Shrine of the Awakener 5–7
    Level 8: The Circle of Vissk-Thar 6–8
    Level 9: The Spire Axis 7–9
    Level 10: The Magma Vault 8–10
    Level 11: The Tomb of Yarrix 8–10
    Level 12: The Automaton Forge 9–11
    Level 13: The Pleasure Gardens 9–11
    Level 14: The Throne of Azlant 10–12
    Level 15: Order and Chaos 10–12
    Level 16: The Emerald Root 11–13