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Loot Held:
Portfolio rerolls used (1/chronicle):
Wand of CLW uses (this chronicle): 8
Wand of heightened awareness uses (this chronicle):
Wand of shield uses (this chronicle):
Admixture Vial uses - two 3rd level extracts at once (1/day):
Bomb uses (17/day): 6
Inspire uses (1/day):
Feather fall uses (1/day):
Mutagen (+4 dex, -2 wisdom, +2 AC, 1 hour to brew, 10 minutes/level) uses:
Storm in the blood uses (fast healing 2, 10 points[2xlvl], 5[lvl] rounds/day if hit by electrical damage):
1st level extract uses: ant haul
2nd level extract uses: false life, protection from arrows, ablative barrier, barkskin
3rd level extract uses: heroism
Consumable uses:
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Standard Operating Procedures:
Pre adventure:
1) Use the ant haul extract
2) Use the protection from arrows extract
3) Use the false life extract
4) Use the ablative barrier extract
5) She travels with an acid vial in one hand, not a weapon, so she can get an extra attack.
Pre combat:
1) When entering a location of known danger consume the extracts of Barkskin
Combat:
1) If mutagen has not been drunk, drink it.
2) If the combat looks tough, drink extract of shield if she thinks she will be getting attacked, bomber's eye if the combat will be at long range, targeted admixture if there is only one big bad evil guy, or extract of fox's cunning (if prepared). Whatever makes the most sense.
3) Throw acid vial
4) Throw bombs
Post combat:
1) Heal up using wand of CLW
2) If mutagen is close to running out, craft new one.
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
- Revulsion bordering on fear for snakes due to an event in the Emerald Spire where she was under the effects of a hold person for almost half a minute while in a nest of poisonous vipers.
Will +4 {+0[wis] +3[alchemist] +2[cloak] -1[mutagen]}
- Additional Will bonuses +2[heroism]
- Potential Ref bonuses +2[heroism] +2[orchid's drop]
Special Saving Throw Bonuses:
+6 vs. poisons - alchemist poison resistance
+1 vs. earth/acid - boon from The Cosmic Captive
+1 vs. water/cold - boon from The Cosmic Captive
+1 ST vs EX abilities of reptilian humanoid - Troglodyte Friend boon from Godhome
+2 aclhemical bonus to ST if under orchid's drop and mutagen.
Greater Pentacle Talisman - whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Offense:
Special [Foes of the Forge Father boon] 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.
[dice=to hit ranged touch, heroism]1d20+15+2[/dice] {ignore allies in splash due to Precise Bombs}
[dice=fire damage]6d6+7[/dice] {catch fire from Explosive Bomb, 10' radius 13 damage splash, DC 20 {10 +4[lvl/2] +6[int]} Reflex ST for half splash damage}
[dice=to hit ranged touch, heroism]1d20+15+2[/dice] {ignore allies in splash due to Precise Bombs}
[dice=fire damage]6d6+7[/dice] {Creatures that take a direct/splash hit are blinded/dazzled for 1 minute unless they succeed at a DC 20 {10 +3[lvl/2] +6[int]} Fortitude save from Blinding Bomb, 5' radius 13 damage splash, DC 20 {10 +4[lvl/2] +6[int]} Reflex ST for half splash damage}
[dice=to hit ranged touch, heroism]1d20+15+2[/dice] {ignore allies in splash due to Precise Bombs}
[dice=sonic damage]6d4+7[/dice] {Creatures that take a direct hit are deafened for 1 minute unless they succeed at a DC 20 {10 +3[lvl/2] +6[int]} Fortitude save from Concussive Bomb, 5' radius 13 damage splash, DC 20 {10 +4[lvl/2] +6[int]} Reflex ST for half splash damage}
[dice=to hit ranged touch, heroism]1d20+15+2[/dice] {ignore allies in splash due to Precise Bombs}
[dice=fire damage]4d6+7[/dice] {A creature that takes a direct hit from a Confusion Bomb takes damage from the bomb and is under the effect of a DC 20 {10 +4[lvl/2] +6[int]} confusion spell for 1 round per caster level of the alchemist. 5' radius 11 damage splash, DC 20 {10 +4[lvl/2] +6[int]} Reflex ST for half splash damage}
extra dice for bombs do not multiply on crits
********************************** Alchemist's Fire
+14/none tanglefoot bag {+6[BAB] +5[dex] +1[pblank] +2[mutagen]}/DC 15 Reflex ST)
- [dice=To hit, heroism]1d20+14+2[/dice]; DC 15 Reflex ST or be entangled
+6/1d4+0 Spiked Gauntlet 20/x2; P {+6[BAB]/1d4 +0}
Potential ranged bonuses
+2[reduce person][size][dex]
Formula Book and Current Extracts:
Formula book
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.
[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.
[cest] country estate vanity. When in River Kingdons, you gain a +2 bonus on Knowledge (geography) and Survival checks.
Gear:
All items nicely labelled in case she is unconscious.
Formula book (see above)
Spiked Gauntlet
Dagger
Sling
Mithral Chain Shirt, +1 (+4 ASB, +6(4) max dex, -0(-2) ACP) Armor Check Penalty 0 with mithral and masterwork bonuses
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 17 (9[lvl] +6[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 20 {10 +4[lvl/2] +6[int]}.
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 per alchemist level. 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.
Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
Discoveries
2) 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.
4) 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.
6) Concussive Bomb*: When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.
8) Fast Bombs (retrained extra discovery): An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An alchemist must be at least 8th level before selecting this discovery.
8) Blinding Bomb*: When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. An alchemist must be at least 8th level before selecting this discovery.
9) Confusion Bomb* (extra discovery) The alchemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 8th level before selecting this discovery.
- 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: Cross off 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 (1/3 checked) 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
- land Grab A
- Splinter Slayer: Cross off to negate one die of sneak attack damage
ES4 Godhome
- land Grab C1
- Troglodyte Friend: +2 diplomacy and +1 ST vs EX abilities of reptilian humanoid, cross off do double for 5 minutes.
ES5 The Drowned Level
- land Grab D1
ESS The Clockwork Maze
- land Grab E
ESS Shrine of the Awakener
- Secrets of Serpent Magic: cross off and swift action to get +5 insight bonus to CL check to overcome spell resistance or +4 insight bonus to save vs. spell or spell-like ability.
- land Grab B4
ESS The Circle of Vissk-Thar
- land Grab F
Port Godless
- Riftwarden Magic: In gratitude for your heroism, the Riftwardens have shared several of their organizations’ spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Slayer’s Handbook as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders, and telepathic censure.
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