Malgrim

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255 posts. Organized Play character for Massee.


Full Name

Flikk

Race

HP: 24/24 | AC: 18 | F: +7, R: +9, W: +3 | Perc: +3 | Cold/Elec/Fire Resist 1 |

Classes/Levels

Speed: 25 ft. | Explore Mode: ? | Hero Points: 1 | Active Conditions: None

Gender

CN Goblin Male Bomber Alchemist 2

Size

Small

Age

6

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 14

About Flikk

Flikk of the Shackles #202046-2004
XP 21 | Cash 99.23g
Male Goblin Bomber Alchemist 2 (Trained in alchemist class DC18 (INT))
CN Small Humanoid | Horizon Hunters: Ignored 8/19 | Field Commissioned |
Senses: Darkvision, Trained Perception: +3

LANGUAGES: Common, Goblin, Skald, Dwarven, Gnomish, Orcish, Mwangii

TEMP GEAR:

DEFENSE: Trained in: Light armor, Medium armor, Unarmored defense
HP 24 | AC 18 | Speed 25 ft. | Cold and Electricity Resistance 1 | Charhide Goblin: Fire Res 1
Expert Fort: +7 Expert Reflex: +9 Trained Will: +3

OFFENSE: Trained in simple weapons, alchemical bombs, and unarmed attacks.
[dice=Lesser Alchemist's Fire: Persistent 2, Splash 1]1d20+7;1d8+2[/dice]
[dice=Lesser Acid Flask: Persistent d6, Splash 1]1d20+7;1d6+1[/dice]
[dice=Lesser Blight Bomb (Poison): Persistent d4, Splash 1]1d20+7;1d6+1[/dice]
[dice=Lesser Frost Vial: -5 Speed, Splash 1]1d20+7;1d6+1[/dice]
[dice=Lesser Bottled Lightning: FF on Hit, Splash 1]1d20+7;1d6+1[/dice]
[dice=Dagger: Finesse, Agile, P/S]1d20+7;1d4[/dice]
xxx

INFUSED REAGENTS PREPARED: Infused Reagents: 2/6
Lesser Alchemist's Fire (3/3)
Lesser Acid Flask (3/3)
Lesser Blight Bomb (2/2)
Minor Elixir of Life (2/2)
xxx

FORMULA BOOK:

1st Level: Lesser: Alchemist's Fire*, Acid Flask*, Frost Vial, Blight Bomb, Bottled Lightning, Ghost Charge, Antidote, Antiplague, Minor Elixir of Life, Silver Tongue Mutagen

SKILLS:
Trained in Acrobatics (DEX) +7
Trained in Arcana (INT) +8
Trained in Crafting (INT) +8 (Has Repair Kit)
Trained in Deception (CHA) +6
Trained in Diplomacy (CHA) +6
Trained in Intimidation (CHA) +6
Trained in Lore: Academia (INT) +8
Trained in Lore: Legal (INT) +8 (PFS Field Commission Lore)
Trained in Lore: Sailing (INT) +8 (Additional Lore)
Trained in Performance (CHA) +6
Trained in Society (INT) +8

CLASS FEATS:
Quick Bomber 1 Action: You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.

Demolition Charge: Feat 2: You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your class DC. The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.

↺ Fire in the Hole; Trigger: A creature moves into the hazard's space; Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.

SKILL FEATS:
Experienced Professional: You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.

Alchemical Crafting: You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Additional Lore (Sailing): Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

GENERAL FEATS
Toughness: Feat 1: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

STATS:
Strength: 10
Dexterity: 16
Constitution: 12
Intellect: 18
Wisdom: 8
Charisma: 14

EQUIPMENT
Padded Armor
Dagger
Formula Book
Bandoleer x2
Backpack
Bedroll
Belt pouch
Waterskin
Flint and steel
Sheath
Alchemist's Tools
Thieves Tools
Disguise Kit
Repair Kit

CONSUMABLES

CLASS: ALCHEMIST: BOMBER:

Key Ability: INTELLIGENCE
At 1st level, your class gives you an ability bonus to Intelligence

Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Additive: Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an infused alchemical item, and some can be used only with the Quick Alchemy action. The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level.

Infused: You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.

Calculated Splash: You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.

GOBLIN ANCESTRY: CHARHIDE:

6 Hit Points, Small sized, 25 Speed, +2 Dex, +2 Cha, +2 Free, -2 Wis

Languages: Common, Goblin. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Charhide Goblin: Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.

Burn it: Feat 1: Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.

TEACHER BACKGROUND:

You are incredibly knowledgeable, skilled, and perhaps even trained to teach children and adults about the world and its wonders. From books to classes, you’re committed to imparting knowledge to all. Not everything can be taught or learned from a book, though, so you’ve become an adventurer to learn subjects more directly and bring that wisdom back to your students.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost (DEX).

You're trained in your choice of either the Performance or Society skill, as well as the Academia Lore skill. You gain the Experienced Professional skill feat.

HORIZON HUNTERS:

Since the Pathfinder Society’s first day, when adventurers gathered in Absalom to share drinks and swap stories, the Society has been an organization of explorers. The Horizon Hunters is home to those who carry on the proud tradition of ascending the highest peaks, plumbing the darkest depths, and seeing what lies over the next hill. And as sweet as it is to discover a lost ruin or unknown vista, it’s all the better to tell wild tales about the experience and revel in the admiration of peers—particularly if an agent’s deeds might be immortalized in the Pathfinder Chronicles, a widely distributed record of the greatest Pathfinders’ achievements and discoveries.

Faction Leader: Hailing from the Sodden Lands, Calisro Benarry (N female half-orc corsair) is a pirate-turned-Pathfinder who made her name as venture-captain of the Arcadian Mariner’s Lodge, a ship-borne Pathfinder lodge aboard the Grinning Pixie, whose command passed between venture-captains every few years. Bucking tradition, Benarry commanded the wheel for a decade, oversaw exploration of the dreaded Gloomspires, and traveled widely before recently being ordered to surrender the ship. She considers that no excuse to settle down, though, and has poured her energy into inspiring curiosity, tenacity, and wanderlust in the Society as a whole, spearheading the Horizon Hunters faction.

Faction Leader Calisro Benarry

Motto: Glory Lies Over the Horizon

Objectives: The more untouched, unfamiliar, or unknown a site or treasure, the more exhilarating it is to reach it. The Horizon Hunters encourage exploration for its own sake, yet it’s also dedicated to enhancing the reputation of its members—anything from publication in the Pathfinder Chronicles to being the subject of the latest tall tale to circulate the taverns. Iconic objectives include uncovering mythical lost cities, blazing the trail through uncharted territory, and reaching foreboding realms. And if the Pathfinders can look good while doing so, that’s all the better.

Year 1 Goal: Calisro Benarry longs to rekindle the public’s wonder and admiration of the Society through daring and inspiring adventures, focusing on two goals. First, she encourages Pathfinders to seek out and overcome public challenges, from beating previous records to blazing trails at the behest of influential patrons. Second, because she believes the Society has stuck to the Inner Sea for too long, she is pushing for a major mission to document a distant land—an endeavor that the people of Absalom will be talking about for years to come.

PURCHASES:

CHRONICLES:

(Scenario/Gold Gained/XP Gained/Faction Gained)
The Absalom Initiation #1.01 14.08 4 4 Horizon Hunters
Flames of Rebellion #1.11 14.08 4 4 Horizon Hunters
Bandits of Immenwood #1.04 12.68 4 4 Horizon Hunters
Tarnbreaker's Trail #1.10 22.40 4 4 Horizon Hunters
Q4 Port Peril Pub Crawl 5.65 1 1 Horizon Hunters
Year of Boundless Wonder #4.01 23.20 4 4 Horizon Hunters

BOONS:

Engraved Wayfinder (Slotless): To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it. (#1–01: The Absalom Initiation Boon A)

(0/1) Society Connections (Downtime): Your connections with leaders within the Pathfinder Society helps you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level 3. If you critically fail the check, you still earn the result of a failure for that task. (#1–01: The Absalom Initiation Boon B)

Devil’s Keep (Advanced): You are the rightful master of the infernal keep known as Diggen’s Rest. Once per adventure, you can use the following reaction. Infernal Detonations [reaction] Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class DC, whichever is higher. (#1–11: Flames of Rebellion Boon A)

Diggen the Liar: You refused to release the ghost of Diggen Thrune and instead turned the captive spirit over to Zarta Dralneen at the Grand Lodge. This boon will have a special effect in a future scenario. (#1–11: Flames of Rebellion Boon B)

Touched by the Storm (General): Your exposure to the stormy power of the Scale of the Spurned Tempest has inured you to the elements to a small degree. While this boon is slotted, you gain cold resistance 1 and electricity resistance 1. (#1-04: Bandits of Immenwood Boon B)

Tarnbreaker Champions (General): You are a champion of the Balgirdtrek, which earns you special privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings. (#1–10: Tarnbreaker’s Trail)

Evolving Destiny: Rebuild a PC who has 47 XP or less (i.e. level 4 or lower) (Went from Rogue 2 to Alchemist 2)

Stella’s Associate (General): Stella Fane knows you, though she’s not particularly impressed by you. Maybe you can improve her opinion of you next time around. This boon has special benefits when slotted during scenarios and quests that feature Stella Fane. (Quest #4: Port Peril Pub Crawl Boon B)

PURCHASABLE LOOT:

Crying angel pendant (level 2; 7g)
Lesser healing potion (level 3; 12g)
Lsser mistform elixir (level 4; 18g)
Greater salve of antiparalysis (level 12; 325g)
+1 Handwraps of mighty blows (level 2; 35 gp)
Archaic wayfinder (Lost Omens World Guide; level 2; 30 gp)
Tracker’s goggles (level 3; 60 gp)
Dull gray aeon stone (level 1; 9g)
Scroll of wall of wind (level 5; 30g)
Silver buckler, low-grade (level 2; 30g)
Tracker's goggles (level 3; 60g)
Scroll of snowball (Lost Omens World Guide 112; level 1; 4 gp)
Archaic wayfinder (level 2; discounted price 25 gp; Lost Omens World Guide 17, limit 1)
Brooch of shielding U (item 2, 30 gp, limit 1)
Dagger of venom (item 5, discounted to 140 gp, limit 1)
Demon mask (item 4, discounted to 79 gp, limit 1)
Wand of comprehend language (item 5, discounted to 150 gp, limit 1)
Wand of heal (item 3, discounted to 56 gp, limit 1)
Wand of manifold missiles (1st-level spell; item 5, discounted to 150 gp, limit 1)
Wand of widening (1st-level spell; item 4, discounted to 94 gp, limit 1)

FUTURE GEAR IDEAS:

ITEM DESCRIPTIONS:

Wayfinder Item 2
Uncommon Evocation Invested Magical
Source Core Rulebook pg. 617
PFS Note All Pathfinders have access.
Price 28 gp
Usage worn
This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.

An indentation in the middle of the wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power.

If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders.

Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell.