Folwin Beifiel's page

26 posts. Organized Play character for GrumpelStiltzkin.


| HP 10/10 | AC 15, T 13, FF 12 | CMB +0 CMD 13 | F +3 R +5 W +0 (+2 vs. enchantments, immune to sleep) | Init +3 | Perc +6 SM +4


| Speed 30ft | Bomb 7/7 | Active Conditions: None


”Folwin” | Male N Medium Elf Alchemist 1

About Folwin Beifiel

Male elf alchemist 1
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +0; +2 vs. charm, compulsion, and fear effects created by humanoids other than elves); +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee dagger +0 (1d4/19–20)
Ranged bomb +4 (1d6+4 fire)
Special Attacks bomb 7/day (1d6+4 fire, DC 14)
Alchemist Extracts Prepared (CL 1st; concentration +5)
1st—reduce person (DC 15), shield
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Extra Bombs*, Point-Blank Shot, Throw Anything
Traits Insular*, Wary* (Daggermark)
Skills Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +7, Knowledge (arcana, nature) +8, Perception +6 (+7 on opposed checks), Sense Motive +4 (+5 on opposed checks), Spellcraft +8 (+10 to identify magic item properties), Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome, Goblin, Orc
SQ alchemy (alchemy crafting +1), elven magic, mutagen (+4/–2, +2 natural armor, 10 minutes)
Combat Gear potion of cure light wounds, acid, alchemist’s fire (3); Other Gear leather armor, daggers (2), alchemy crafting kit, bandoliers (2), formula book (contains all prepared extracts plus ant haul, comprehend languages, crafter’s fortune, and cure light wounds), ink, inkpen, sunrods (2), thieves’ tools, 434 GP
* The effects of these abilities are calculated into Folwin’s statistics.
Special Abilities
Bombs Folwin can mix 7 bombs each day. Bombs are unstable and go inert if he does not throw them within one round. Folwin’s bombs deal 1d6+4 points of fire damage to their target and 4 points of fire damage to creatures in all adjacent squares (Reflex DC 14 half).
Alchemical Items Folwin has the following alchemical items.
Acid Folwin’s acid deals 1d6+4 points of acid damage on a hit and 5 points of acid damage to all adjacent creatures.
Alchemist’s Fire Folwin’s alchemist’s fire deals 1d6+4 points of fire damage on a hit and 5 points of damage to all adjacent creatures. The next round, the target of a direct hit takes 1d6 more points of damage.
Alchemy Folwin can identify potions with a Craft (alchemy) check by examining them for 1 round. He can brew extracts each day from his formula book (like preparing spells). Damiel can activate wands of spells on the alchemist list.
Elven Magic Folwin gains a +2 racial bonus on caster level checks to overcome spell resistance.
Mutagen Folwin can spend an hour to brew a special mutagen. He can carry it as long as he wants, but after he drinks it, the mutagen’s effects last for 10 minutes. If anyone but Folwin (or another alchemist or investigator) drinks the mutagen, the drinker gains no benefit and is nauseated for 1 hour (Fort 14 negates). Folwin always starts play with a Dexterity mutagen to make himself into a more capable ranged combatant. This mutagen grants +4 Dexterity, +2 natural armor, and –2 Wisdom. He can also brew a mutagen that grants +4 Strength, +2 natural armor, and –2 Intelligence or a mutagen that grants +4 Constitution, +2 natural armor, and –2 Charisma.
Point-Blank Shot Folwin receives a +1 bonus on attack and damage rolls with ranged attacks when he is within 30 feet of his target.
Throw Anything Folwin gains a +1 circumstance bonus on attack rolls and a +4 bonus on damage rolls with thrown splash weapons. He does not take any penalties when using improvised ranged weapons.
Extracts and Gear Folwin’s extracts and gear are described below.
Ant Haul If Folwin prepares and drinks this extract, it triples his carrying capacity for 2 hours.
Comprehend Languages If Folwin prepares and drinks this extract, it grants him the ability to understand all languages he reads or hears for 10 minutes, though he can’t speak them.
Crafter’s Fortune If Folwin prepares this extract, it grants him a +5 luck bonus on his next Craft check.
Cure Light Wounds Folwin’s potion heals 1d8+1 points of damage to a touched creature. If he prepares an extract, it heals the same amount.
Reduce Person Folwin becomes one size smaller for 1 minute. He gains +2 Dexterity, –2 Strength, a –1 size penalty to CMD and on combat maneuver checks, a +1 size bonus on attack rolls and to AC, a +4 size bonus on Stealth checks, and a +2 size bonus on Fly checks. Melee and projectile weapons decrease in damage (Damiel’s dagger goes down to 1d3).
Shield Folwin gains a +4 shield bonus to AC for 1 minute and becomes immune to magic missile.

Completed Scenarios:

#5-08 The Confirmation