Caroliss Minerran

Freda Fairfield's page

6 posts. Alias of Twilik.


Full Name

Freda Fairfield

Race

Half-Elf

Classes/Levels

Alchemist (Bomber) 1 | AC 17 | HP 18/18 | F +7 R +7 W +4 | Perc +4 | Hero Point: 1 | Encounter: Scout/Identify Alchemy

Age

19

Alignment

CG

Languages

Common, Elven, Draconic, Goblin

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

About Freda Fairfield

Stats:
Strength: 12 +1 Free Boost
Dexterity: 14 +2 Anestry, Free Boost
Constitution: 14 +2 Background and Free Boost
Intelligence: 16 +3 Ancestry, Background, and Class Boost
Wisdom: 12 +1 Free Boost
Charisma: 10 +0

SAVES

Fort: 7
Reflex: 7
Will: 4
Perception: 4

DEFENSE

AC: 17 10 + 2 Dex + 3 Trained + 2 armor
HP: 18 8 ancestry + 8 class + 2 con
Class DC: 16 10 + 3 Trained + 3 Int
Speed: 25

OFFENSE

Unarmed Strike +4, 1d3+1 B

Dagger +5, 1d4+1 P or S agile, finesse, thrown (10 ft)

Sling +5, 1d6+1 B propulsive

Features and Traits:
ANCESTRY (Half-Elf)
2 free ability boosts (Intelligence and Dexterity)
Low-Light Vision- You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

CLASS (Alchemist)
Intelligence Ability Boost

Trained in Perception

Expert in Fortitude
Expert in Reflex
Trained in Will

Trained in Crafting
Trained in a number of additional skills equal to 3 plus your Intelligence modifier (6)

Trained in simple weapons
Trained in alchemical bombs
Trained in unarmed attacks

Trained in light armor
Trained in unarmored defense

Trained in alchemist class DC

Alchemy You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science.

You gain the Alchemical Crafting feat, even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.

Infused Reagents You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

Research Field: Bomber You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas.

When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
BACKGROUND(Reputation Seeker)
Choose two ability boosts. One must be to Dexterity or Intelligence (INT), and one is a free ability boost CON

You're trained in the Survival skill and the Jungle Lore skill. You gain the Terrain Expertise skill feat (forest).

Skills:
Tot | Mod | Prof | Item | Armor
_4_= _2_ + _3_ + ___ - _1_ Acrobatics
_6_= _3_ + _3_ + ___ + ___ Arcana
_0_= _1_ + ___ + ___ - _1_ Athletics
_6_= _3_ + _3_ + ___ + ___ Crafting
_3_= _0_ + _3_ + ___ + ___ Deception
_0_= _0_ + ___ + ___ + ___ Diplomacy
_3_= _0_ + _3_ + ___ + ___ Intimidation
_6_= _3_ + _3_ + ___ + ___ Lore (Jungle)
_1_= _1_ + ___ + ___ + ___ Medicine
_1_= _1_ + ___ + ___ + ___ Nature
_6_= _3_ + _3_ + ___ + ___ Occultism
_0_= _0_ + ___ + ___ + ___ Performance
_1_= _1_ + ___ + ___ + ___ Religion
_6_= _3_ + _3_ + ___ + ___ Society
_4_= _2_ + _3_ + ___ - _1_ Stealth
_4_= _1_ + _3_ + ___ + ___ Survival
_4_= _2_ + _3_ + ___ - _1_ Thievery

BG: Trained in Survival and Lore (Jungle). Class: Trained in Crafting, 3+Int mod + 2 for Naturally Skilled Feat


Feats:
Natural Skill (Ancestry) Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.

Terrain Expertise (Skill) Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: FOREST

Quick Bomber (Class) 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.

Alchemical Crafting (Bonus) 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.

Actions:
Strike 1 action
Quick Bomber 1 action
Quick Alchemy 1 action

Formula Book:
BOMBS
Acid Flask, LesserThis flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.

It deals 1d6 persistent acid damage and 1 acid splash damage.

Alchemist's Fire, LesserAlchemist’s fire is a combination of volatile liquids that ignite when exposed to air. Alchemist’s fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.

The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.

Bottled Lightning, Lesser Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. Many types grant an item bonus to attack rolls.

It deals 1d6 electricity damage and 1 electricity splash damage.

Frost Vial The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack roll.

The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty.

Tanglefoot Bag, Lesser A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. Many types of tanglefoot bag also grant an item bonus on attack rolls.

On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.

The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well.

The target takes a –10-foot penalty, and the Escape DC is 17.

ELIXIRS
Antidote, Lesser An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.

You gain a +2 item bonus.

Antiplague, Lesser Antiplague can fortify the body’s defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease’s progression.

You gain a +2 item bonus.

Cheetah's Elixir, Lesser Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.

The bonus is +5 feet, and the duration is 1 minute.

Elixir of Life, Lesser Elixirs of life accelerate the body’s natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.

The elixir restores 1d6 Hit Points, and the bonus is +1.

TOOLS
Smokestick With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.

The radius of the burst is 5 feet.

Equipment:
Formula Book L
Infused Reagents L
Studded Leather Armor 1
Dagger L
Sling L
Sling Bullets (20) L L
Caltrops (2) L L
Adventurer's Pack (backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin) 1
Alchemist's Tools 1
Bandolier ---
Sheath ---
Basic Crafter's Book L
Repair Kit 1

4 Bulk 9 Light

Encumbered: 6 Maximum: 11

5 gp
4 sp

Freda Fairfield:
Appearance

Freda Fairfield inherits her height from her human side, standing just a little over five foot tall. The only hint at her elven heritage are the typical pointy ears seen on most half-elves. Her hair is black, her eyes are hazel, and her skin is pale, a direct result of spending most of her life in doors hunched over her experiments. Freda's clothing, a simple brown jumpsuit with as many pockets as possible with a black apron thrown over top, is typically covered with a healthy layer of dirt, and her face seems to be perpetually ashen from a recent explosion.

Personality

Freda is erratic, mind traveling a mile a minute and her words barely able to keep up. Despite her poor upbringing and current squalor, she's incredibly happy and optimistic, and always eager to help people. Especially if she gets to cause a little destruction along the way, to keep things exciting. Freda is quick to make friends and even quicker to stick by them no matter what.

Background

Freda's parents disappeared when she was very young, almost too young to remember them clearly. She spent most of her childhood on the streets of Breachill, finding shelter where she could and depending mostly on the kindness of Breachill's citizens to survive, including Lamond's Lament. Freda loved to take shelter in the Reliant Book Company, where she would spend hours nose deep in a book. It was here where she began to develop a fascination for alchemy and taught herself basic formulas and mixtures. Freda would spend what little money she obtained on the cheaper books, though she was caught by Voz Lirane more than a few times trying to steal some of the nicer or obscurer tomes.

Freda has always dreamed of making a name for herself. It's hard not to have such aspirations in a town like Breachill, where it seems like everyone but you can trace their lineage back to some prominent figure that everyone adores. She has frequently wanted to volunteer herself during the Call of Heroes, but has never felt sure enough of hers skills to do so yet.

Currently, Freda spends a lot of her time now around Lamond's Lament. She still lives in poverty and needs their help every now and then, and she also volunteers there to help those just like herself, but those aren't the only reasons she's been spending so much time around the soup kitchen lately. Freda has convinced Renatta Gilroy to let her use a small part of the cellar as a sort of makeshift laboratory... As long as she keeps her concoctions far away from the food.