Winter-Touched Sprite

Frostwind's page

250 posts. Organized Play character for Helikon.


Full Name

Lady Eurus of Clan Eurebius called Frostwind

Race

Sylph

Stats:
hp 24/24 AC 16|T 13 |FF 13 (+2 vs nonm. ranged attacks), F +4|R +5|W +0, Init +3, Per +6

Classes/Levels

Alchemist (Tinkerer) 3

Gender

female

Size

Medium

Age

22

Alignment

CG

Deity

Brigh

Location

Absolom

Languages

Common, Auran, Aquan, Ignan, Terran

Occupation

Alchemist

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

About Frostwind

Data:

Name: Frostwind
Race: Sylph
Class Alchemist (Tinkerer) 3
Age: 22
Alignment: CG
Personality: Joyful, Prankster
Likes: Storms, strong winds
Dislikes:
Favorite foods: Smoked meat, steamed vegetables
Hobbies: cloud gazing
Physical Description: Long white hair, Ice blue eyes, petite, gracious but also frail with milk white skin.
Deity:
Languages: Common, Auran, Aquan, Ignan, Terran

Stats:

Hit Points: 10 / 10
Init: +3
Attack:
Melee: 1 = 2(base) + -1(STR);
Range: 5 = 2(base) + 3(DEX);
CMB: 1 = 2(base) + -1(STR);
CMD: 14 = 10 + 2(base) + -1(STR) + 3(DEX);

X-bow +5 1d8 19-20/x2 50 feet P
Kunai +0 1d4-1 /x2 10 feet P/B
Bomb +7 2d6+5 /x2 30 feet Splash
AC:
AC: 17 = 10 + 4(Armour) + 0(Shield) +3(Dex);
Touch: 13 = 10 + 3(Dex);
Flat: 14 = 10 + 4(Armour) + 0(Shield);
Saves:
Fort: 5 = 3(base) + 1(CON)+1R;
Ref: 7 = 3(base) + 3(DEX)+1R;
Will: 1 = 0(base) + 0(WIS)+1R;


Class Features, Racial Traits:

Class Features:
Weapon and Armor Proficiency:
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su):
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

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. In addition, 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.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.

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.

Bomb (Su): Bombs per day: 9
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Throw Anything (Ex):
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Clockwork Bond (Ex):
At 1st level, a tinkerer forms a bond with one of her creations, and begins play with it at no cost. This functions as the familiar option of the wizard’s arcane bond class feature, with the tinkerer’s effective wizard level equal to her alchemist level. If a tinkerer would gain a familiar through another class, those levels stack for purposes of determining the familiar’s abilities.

A tinkerer’s familiar can take any shape the tinkerer wishes, but its statistics and abilities are identical to a clockwork spy (Pathfinder RPG Bestiary 3 58) with the normal adjustments and abilities for a familiar applied, and it is a construct with the clockwork subtype. At 3rd level, if the tinkerer has the infusionAPG discovery, a clockwork spy familiar can deliver the tinkerer’s extracts with a range of touch for her. At 7th level, a clockwork spy can communicate with constructs with the clockwork subtype. Unlike most familiars, a clockwork spy does not grant special abilities to its master.

With 1 minute of work and a successful DC 15 Heal check, a tinkerer can restore 1d4 hit points to her clockwork spy familiar. At 4th level, a tinkerer can restore 1d6 hit points to her familiar in this same way. This amount increases to an additional 1d6 hit points every 4 levels thereafter (2d6 at 8th level, 3d6 at 12th level, 4d6 at 16th level, and 5d6 at 20th level).

This ability replaces mutagen. A tinkerer cannot choose the cognatogenUM or mutagenUM 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.
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Racial Traits:
Ability Scores:
+2 Dexterity, +2 Intelligence, -2 Constitution.

Type:
Mostly Human:
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person).
Size:
Sylphs are the same size as humans.

Speed:
Sylphs have the same base speed as humans.

Energy Resistance:
Having resistance 5 to electricity is decent, though not as strong as the acid resistance that oreads get.

Spell-like ability:
Sylphs can cast feather fall once per day for free, and anyone who has ever fallen down a deep well can tell you that this can be a life-saver.

Darkvision:
Sylphs can see in the dark up to 60 feet.

Breeze-Kissed:
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours.


Feats, Traits,Skills:

Feats:
Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot
Traits:
Firebug
You were the child of an alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives. You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.
Pragmatic Activator
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Skills
4+Int per level = 24
Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Acrobatics: 4 = 0 + DEX Mod + 2(racial) - ACP;
Appraise: 8 = 1 + INT Mod + 3;
Bluff: -1 = 0 + Cha Mod +0
Climb: -1 = 0 + STR Mod + 0 -ACP;
*Craft Alchemy: 15 = 3 + INT Mod + 3 + 2 class+3C;
Diplomacy: 0 = 0 + Cha Mod + 0
Disable Device 10 = 3 + DEX Mod + 3 -ACP+2C;
*Disguise: -1 = 0 + Cha Mod + 0
Escape Artist: 4 = 0 + DEX Mod + 0 -ACP;
Handle Animal: -1 = 0 + Cha Mod + 0
Heal: 4 = 1 + WIS Mod + 3;
*Intimidate: -1 = 0 + Cha Mod + 0
*Know(Arcane): 9 = 2 + INT Mod + 3;
Know(Dung): 4 = 0 + INT Mod + 0;
Know(Engin): 4 = 0 + INT Mod + 0;
Know(Geo): 4 = 0 + INT Mod + 0;
Know(Hist): 5 = 1 + INT Mod + 0;
Know(Local): 4 = 0 + INT Mod + 0;
*Know(Nature): 8 = 1 + INT Mod + 3;
Know(Noble): 4 = 0 + INT Mod + 0;
Know(Planes): 5 = 1 + INT Mod + 0;
Know(Religion): 5 = 1 + INT Mod + 0;
Linguistics: 5 = 1 + INT Mod + 0;
Perception: 8 = 3 + WIS Mod + 3 + 2;
Ride: 2 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 2 = 0 + WIS Mod + 0 + 2;
Sleight of Hand: 6 = 1 + DEX Mod + 3 -ACP;
*Spell Craft: 8 = 1 + INT Mod + 3;
Stealth: 4 = 0 + DEX Mod + 0;
Survival: 4 = 1 + WIS Mod + 3;
Swim: -1 = 0 + STR Mod + 0 -ACP;
Use Magical Device: 10 = 3 + Int Mod + 3

Extracts:

DC = 10 + Int + Level
Level-1: (3+1BL)
Known:
Bombers Eye
Bomb Admixture
Comprehend Language
Crafters Fortune
cure light wounds
enlarge person
expeditious retreat
Heightened Awareness
Monkey Fish
Reduce Person
true strike.
Extracts Prepared
Reduce Person, Heigthened Awareness x2
Level-2:
fire breath,
lesser restoration,
resist energy,

Equipment:

Weapons: (39gp)
Kunai 2
X-bow 35
10 Bolts CI 2
--Weight:
Armour: (25gp)
Chain Shirt MW
--Weight: 0
Misc:
Bandolier 2
Alchemist Kit
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. Formula book
MW Thiefes tools
Alchemist Lab
3 Flasks of Acid
Alchemist Lab
Wayfinder
Wand of CLW
Notebook and pen
2 Antiplague 
2 Antitoxin 
2 Tanglefoot bag 
3 Flasks of Acid 
3 Smokesticks 
Cloak of Resistance
3 Flasks of Alchemist Fire
Weight Total: 24 +
Light: 30, Med: 60, Heavy: 90
--Weight:
Cash:
0 Platinum
Gold
Silver
Copper

Appearance:

Height: 4' 7"
Weight: 95 lbs
Hair: white
Eyes: Ice blue
Skin: Milky white
Physical Description
You see a petite girl entering gracefully into the room. Her lustrous silver red hair is braided in complicated braids and held in place by pins. Her creamy skin suggests a live mainly indoors. But the one thing that is even more noticeable are her beautiful emerald eyes and the little clockwork dragon on her shoulder, laquered in the same colour as her eyes
Explorer's Outfit
She is wearing a long supple cloak of soft black wool, fastened around her neck with a simple copper clasp in clockwork form, over a long green linnen blouse and a many pocketed studded leather armor with studs in the form of little gears.
Two bandoleers cross around her chest.
Her green reinforced pants are tucked into waterproofed leather boots which reach up to mid-calf. Riding low on her hips is a braided belt weighted on the left side by a foreign looking dagger and on the right side by a belt pouch and a water flask.

Perbetuum:

A tiny clockwork in dragon form laquered in emerald green

N Tiny Familiar construct (clockwork)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 15, touch 15, flat-footed 12 (+1 Dex, +2 dodge, +2 size)
hp 5 (1d10)
Fort +0, Ref +3, Will +0
Immune construct traits
Weaknesses vulnerable to electricity

OFFENSE
Speed 30 ft., fly 30 ft. (clumsy)
Melee slam +3 (1d2)
Special Attacks record audio, self-destruct

STATISTICS

Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +0; CMD 12
Feats Improved InitiativeB, Lightning ReflexesB
Skills Climb +2, Fly -3, Stealth +11; Racial Modifiers +2 Climb, +2 Stealth
SQ swift reactions, winding

SPECIAL ABILITIES
Alertness, improved evasion, share spells, empathic link
Darkvision 120feet

Record Audio (Su)
A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action—failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals—a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.

Self-Destruct (Su)
Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy’s next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy’s self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.


Dark Archive S8:

ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure
before rolling a saving throw against a spell, you can apply a bonus equal to 1 plus half the number of goals you have completed.
ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any
Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You
also learn an additional language.
MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items
(except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 times your character level.
You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure.
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[][]Recover a named text (typically listed in italics or quotes) found during the course of an adventure.
[][]Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a
Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.
[]Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level
(minimum 9).
[]Recover a named minor artifact or major artifact during the course of an adventure.
[X][X]Identify a potion or other magic item whose caster level equals or exceeds your character level.
[]Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge
(arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
[][]While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental
Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10
minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Introduction:

Eurus of Clan Frostwind is a young average sized young woman with a small frame, but walks with a certain grace. She has creamy skin and very long hair in the colour of rust, falling down almost half her back. Her heritage is only oblivious in the crystal blue orbs she has for eyes and her hair that always seems to be in a breeze.
In battle he wears a simple lamellar leather armor with buckles styled after gearwheels. Her earrings, her sash and the ribbons of her explorer´s outfit are the same crystal blue as her eyes.
She is carrying a brand new crossbow of simple style and a strange dagger like weapon as arment, but booth seem to be unused.
Her voice is a whispery sopran.