The Sand Sage

Gerri's page

202 posts. Organized Play character for Grumdar.


Full Name

Gerri

Race

Vudrani

Classes/Levels

Alchemist 10 () - HP 42/73 - AC:22/T:13/FF:19 - Perception +11 - F:+12*/R:+13/W:+6* - CMB +7 - CMD 18 - Speed 30' - Init. +3 - DR 10/adamantine (112hp)

Gender

Nueter

Size

Alchemist 10 (Air Elemental) - HP 38/53 - AC: 18/T: 15/FF: 14 - Perception +11 - F:+8 / R:+12 /W:+4* - CMB +5 - CMD 18 - Speed Fly 60 (Perfect) - Init.+4

Age

25

Special Abilities

I make bombs!!!

Alignment

LN

Deity

Irori

Location

Isle of Jalmeray

Languages

Abyssal, Aklo, Aquan, Auran, Azlanti, Common, Daemonic, Dark Folk, Goblin, Ignan, Infernal, Jistka, Kelish, Osiriani, Osiriani, Ancient, Polyglot, Sahaugin, Shoanti, Thassilonian, Vudrani

Occupation

Alchemist 10 (Charda, small Monstrous humaniod, aquatic, amphibious ) - HP 53/53 - AC: 29/T: 19/FF: 23 - Perception +11 - F:+8*/ R:+14 /W:+3 - CMB +5 - CMD 20 - Speed 30, Swim 30 - Init.+6

Homepage URL

Alchemist 10 () - HP 53/53 - AC:19/T:13/FF:16 - Perception +11 - F:+8*/R:+13/W:+4* - CMB +5 - CMD 18 - Speed 30' - Init. +3

Strength 7
Dexterity 16
Constitution 11
Intelligence 26
Wisdom 10
Charisma 7

About Gerri

PFS# 13260-2

Gerri
No Gender Human (Vudrani) Alchemist 10
LN Medium Humanoid (human)
Init +3; Senses Perception +11
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Defense
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AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 natural)
hp 53 (10d8)
Fort +8 (+5 circumstance bonus vs. cold weather), Ref +13, Will +4; +2 to save vs. mind-affecting effects
Immune poison
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Offense
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Speed 30 ft.
Melee Dagger +5/+0 (1d4-2/19-20/x2) and
. . Quarterstaff +5/+0 (1d6-2/x2)
Ranged Bomb +11/+6 (5d6+8 Fire/x2) and
. . Force Bomb +11/+6 (5d4+8 Force/x2) and
. . Launching crossbow +6/+1 (Per Ammo/x2)
. . Charda Form w/ Mutagen (Dex) - Bomb +15/+10 (5d6+8 Fire/x2)
. . Charda Form w/ Mutagen (Dex) - Force Bomb +15/+10 (5d4+8 Force/x2)
Special Attacks bomb 5d6+8 (12|20 day) (dc 23), discoveries (explosive bomb, fast bombs, force bomb, immolation bomb, infusion, precise bombs, sticky poison [8 uses])

Alchemist Extracts Prepared (CL 10):
4 (3/day) Echolocation, Elemental Body I, Universal Formula
3 (5/day) Absorb Toxicity*, Amplify Elixir, Monstrous Physique I, Water Breathing, Monstrous Physique I
2 (6/day) Alchemical Allocation (x2)(x4)*
1 (7/day) Bomber's Eye, Enlarge Person, Targeted Bomb Admixture*, Shield, Shock Shield, Stone Fist, Touch of the Sea
* indicates used extracts

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Statistics
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Str 7, Dex 16, Con 11, Int 26, Wis 10, Cha 7
Base Atk +7; CMB +5; CMD 18
Feats Extra Bombs, Extra Discovery, Extra Discovery, Point Blank Shot, Precise Shot, Skill Focus (Craft [alchemy]), Splash Weapon Mastery, Throw Anything
Traits Latent Psion (Human - Vudra), Sacred Touch
Skills Acrobatics +4, Craft (alchemy) +28 (+38 to create alchemical items), Disable Device +16, Escape Artist +13, Fly +14, Heal +13, Knowledge (arcana) +21, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +16, Knowledge (local) +10, Knowledge (nature) +21, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +18, Perception +11, Sleight of Hand +16, Spellcraft +21, Survival +0 (+2 to avoid becoming lost), Use Magic Device +11; Racial Modifiers alchemy +10
Languages Abyssal; Aklo; Aquan; Auran; Azlanti; Common; Daemonic; Dark Folk; Goblin; Ignan; Infernal; Jistka; Kelish; Osiriani; Osiriani, Ancient; Polyglot; Sahaugin; Shoanti; Thassilonian; Vudrani
SQ fast poisoning (swift action), mutagen (dc 23), poison use, swift alchemy

Combat Gear Mutagen(avail): +4 DEX, -2 WIS, +2 Nat AC (100min), Pearl of power (1st level) (1/day), Potion of Bless Weapon (4), Potion of blur, Potion of Cure Light Wounds (5), Potion of Cure Serious Wounds, Potion of Displacement, Potion of Fly, Potion of Gaseous Form, Potion of Heroism, Potion of Neutralize Poison, Potion of Nondetection, Potion of protection from arrows 10/magic, Potion of Remove Curse, Potion of Remove Disease, Scroll of Daylight x2, Staff of stealth, Wand of Cure Moderate Wounds (48 Chrg), Giant wasp poison (5), Large scorpion vemon (5), Medium spider venom, Wand of CLW (41 Chrg),Elixir of Vision, Smoke Stick (4), Alkali Flask (3), Potion of Stoneskin (CL15);
Other Gear +2 Mithral Chain shirt, +1 Returning Dagger, Launching crossbow, Quarterstaff, Amulet of natural armor +1, Bag of holding I (12 @ 43 lbs), Cloak of resistance +1, Headband of vast intelligence +4 (Knowledge [nature],Escape Artist), Ioun stone (clear spindle), Ioun torch, Wayfinder (1 @ 0 lbs), Backpack, masterwork (13 @ 0 lbs), Bedroll, Candle (5), Chalk (5), Cold weather outfit, Earplugs, Flint and steel, Ink, black, Inkpen, Manacles, Portable alchemist's lab, Signal whistle, Thieves' tools, 12012 GP, 2 SP, 7 CP

Formula Book A (level) [53 pages available]

Ant Haul (1), Bomber's Eye (1), Comprehend Languages (1), Crafter's Fortune (1), Cure Light Wounds (1)', Detect Secret Doors (1), Detect Undead (1), Disguise Self (1), Endure Elements (1), Enlarge Person (1), Expeditious Retreat (1), Identify (1), Jump (1), Keen Senses (1), Negate Aroma (1), Reduce Person (1), See Alignment (1), Shield (1), Shock Shield (1)', Stone Fist (1), Targeted Bomb Admixture (1), Touch of the Sea (1), True Strike (1),

Air Walk, Communal (4), Echolocation (4), Elemental Body I (4), Monstrous Physique II (4), Universal Formula (4), Viper Bomb Admixture (4)

Formula Book B (level) [32 pages available]

Ablative Barrier (2), Alchemical Allocation (2), Alter Self (2), Aram Zey’s Focus (2), Bull's Strength (2), Cat's Grace (2), Cure Moderate Wounds (2)', Elemental Touch (2), False Life (2)', Fire Breath (2)', Fox's Cunning (2), Invisibility (2), Levitate (2), Resist Energy (2), Restoration, Lesser (2)', See Invisibility (2), Spider Climb (2), Twisted Innards (2), Vomit Swarm (2),

Absorb Toxicity (3), Amplify Elixir (3), Cure Serious Wounds (3)', Fly (3) ,Haste (3) , Heroism (3), Monstrous Physique I (3), Remove Curse (3), Seek Thoughts (3), Tongues (3), Water Breathing (3)

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Special Abilities
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Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkali Flask x3
Bomb 5d6+8 (12|20/day) (DC 23) (Su) Thrown Splash Weapon deals 5d6+8 fire damage.
Cold weather outfit +5 Fort save vs. cold weather.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Explosive Bomb* (Su) 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.
Swift Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Force Bomb* (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. An alchemist must be at least 8th level before selecting this discovery.
Immolation Bomb* (Su) When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist's Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist's Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist's turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb's direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligent modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.
Immunity to Poison You are immune to poison.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Latent Psion (Human - Vudra) +2 to save vs. mind-affecting effects
Mutagen (DC 23) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Potion of Bless Weapon x4
Potion of Cure Light Wounds x5
Potion of Cure Serious Wounds
Potion of Displacement
Potion of Fly
Potion of Gaseous Form
Potion of Heroism
Potion of Neutralize Poison
Potion of Nondetection
Potion of Remove Curse
Precise Bombs (8 squares) (Su) 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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Scroll of Daylight x2
Smoke Stick x4
Sticky Poison (8 uses) (Su) Any poison the alchemist creates is sticky–when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything (Ex) Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wand of Cure Light Wounds 41 Charges
Wand of Cure Moderate Wounds 48 Charges
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
. Resonant Power for Clear Spindle - Protection from possession and mental control (as per Protection from Evil) == Currently in Wayfinder Slot
. Resonant Power for Ioun Torch (Dull Gray) - Read Magic 1/day, for 10 minutes

Description:
A small Vudrani man stands near you, wearing a dastar, open lungi and open kurta. He leans upon a whitish red quarterstaff of babul wood, and wears two satchels. One that rides high on his back and contains traveling gear, and the other slung low at his waist. The second makes clinking noises as boat rocks back and forth.[/s