Full Name |
Greyvail Darksand |
Race |
Wayang |
Classes/Levels |
Alchemist Male Wayang Alchemist 7|HP 45/45 CAC 22 /T 17/FF 17| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition: |
Gender |
M |
Size |
S |
Age |
54 |
Alignment |
NG |
Deity |
? |
Languages |
Aklo, Common, Draconic, Gnome, Goblin, Kelish, Osiriani, Wayang |
Occupation |
Alchemist |
Strength |
8 |
Dexterity |
20 |
Constitution |
12 |
Intelligence |
21 |
Wisdom |
10 |
Charisma |
8 |
About Greyveil
Greyveil hails from a long line of shadow people that call Osirian their home and claims lineage from one of the ancient pharaohs. the story goes that this pharaoh traveled the planes and took a Wayang princess from the shadow realm as a wife. Who can say if this is true or not.
Male wayang alchemist (grenadier) 7
NG Small humanoid (wayang)
Init +9; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 22, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 size)
hp 45 (7d8+7)
Fort +7, Ref +11, Will +3; +2 vs. shadow spells
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Offense
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Speed 20 ft.
Melee spear +5 (1d6-1/×3)
Ranged Bombs:
bomb +14 (4d6+6 fire) or
frost bomb +14 (4d6+6 cold) Fort Save DC 18 or Staggered or
Point-Blank Shot +1 to attack and damage rolls
Ranged :
MW underwater light crossbow +13 (1d6+1/19-20) Point-Blank Shot +1 to attack and damage rolls
+1 composite longbow +13 (1d6+1/×3) Point-Blank Shot +1 to attack and damage rolls, Rapid Shot
Throw Anything +1 to hit with Splash Weapons so Alchemical are +13 to hit. Point-Blank Shot +1 to attack and damage rolls
Special Attacks bomb 12/day (4d6+5 fire, DC 18) Note: Range increment is 20' or 30' with bomb launcher
Bombs used = 0
Alchemist (Grenadier) Extracts Prepared (CL 7th; concentration +12)
3rd—channel vigor, heroism
2nd—alchemical allocation, barkskin, false life, vomit swarm
1st—adhesive spittle (DC 16), comprehend languages, cure light wounds, heightened awareness,
reduce person (DC 16), targeted bomb admixture
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Statistics
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Str 8, Dex 20, Con 12, Int 21, Wis 10, Cha 8
Base Atk +5; CMB +3; CMD 19
Feats Alertness, Extra Discovery, Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot,
Rapid Shot, Throw Anything
Traits firebug, pragmatic activator
Skills;
Acrobatics +7
Appraise +9
Craft (alchemy) +15 (+17 to create alchemical items)
Disable Device +17
Fly +11
Heal +6
Knowledge (Arcana) +15
Knowledge (Dungeon) +6
Knowledge (Engineering) +6
Knowledge (Geography) +6
Knowledge (History) +6
Knowledge (Local) +6
Knowledge (Nature) +12
Knowledge (Nobility) +6
Knowledge (Planes) +6
Knowledge (Religion) +6
Linguistics +6
Perception +19
Spellcraft +15
Stealth +15
Survival +4
UMD +15
Racial Modifiers
+2 Perception, +2 Stealth
Languages Aklo, Common, Draconic, Gnome, Goblin, Kelish, Osiriani, Wayang
SQ alchemical weapon, alchemy (alchemy crafting +7), directed blast, discoveries (frost bomb, infusion,
precise bombs [5 squares], tumor familiar, wings), dissolution’s child, light and dark, mutagen (+4/-2,
+2 natural armor, 70 minutes), swift alchemy
Gear
Armor:
+1 mithral chain shirt
+1 darkwood light wooden shield
Weapons:
Mwk underwater light crossbow
+1 composite longbow
spear
cold iron crossbow bolts (50)
raining arrow (4)
weapon blanch (adamantine)
weapon blanch (Ghost Salt)
bomb launcher (2)
Magic:
belt of incredible dexterity +2
cloak of resistance +1
Eyes of the Eagle
handy haversack
headband of vast intelligence +2
ring of protection +1
boro bead (1st level)
boro bead (2nd level)
wand of cure light wounds (48 charges)
wand of shield (48 charges)
formula alembic - distills a potion or alchemist extract into the knowledge needed to create its formula.
admixture vial - Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Currently - Channel Vigor and Targeted Bomb Admixture
Hybridization funnel - Combines two alchemical
Preserving flask (1st level) - Heightened Awareness
Alchemicals:
mutagen
Antitoxin
Antiplague
Holy water X2
acid (4)
air crystal - 1 minute of air
alchemist's fire (2)
alkali flask (2)
bloodboiling pill - +2 init and cold saves for 8 hours. 1.5X damage from bleed.
burst jar (2) - It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion.
desiccating lubricant (4) 1d4 nonlethal and -2 to CM rolls for 1 minute. 2d4 real damage and -4 to ooze and water
ghast retch flask (6) - The target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened condition. Creatures within 5 feet of where the flank hits are sickened for 1 round.
holy water (2)
holy weapon balm (2) Weapons coated in this balm deal an additional 2d4 points of damage to undead or evil outsiders. A creature affected by the balm must succeed at a DC 10 Reflex save or take an additional 1d4 points of damage the following round. Any nonmagical weapon coated with the balm affects incorporeal undead or evil outsiders as if it were a magic weapon. Any magic weapon coated with the balm affects incorporeal undead or evil outsiders as if the weapon had the ghost touch special ability. The balm remains effective until you make a successful attack with the weapon or until 1 minute has passed, whichever is sooner. Each dose of balm can coat one weapon or 10 pieces of ammunition.
shard gel (2) A direct hit deals 1d4 points of piercing damage as the shards penetrate the target’s flesh. The target’s square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge.
vermin repellent
kaava musk This emerald-colored adhesive is made from animal glands, urine, and other powerful scents that are difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on their Survival checks. Immersion in water within 1 round of exposure washes the musk off; otherwise the effect decreases by 1 range increment per day (four times normal range after 1 day, three times normal range after 2 days, and so on) until the creature is again at normal scent levels.
Hybridized: Acid and Fire
Hybridized: Acid and Fire
Hybridized: Acid and alkali
Potions: All in iron vials
potion of burrow
potion of displacement
potion of fly
potion of good hope
potion of life bubble,
potion of magic circle against evil
potion of neutralize poison
potion of protection from fire
Mundane Gear:
healer's kit
wayfinder
bandolier
holy water X2
iron vial (2) unused
masterwork thieves' tools
noble's outfit
potion sponge (5)
wrist sheath, spring loaded
wrist sheath, spring loaded
Coin: 18 gp, 6 sp, 9 cp
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+5 (12/day, DC 18) (Su) Thrown Splash Weapon deals 4d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Dissolution’s Child (5 rounds, 1/day) (Su) Assume the appearance of a shadow, as invisibilty.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Frost Bomb (DC 18) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Infusion Create an extract can be used by anyone but takes up a slot until used.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Mutagen (DC 18) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadow Resistance +2 on saves vs. shadow spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wings (7 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min
Boons:
Echoes of the Dead - +2 retroactive +2 on saves vs haunts
Mission Help Boon - one time ask about an action X2
+1 Prestige when only getting 1
Free Wayfinder
+1 knowledge checks in the Grand Lodge.
Goblin Trait once - Distraction +2 AC, or Bouncy
Gloomspire Explorer +2 Perception check for a mod vs traps and hidden things
Stealth help - you and a friend both roll and use the higher
+2 diplo to get sensitive info.
+1 on Appraise and History to identify items + get second prestigewith a roll.
educe Hardness and Dr by 5 for 1 round against constructs an divs.
DelveHaven Star on Wayfider: +2 knowldge checks vs cheliax and reduce spellcasting serices by 2.
Burgeoning Notoriety: Disreput and Infamy 5
Can get +2 vs sickening or Nausea, on a chase, or Improved Unarmed Strike for 1d4+1 rounds. (10)
GMF or GMW at my level for 1 minute as a standard Mastery over Shadow - 2 - Light and Dark 1 minute Wayang Body Mod + Chr vs other wayang
5 more disreput and Infamy
Fearsome Tide: