Thedan

Jacen Featherfoot's page

103 posts. Alias of bigrin42.


Classes/Levels

Alch 5 HP 25/31, AC 21/15/17; CMB/CMD +5/18; F+5, R+9, W+3; Perc +11

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

About Jacen Featherfoot

CG Halfling Warslinger Grenadier Alchemist 5
XP: 10250
HP: 31/31
Conditions:
Hero Points: n/a

Init: +5
Senses: perception +11

Defense:

AC: 21/15/17 (+1 size, +4 dex, +5 armor, +1 amulet)
CMD: 18 (+3 BAB, -1 size, +2 Str, +4 dex)
Fort +5
Ref +9
Will +3
Defensive abilities:

Offense:

Speed: 20'
Melee: dagger +4(1d3+2), slingstaff +4(1d4+2)
Ranged: slingstaff +7(1d6+2), bomb +7(2d6+5)
Special Attacks: bombs 10/10 available, frost bomb, acid bomb, precise bomb, throw anything

Statistics:

Str: 12, Dex: 16, Con: 10, Int: 16, Wis: 10, Cha: 12
Base Atk +3; CMB +5
Feats: splash weapon mastery, point blank shot, precise shot
Trained Skills (32): acrobatics +11, craft(alchemy) +12, disable device +11, fly +5, k. arcana +12, k. nature +12, perception +11, spellcraft +12, umd +9

Languages:

Common, Halfling, Dwarven, Elven, Gnome, Goblin

Mutagen & Extracts:

Mutagen: Dex

Level 1:
known (8): bomber's eye, cure light wounds, endure elements, shield, expeditious retreat, targeted bomb admixture, Polypurpose Panacea, true strike
prepared (5): bomber's eye, clw, targeted bomb admixture, (2 unused)
used:

Level 2:
known (2): Darkvision, invisibility, cure moderate wounds
prepared (3): Darkvision, invisibility, (1 unused)

Equipment:

mwk Sling 300
mwk Slingstaff 320g
+1 mithral chain shirt 2100g (+5AC, +6 mdex)
cloak of resistance +1 1000g
headband of intelligence +2 4000g

**Splash items**
alchemist's fire x6 60g
flask of acid x6 30g
fused grenades x6 300g

**Alchemical healing**
antitoxin x2 100g
troll styptic 50g

**Poisons**
black adder venom x2 120
blue whinnis x2 120

ring of sustenance 2000g
Haversack 2000g

portable alchemy kit 300g
alchemist's kit 10g
Bedroll
Silk rope
Grappling hook
Waterskin
5 days rations
Flint & steel
3 torches
dagger

Cash: 180g, 0s

Feats:

Splash Weapon Mastery: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.

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: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Discoveries:

Saving throw DC = 10 + 5/2 + 3 = 15

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.

Acid bomb: When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.

Frost bomb: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Special Abilities:

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike 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.

Bomb (Su): 3d6+3/6 - 10/day; Ref DC = 10 + 5/2 + 3 = 15 for half

Mutagen (Su):

Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

Poison Resistance (Ex):[\b] At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

[b]Poison Use (Ex) Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Swift Alchemy (Ex) At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Racial Traits:

Small: Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Slow: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Background:

Given his childhood, it is somewhat of a wonder that Jacen turned to the adventuring life. Like most halfling boys, he was curious about the world outside Glenderry. Unlike most of the other boys, it certainly wasn't because he was tired of being broke. His parents were wealthy merchants, and Jacen got the best education, the best clothes, the best of everything, really.

When it came to education, what the young Jacen really loved was alchemy. The magic of the mixtures, the repeatable nature of the combination of chemicals, the smells and sounds of a well-turned out alchemy lab, all called to the young halfling.

Out of doors, Jacen trained with the halfling sling staff, learning to hurl stones and lead bullets at targets at least 100 feet away. He also learned to use it as a club, in self defense. The sling staff became Jacen's best weapon, though he could use a dagger like any other young halfling.

When the wanderlust hit, Jacen was ready to travel, slingstaff in hand and alchemy equipment in his pack. He said goodbye to his merchant parents, both of whom looked at their son with understanding and concern.

His first adventure involved scaring a hungry fox from a farmer's chicken coop. The halfling took the job with gravity probably better reserved for raiding a runelord's Repository, but he did the job well enough. Foxes don't like things that go boom nearly as much as young halflings. The hook was set. Helping those that needed his particular expertise - and could pay for it - became Jacen's life's work. It might be a little mercenary, but the things he learned on his travels couldn't be found in Glenderry.

Although he wasn't very fond of the cold, he was in Ustalav looking for some rare mosses and fungi that only grew in the area. Living in the northlands wasn't his cup of tea, and it was a lot more expensive for him, as many of his materials were harder to come by up here. Still, the place did have a magical, if creepy feel about it.

Personality:

Reserved for a halfling, Jacen is still somewhat outgoing. He is more of a loner than most halflings, but works well with those that don't look down on him. Caution is more of a watcvhword for Jacen than other halflings, as well, given that his profession requires careful measurements and processes.

Traits:

Reqactionary: You gain a +2 trait bonus on Initiative checks.

Oenopion Alchemist: You gain a +1 trait bonus on Craft (alchemy) checks.