HP 28/28, AC 18 (19 w Dueling Cape raised), Fortitude** +7, Reflex** +9, Will* +4, Perception* +4, Stealth* +7 |
Classes/Levels
Speed 25 ft. | Exploration Activity Defend (w Dueling Cape) | Active Conditions - | Tracker | ◆◇↺
Gender
[R] Male Human Bomber Alchemist 2 | Time Traveler |
About Jared Delos Reyes
HP 28/28, AC 18 (19 w Dueling Cape raised), Fortitude** +7, Reflex** +9, Will* +4, Perception* +4, Stealth* +7 |
Speed 25 ft. | Exploration Activity Defend (w Dueling Cape) | Active Conditions - | Tracker | ◆◇↺
[R] Male Human Bomber Alchemist 2 | Time Traveler |
Jared delos Reyes awoke in 4723 AR on the outskirts of Absalom with no memory of how he got there: only a scorched metal fragment engraved with his name. When he first arrived, he could not speak or understand the local tongue, and his earliest days were spent scavenging and miming for food in the Coins District. Over time, he began to understand Taldane, not through study, but as though the words slowly surfaced from beneath a fog in his mind. He suspects this was part of whatever force brought him to this world, though he has no memory of how it happened.
Since then, Jared is plagued by dreams of a life that feels both real and alien. In these visions, he sees great metal beasts speeding down stone roads, boxes that glow with moving images, and strange handheld devices that sing or speak. People in these dreams talk in a language that feels warm and familiar, yet he cannot fully recall or repeat it: only scattered sounds and syllables remain, like fragments of a forgotten song. Though he remembers pieces of how these strange objects work, he cannot explain them in words, except when seeing similar mechanisms in Golarion, where instinct takes over.
Jared has also begun to notice subtle distortions around himself, moments when time itself seems to slow, stretch, or blur for him alone. He believes this is tied to whatever brought him here, a remnant of forces beyond the normal flow of time. His mind, though fractured, carries scraps of unusual knowledge: an intuitive grasp of technology, and a surprising familiarity with the ways of goblins and elves, as if he has studied them for years.
On the other hand, Jared became fascinated by Golarion’s lost knowledge and ruins, believing that the answers to his missing past might lie hidden in the secrets of history and the planes. When a Pathfinder field agent witnessed his unconventional approach to alchemy and problem-solving, Jared was encouraged to join the Pathfinder Society. Seeing the Pathfinders as his best chance to find purpose, and perhaps clues to his forgotten origin, he signed on as a field agent.
Currently, Jared seeks to understand the origin of his time-bending ability and the fragmented knowledge that lingers in his mind. He believes that ancient ruins, lost technologies, and planar anomalies hold the key to unlocking his past and explaining why he was cast into Golarion. Every Pathfinder mission is, to him, not just an assignment but a step closer to reclaiming his true identity and mastering the strange power that seems tied to his very existence.
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PFS INFORMATION:
PFS #: 2403787-2031
Lore: Pathfinder Society* +8
Faction: Vigilant Seal
Chronicles & Boons Level 1 01 RPG Threshold of Knowledge (GM)
02 Boon: Across the Threshold
03 S01-01 The Absalom Initiation
04 Boon: Wayfinder
05 Boon: Engraved Wayfinder
06 Boon: Society Connections
07 Boon: Time Traveler (Background)
08 S06-99 Under the Eye of the Mantis
09 Boon: Crimson Apprentice
Level 2
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BOTTING INSTRUCTIONS:
During Daily Preparations,
Alchemical items (4+INT) [][][][][]-[][][]:
Versatile Vials: 2+INT = 6 [][][][][]-[] (regains 2 vials every 10 minutes in Exploration mode; doesn't prevent from participating in other Exploration activities)
During Exploration, he drinks a cognitive mutagen to improve his INT-based skills to Recall Knowledge
◆ Activate Lesser Cognitive Mutagen
Benefit: +1 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead.
Drawback: You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.
At first round of Encounter, he tries to recall weakness of target to trigger it.
◆ Recall Knowledge - Arcana +8, Crafting +8, Elf Lore +8, Goblin Lore +8, Pathfinder Society Lore +8, Occultism +8, Society +8
He then attacks with the corresponding bomb that will trigger weakness, or he will default to versatile vial with fire damage.
◆ Strike
Sonic Damage
[dice=Lesser Blasting Stone Attack]1d20+7[/dice]
[dice=Damage]1d4[/dice] sonic damage, 1 sonic splash damage (to target only), and DC 17 Fortitude save from each creature within 10 feet of the space or be Deafened until the end of next turn.
Speed Penalty
[dice=Lesser Glue Bomb Attack]1d20+7[/dice]
Effect: –10-foot penalty (or Immobilized for 1 rd on Crit Hit), and DC 17 Escape to remove effects or spend a total of 3 manipulate actions
Vitality Damage
[dice=Lesser Ghost Charge Attack]1d20+7[/dice]
[dice=Damage]1d8[/dice] vitality damage, 1 vitality splash damage (to target only), and Enfeebled 1 until the start of Jared’s next turn.
[dice=Throwing Knife (20 ft) Attack]1d20+7[/dice]
[dice=Damage]1d4[/dice] P damage
◆ Strike
DEFENSE
While wielding dueling cape with one hand, he can raise it for protection.
Raise Dueling Cape (+1 circumstance bonus to AC)
SUPPORT
He heals ally with elixir of life.
[dice=Minor Elixir of Life]1d6[/dice] HP to target, and +1 item bonus to saving throws against diseases and poisons for 10 minutes.
OTHERS
◇ Bend Time - Frequency once per day; Trigger Your turn begins; Effect You are quickened this turn. You can use your extra action to Stride.
◆ Quick Alchemy to create a bomb
BOONS
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CHARACTER INFORMATION Name: Jared Delos Reyes
Ethnicity, Heritage & Ancestry: Human
Background: Time Traveler Home Region: Absalom Nation: Absalom Languages: Common, Elf, Goblin, ???, ???, ???
Sub-Class & Class: Bomber Alchemist Level: 2
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft
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STATS & SKILLS(* indicates Proficiency Level) STR +0, DEX +3, CON +1, INT +4, WIS +0, CHA +1
HP 28/28 w Toughness
AC 18 w Leather Lamellar Armor (19 w Dueling Cape raised)
Fortitude** +7
Reflex** +9
Will* +4
Perception* +4
Formula Book(two common 1st-level alchemical items, and two common alchemical items every level)
> Level 1: Cognitive Mutagen, Elixir of Life
> Level 2: Soothing Tonic, Numbing Tonic
Alchemical Crafting( (four common 1st-level alchemical items)
> Level 1: Dread Ampoule, Glue Bomb, Skunk Bomb, Blasting Stone
Research Field: Bomber(two common 1st-level alchemical bombs)
> Level 1: Ghost Charge, Blight Bomb
FEATS Level 1 Skill Feat (from background) ◇ Bend Time – Frequency once per day; Trigger Your turn begins; Effect You are quickened this turn. You can use your extra action to Stride. General Feat (from Heritage) Versatile Human > Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1. Class Feat ◆ Quick Bomber – You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action. Ancestry Feat Natural Ambition > Far Lobber – You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. Class Feature Advanced Alchemy – During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first. Class Feature Alchemy – You understand the reactions between all manner of reagents and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use specially prepared chemicals 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, and you can automatically identify alchemical items that you have the formula for. Class Feature Formula Book – An alchemist keeps meticulous formulas for every item they can create. You start with a standard formula book for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to any formulas you gained from Alchemical Crafting and your research field. Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to select the Inventor skill feat so you can invent them. As normal, having the base formula is sufficient when Crafting upgraded types of the item—you don't need to learn higher-level formulas. For instance, if you have the 1st-level formula for a minor elixir of life, you can create a minor, lesser, moderate, greater, major, or true elixir of life as long as you meet the level and other prerequisites. Items with type entries that have widely varied functions require separate formulas, but most alchemical items have a structure similar to elixir of life. Class Feature Versatile Vials – You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you're below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn't prevent you from participating in other exploration activities. Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy (see below) and your research field can add to the ways you can use a vial. You can store all your versatile vials within your alchemist's toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can't be duplicated or preserved in any way. Class Feature ◆ Quick Alchemy – Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead. Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.) Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn. Class Feature Research Field – Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. At 1st level, you choose your research field. This choice gives you more formulas, a special benefit, other abilities for your versatile vials, and other benefits as you level up. > Bomber – You specialize in explosions and other violent reactions. Class Feature Formulas – Two common 1st-level alchemical bombs. Class Feature Field Benefit – When throwing an alchemical bomb with the splash trait, you can choose to deal splash damage to only your primary target instead of the usual splash area. Class Feature Field Vials – When you Strike with a versatile vial, you can choose to have it deal cold, electricity, or fire damage instead of acid damage. Free Feat Alchemical Crafting – Prerequisites trained in Crafting. 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 (page 288).
LEVEL 2 Class Feat ◆ Improvise Admixture – Frequency once per day. Requirements You have fewer than your maximum number of versatile vials, and you’re either holding or wearing an alchemist's toolkit. You scrounge together enough ingredients from what's left in your alchemist's toolkit to produce a few more versatile vials on the fly. Attempt a Crafting check. The DC is usually a standard-difficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum). Critical Success You regain 3 versatile vials. Success You regain 2 versatile vials. Failure You regain 1 versatile vial. Critical Failure You don't regain any versatile vials. Skill Feat ◆ Eye for Numbers – Prerequisites trained in Society. You've learned to quickly estimate the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example. If you count a specific number of items possessed by an enemy, such as the number of coins or pieces of equipment they're carrying, you can use this information the next time you Feint or Create a Diversion against that target within 1 minute. If you do, you gain a +1 circumstance bonus to your check and can use Society instead of Deception for the check. You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check.
LEVEL 3 General Feat ---
LEVEL 4 Class Feat Efficient Alchemy
Skill Feat ---
LEVEL 5 Ancestry Feat Class Feature Field Discovery > Bomber
Class Feature Powerful Alchemy