Tiefling

Kairn Eval's page

3 posts. Alias of Tin Foil Yamakah.


Full Name

Karn

Race

Oni-Spawn Tiefling(Inquisitor-Conversion Inquisition) 1 HP: 9/9 |AC |T |FF |Fort |Ref |Will |

Age

FCB: +1/2 Intimidate +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.

Strength 17
Dexterity 15
Constitution 13
Intelligence 13
Wisdom 18
Charisma 11

About Kairn Eval

Racial:
+2 Strength, +2 Wisdom, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Disguise and Intimidate checks.
Spell-Like Ability: Tieflings can use Alter Self once per day as a spell-like ability (with a caster level equal to the tiefling’s character level).
Scaled Skin: Tieflings have fire resistance 5 and a +1 Natural Armor Bonus
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc

Traits:

Skills: 11 /Level:

Acrobatics(Dex): 19
Appraise(Int): 14
Bluff(Chr): 1
Climb(Str.): -2
Craft(Alchemy)(Int): 25
Diplomacy(Chr.): 1
Disable Device(Dex): 10
Disguise(Chr): 1
Escape Artist(Dex): 7
Fly(Dex): 19
Handle Animal(Chr): 1
Heal(Wis): 5
Intimidate(Chr): 1
Knowledge (Arcana)(Int): 32
(Dungeoneering)(Int): 18
(Engineering)(Int): 18
(Geography)(Int): 18
(History)(Int): 32
(Local)(Int): 30
(Nature)(Int): 21
(Nobility)(Int): 21
(Planes)(Int): 32
(Religion)(Int): 32
Linguistics(Int): 20
Perception(Wis): 18
Perform(Chr): 1
Profession(Wis): 5
Ride(Dex): 7
Sense Motive(Wis): 4
Sleight of Hand(Dex): 10
Spellcraft(Int): 25
Stealth(Dex): 18
Survival(Wis): 5
Swim(Str): -2
UMD(Chr): 15

Languages:
Abyssal, Aklo, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Protean, Sylvan, Terran, Thassalonian, Undercommon

Alchemist:
Bombs 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.

Cognatogen(+2 Nat Armor, +4 Int, 10 min/level): At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).

Discoveries At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use.

Poison Resistance (Ex): 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.

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.

Persistent Mutagen (Su)
At 14th level, the effects of a mutagen last for 1 hour per level.

Instant Alchemy(Su)
At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

Grand Discovery (Su)
At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Discoveries:
1. 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.

1. Cognatogen(Mind Chemist): The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

2.Infuse Mutagen: When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.

4.Tanglefoot Bomb: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

6. Tumor Familiar(Greensting Scorpion) The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

8. Fast Bombs
An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

10. Confusion Bomb The alchemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a Confusion(Will 25)spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).

11.Blinding Bomb: When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. An alchemist must be at least 8th level before selecting this discovery.

12.Greater Cognatogen: The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 penalty on both associated physical ability scores as long as the mutagen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends. An alchemist must be at least 12th level and must have the cognatogen discovery or class ability before selecting this discovery.

12. Cursed Bomb: When an alchemist creates a bomb, he can choose to have it deliver a debilitating curse. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by bestow curse. An alchemist must be at least 12th level to select this discovery.

13. Preserve Organs: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.

14. Mummification: The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. An alchemist must be at least 10th level and must have the preserve organs discovery before selecting this discovery.

15.Sunlight Bomb: The alchemist can throw bombs that explode with a searing radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are staggered for 1 round. An alchemist must be at least 10th level and must have the blinding bomb discovery before he can select this discovery.

16. Grand Cognatogen: The alchemist’s cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends. An alchemist must be at least 16th level and must have the greater cognatogen discovery or class ability before selecting this discovery.

Offense:
Bombs (19) +15/+15/+10/(5d6+9) (DC 10+Level+Int Mod) 26 Rapid Shot -2

Equipment:
MWK Tools(Craft, Arcana, History, Planes, Religion, Perception, Spellcraft, Stealth UMD)

Gold:
.75

Scrolls:
[url=https://aonprd.com/SpellDisplay.aspx?ItemName=Flash%20Forward]Flash Forward(3) 1k ea.

Magic Items:
Belt: Dex +6
Body:
Chest: Vest of Stable Mutation
Eyes:
Feet: Winged Boots
Hands:
Head: Circlet of Persuasion
Headband: Int+4(Planes, Religion)
Ring 1: +2
Ring 2:
Ring 3:
Ring 4:
Shield:
Shoulders: Cloak +3
Weapons:
Armor: Mithral Kikko
Wrist: Wand CLW(50)(50), Wand Lesser Restoration(50), Rod(Extend)Lesser
None: Ioun Stone Cracked Dusty Rose +1 init),Pale Green Ioun Stone(+1 Saves) Wand CLW(50), Handy Haversack