About KetillPathfinder Society:
PFS ID: 24681-7 Faction: Liberty's Edge XP: 24 Prestige/Fame: 27/36.5 19 Januari 2015
Chronicles:
Items Bought: 864 XP Gained: 3
2: Hall of the Flesheaters - GM
XP Gained: 1
3: The Darkest Vengeance
XP Gained: 1
4: Emerald Spire Superdungeon, The: The Cellars
XP Gained: 3
5: Emerald Spire Superdungeon, The: Land Rush
XP Gained: 0
6: Shades of Ice II (GM)
XP Gained: 1
7: Emerald Spire Superdungeon, The: Splinterden
XP Gained: 1.5 Starting PP / Fame: 10/14
8: Emerald Spire Superdungeon, The: Godhome
XP Gained: 0.5 Starting PP / Fame: 6/17
9: Temple of Empyreal Enlightenment
XP Gained: 0.5 Starting PP / Fame: 6.5/17.5
10: Storming the Diamond Gate
XP Gained: 0.5 Starting PP / Fame: 7.5/18.5
11: To Judge a Soul, Part 2: Karma Reclaimed - GM
XP Gained: 1 Starting PP / Fame: 8.5/19.5
12: Black Waters - GM
XP Gained: 1/2 Starting PP / Fame: 10.5/21.5
13: Emerald Spire Superdungeon, The (07): Shrine of the Awakener
XP Gained: 3 Starting PP / Fame: 10.5/21.5
14: Emerald Spire Superdungeon, The (08): The Circle of Vissk-Thar Starting Gold: 526.75
XP Gained: 3 Starting PP / Fame: 14.5/27.5
15:Emerald Spire Superdungeon, The (09): The Spire Axis Starting Gold: 153.75
XP Gained: 3 Starting PP / Fame: 17.5/32.5
16:Emerald Spire Superdungeon, The (10): The Magma Vault Starting Gold: 1690.75
XP Gained: 1.5 Starting PP / Fame: 22.5/39.5
17:Emerald Spire Superdungeon, The (11): The Tomb of Yarrix Starting Gold: 10648.75
XP Gained: 1.5 Starting PP / Fame: 24/43
18:Emerald Spire Superdungeon, The (12): The Automation Forge Starting Gold: 7671.75
XP Gained: 1.5 Starting PP / Fame: 24/45
19:Emerald Spire Superdungeon, The (13): The Pleasure Gardens Starting Gold: 3448.75
XP Gained: 1.5 Starting PP / Fame: 21/47
Additional Resources
Equipment & Expenditures Tracking:
Purchases Chronicle 1 Acid *9 - 30 gp (crafted) - Chronicle 3: 1 used - Chronicle 7: 1 used - Chronicle 9: 1 used Alchemist's Lab - 200 gp Alchemy Crafting Kit - 25 gp Bandolier *2 - 10 gp Bomb Launcher *9 - 30 gp (crafted) Explorer's Outfit - free Formula Book - free Wand of Cure Light Wounds - 2 Prestige Points - Chronicle 2: 2 charges used - Chronicle 7: 1 charge used - Chronicle 9: 5 charges used - Chronicle 10: 1 charge used - Chronicle 14: 3 charges used - Chronicle 15: 3 charges used - Chronicle 16: 1 charge used - Chronicle 17: 10 charge used - CURRENT: 15 charges used Purchases Chronicle 3 Alchemist's Fire *9 - 60 gp (crafted) - Chronicle 18 :2 used Alkali Flask *3 - 15 gp (crafted) Antiplague *3 - 50 gp (crafted) Smelling Salts *3 - 25 gp (crafted) Tanglefoot Bag *3 - 50 gp (crafted) Wayfinder - 250 gp Wrist Sheath, Springloaded - 5 gp Purchases Chronicle 4
Purchases Chronicle 7
Purchases Chronicle 9
Purchases Chronicle 10
Purchases Chronicle 13
Purchases Chronicle 14
Purchases Chronicle 15
Purchases Chronicle 17
Purchases Chronicle 18
Purchases Chronicle 19
Purchases Chronicle 20
Leveling Choices:
Level 1 Ability Point Buy: STR 10, DEX 14, CON 12, INT 17, WIS 10, CHA 10 Race: Tiefling Language: Abyssal Alternate Racial Trait: Prehensile Tail Alternate Racial Trait: Vestigal Wings Gender: Male Alignment: NG Favored Class: Alchemist Deity: Sarenrae Trait: Ease of Faith Trait: Reactionary Feat: Point Blank Shot Bonus Language: Draconic, Infernal, Kelish, Orc Class: Alchemist Archetype: Grenadier Martial Weapon Proficiency: Naginata Favored Class Bonus: +1/2 bomb damage Skill Points: 4 Class +4 INT - Craft (Alchemy) - Diplomacy - Heal - Knowledge (Arcana) - Knowledge (Nature) - Perception - Spellcraft - Use Magic Device Formula known (2 class + 4 INT) - Bomber's Eye (APG) - Comprehend Languages - Crafter's Fortune (APG) - Endure Elements - Expeditious Retreat - Identify Level 2 Class: Alchemist Discovery: Explosive Bomb Favored Class Bonus: +1/2 bomb damage Skill Points: 4 Class +4 INT - Craft (Alchemy) - Diplomacy - Heal - Knowledge (Local) - Knowledge (Planes) - Perception - Spellcraft - Use Magic Device Formula known (2 class) - Cure Light Wounds - Shield Level 3 Class: Alchemist Favored Class Bonus: +1/2 bomb damage Feat: Precise Shot Skill Points: 4 Class +4 INT - Craft (Alchemy) - Handle Animal - Handle Animal - Heal - Knowledge (Dungeoneering) - Perception - Spellcraft - Use Magic Device Formula known (2 class) - Heightened Awareness - True Strike Level 4 Ability Bonus: Intelligence Additional Language: Dwarven Additional Skill Points: - Knowledge Arcana - Knowledge Arcana - Knowledge Arcana Class: Alchemist Favored Class Bonus: +1/2 bomb damage Discovery: Explosive Missile Skill Points: 4 Class +5 INT - Craft (Alchemy) - Diplomacy - Diplomacy - Heal - Knowledge (Engineering) - Knowledge (Religion) - Perception - Spellcraft - Use Magic Device Formula known (2 class) - Alchemical Allocation - False Life Level 5 Class: Alchemist Favored Class Bonus: +1/2 bomb damage Feat: Weapon focus (bomb) Skill Points: 4 Class + 5 INT - Craft (Alchemy) - Diplomacy - Heal - Knowledge (Geography) - Knowledge (History) - Perception - Sleight of Hand - Spellcraft - Use Magic Device Formula known (2 class) - Levitate - Lesser Restoration Level 6 Class: Alchemist Favored Class Bonus: +1/2 bomb damage Discovery: Infusion Skill Points: 4 Class + 5 INT - Appraise - Craft (Alchemy) - Diplomacy - Heal - Knowledge (Arcana) - Knowledge (Arcana) - Perception - Spellcraft - Use Magic Device Formula known (2 class) - Barkskin - Touch of the Sea Level 7 Class: Alchemist Favored Class Bonus: +1/2 bomb damage Feat: Extra Discovery Discovery: Frost Bomb Skill Points: 4 Class + 5 INT - Craft (Alchemy) - Diplomacy - Heal - Knowledge (Arcana) - Knowledge (Nature) - Knowledge (Nature) - Perception - Spellcraft - Use Magic Device Formula known (2 class) - Heroism - Remove Disease Level 8
Level 9
Level 11
Combat:
Init +7 (+5 Dex, +2 Trait) HP: 70 (11d8+11) AC 20 (Armor +5 Dex +5)
Fort +13 (Alchemist +7, Con +1, Resistance +5)
Base Atk +8;
Melee
Bomb: +15/+10 (6d6+12 fire or 6d6+12 cold or 6d4+12 force) - 20' range increment Splash DC = 11 + 1/2 alchemist lvl + Int modifier = 11 + 5 + 7 = 23
Skills:
Modifiers between brackets are on top of original modifier Total modifier = ranks + ability + class skill Encumbrance: light Mutagen: +2 on dex skills -2 on wis skills Heroism: +2 morale bonus on all skills Heightened Awareness: +2 competence bonus on knowledge and perception Appraise +11 = 1 +7 +3
Formulas:
Prepared - Mutagen (Dex) Level 1 - 7 - Heightened Awareness - Heightened Awareness - True Strike - - - - Level 2 - 6 - - - - - - Level 3 - 6
Level 4 - 3
Known
Special Abilities:
Racial Traits +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving. Native Outsider: Tieflings are outsiders with the native subtype. 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. Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. 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. Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled. Favored Class Option Alchemist: Add +1/2 to the alchemist's bomb damage. Feats
Traits Alchemist choices
Grenadier abilities
Equipment
Equipment:
Encumbrance: Light Weapons
Clothing and Armor
Bandolier with
Bandolier with
Spring Loaded Wrist Sheath with
Handy Haversack with
Cash
Items found in scenario |