Olvan

Kiren Tanariel's page

127 posts. Alias of Wolfwaker (RPG Superstar 2013 Top 8).


Full Name

Kiren Tanariel

Race

Elf

Classes/Levels

Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

Age

150

Alignment

Neutral Good

Deity

Desna

Languages

Common, Elven, Gnome, Sylvan, Orc, Draconic

Occupation

Alchemist (former circus apprentice)

Strength 13
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 8
Charisma 12

About Kiren Tanariel

Elf Alchemist (Grenadier) level 2

Combat and Saves:

Defense
Saves
Fortitude +3 (3 class, 0 Con)
Reflex +6 (3 class, 3 Dex)
Will -1 (0 class, -1 Wis)

HP: 13 (8+5)
CMD: 15 (10+3 DEX +1 STR +1 BAB)
Armor: Studded Leather (+3 AC, -1 check penalty, max dex +5)
AC 16 (touch 13, flat-footed 13)

Offense
Initiative +5 [+3 Dex, +2 trait]

Weapons:
BAB:+1
CMB: 2 (1 BAB+1 STR)
Elven Curve Blade +2 (+1 BAB,+1 STR) (1d10+1, crit 18/x2)
Light Crossbow +4 (+1 BAB, +3 DEX) (1d8, crit 19/x2)
Bombs +5 (1 BAB,3 DEX, 1 Throw anything) (1d6+INT, splash 1+INT, reflex DC 15 halves splash damage)

Proficiencies:
Light Armor (from Alchemist)
Simple Weapons (from Alchemist)
Bombs (from Alchemist)
Elven Curve Blade (from Grenadier archetype)
longbows, longswords, rapiers, and shortbows (from Elf)

Backstory:

Kiren Tanariel was an inquisitive and restless elf who joined up with a circus as an apprentice to a traveling alchemist who would transform into bizarre creatures as part of his act. After a disagreement with the circus master, Kiren set off on his own, not sure what he would do, until he saw a certain business opportunity.

Kiren can act as guard, using his alchemical bombs as well as his weapons, and benefitting from magically enhanced strength or dexterity when necessary. He also has a few extracts that will aid in subterfuge. Always working on new discoveries, he wonders if he can build an alchemically-powered transport or perhaps a roof-mounted alchemical weapon.

Description:

(randomly generated)
Height: 5'10" (short)
Weight: 132 lbs. (slender)
Age: 150 years
Hair: dark brown
Eyes: green
Skin: Fair

Ability Scores:

STR 13 (+1)
DEX 16 (+3)
CON 10 (+0)
INT 18 (+4)
WIS 8 (-1)
CHA 12 (+1)

Ability Scores (DX-enhanced):

STR 13 (+1)
DEX 20 (+5)
CON 10 (+0)
INT 18 (+4)
WIS 6 (-2)
CHA 12 (+1)

AC 20 (touch 17, flat-footed 15) with +2 natural armor

Feats, Traits, Special Abilities:

Elf abilities
Lightbringer: Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial Traits.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Trait: Warrior of Old +2 initiative (elf)
Trait: Good Dreams (Desna)...Benefit: Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day.

Feat: Throw Anything (alchemist) No penalty for improvised ranged weapon. +1 attack with ranged splash weapons.
Feat: Splash Weapon Mastery (starting feat)
When throwing a splash weapon, you act as if you had the Far Shot feat (-1 for each range increment). 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.

Alchemical Weapon (Su)
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Splash rules: http://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon

Alchemist Features:

Mutagen (+2 armor +4 ST/-2 IN or +4 DX/-2 WI or +4 CO/-2CH for 10 min/level) 1 hr prep

Extracts
Extracts per day: 3 at level 1
Extracts known (7): (* indicates prepared)
disguise self
*cure light wounds
vocal alteration
reduce person
comprehend languages
*enlarge person
*shield

Bomb (6/day) (level+INT)

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.

Discoveries:

Precise Bomb (grenadier discovery)
Benefit: 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.

Explosive Bomb (level 2 discovery)
Benefit: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Skills:

(Should be 16; have 13!)
Appraise 8 (Int 4, 1 rank, 3 class)
Craft/Alchemy 10 (Int 4, 2 ranks, 3 class, 1 from lab)
Disable Device 6 (Dex 3, 1 rank, 3 class, -1 ACP)
Heal 3 (Wis -1, 1 rank, 3 class)
Kn. Arcana 8 (Int 4, 1 rank, 3 class)
Kn. Nature 8 (int 4, 1 rank, 3 class)
Perception 6 (-1 Wis, 2 ranks, 3 class, 2 elf)
Sleight of Hand 7 (2 Dex, 1 rank, 3 class, -1 ACP)
Spellcraft 8 (4 int, 1 rank, 3 class)
Survival 3 (-1 wis, 1 rank, 3 class)
Use Magic Device 5 (1 cha, 1 rank, 3 class)

Untrained
Acrobatics 3 (Dex 3) ADD!
Bluff 1 (1 Cha)
Climb 1 (1 Str)
Diplomacy 1 (1 Cha)
Disguise 1 (1 Cha)
Escape Artist 3 (3 Dex)
Fly 3 (Dex 3) (a class skill)
Handle Animal 1 (1 Cha)
Intimidate 1 (Cha 1)
Kn. other 4 (int 4) (Dungeoneering, Engineering, Geography, History, Local, Nobility, Planes, Religion) [ADD SOME?]
Linguistics 4 (Int 4)
Perform 1 (1 Cha)
Profession -1 (-1 Wis) (a class skill)
Ride 3 (3 Dex)
Sense Motive 0 (0 Wis)
Stealth 3 (3 Dex) ADD
Swim 1 (1 Str)

Languages: Common, Elven, Gnome, Sylvan, Orc, Draconic

Gear:

Studded Leather 25 gp, 20 lbs.
Light Crossbow 35 gp, 4 lbs.
Elven Curve Blade 80 gp, 7 lbs.
Silver dagger 22 gp, 1 lbs.

Special Ammo and materials:
5 silver bolts 15 gp
5 cold iron bolts 5 gp

Cloak with many pockets

In pack:
Alchemist's Lab, portable 75 gp, 20 lbs. (+1 craft)
Formula Book (traveling) 10 gp

Pathfinder’s Kit: This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. - 12gp

Odds and ends:
goggles
earplugs
paper, pen, and ink
chalk

Starting funds spent: 279 gp +?
Remaining funds: ~21 gp
Spent 3 and change at inn
Now have 17 gp.