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About Lilian "Lily" TandorHP: 10/10|AC:15 T:13 FF:12,| CMD: 13 | Fort: +4, Reflex +5, Will: +1 | Init: +3, 30 ft Perception +1 Female Tiefling Alchemist | basic attack Dagger Melee/ranged 20 ft +3 (1d4, 19-20, x2) Positive Conditions: | Negative Conditions: Lilian Tandor
Skills 7 ranks / Level + 2 BG skills / Level
Background
Languages: Common, Infernal, Elven, Halfling, Varisian, Thassilonian Traits:
Scholar of the Ancients(Campaign):
Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Focused Burn(Magic):
You know the secret of making punishing fire bombs. Any bombs you have that deal fire damage deal 1 additional point of fire damage on a direct hit per 2d6 of fire damage normally dealt (minimum 1 point). This additional damage does not apply to the bomb’s splash damage. Clever Wordplay - Bluff:
Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Gear: : alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), Formula book, and a waterskin, dagger, leather armor, 3 platinum, 17 gold, 19 silver ----------------------------------------
Tiefling Favored Class bonus:
+½ Level to bomb damage, not including Splash, I think. Its unclear exactly. Tiefling Race Abilities:
Tieflings have cold, electricity, and fire resistance 5, they have Darkvision 60 ft, a +2 racial bonus to Stealth and Bluff, Can cast Darkness 1/day as a Spell Like Ability, Cognatogen(Replaces Mutagen):
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). 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. Alchemy:
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like 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. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Bombs!:
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. Brew Potion:
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat. Throw Anything:
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. FIRST LEVEL EXTRACTS: 7 Known in Formula Book
Background, including description:
Lilian Tandor was born in the vibrant town of Sandpoint, a place known for its charming markets and lively festivals. As the daughter of Nisk Tandor, a respected half-elf alchemist and owner of the renowned shop "Bottled Solutions," Lilian was introduced to the world of alchemy and potions from an early age. Despite the bustling activity of the shop and the warmth of her father’s presence, Lilian's tiefling nature set her apart. Her striking appearance—black, pitiless eyes, pointed teeth, and sharp nails—made her a curious sight in the close-knit community. Growing up, Lilian’s father was her primary mentor and guide. Nisk was patient and kind, understanding that his daughter’s unique features might lead to misunderstandings and prejudice. He fostered her talents and encouraged her curiosity, teaching her the art of alchemy and the intricacies of potion-making. Nisk’s shop was not only a place of business but a haven where Lilian could explore her passions and learn the delicate balance of ingredients and enchantments. Though she often faced curious glances and whispered remarks from those who didn’t quite understand her tiefling heritage, Lilian found solace in the pages of heroic tales. She would spend hours in the shop’s back room, reading stories of brave adventurers and legendary heroes, dreaming of the valor and glory they achieved. These stories became her escape and inspiration, fueling her desire to one day become more than just a shopkeeper. Nisk, recognizing Lilian’s longing for adventure and her deep-rooted love for heroism, supported her dreams in subtle ways. He would often recount tales of his own youthful adventures, teaching her that heroism comes in many forms, and that true courage lies in perseverance and compassion. As Lilian matured, she learned to blend her scholarly pursuits with practical alchemical skills, preparing herself to one day take over the shop. |