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About MenarulCharacter sheet: ===================
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Male Half-elf, Alchemist (Bramble brewer, grenadier) 4 NG Medium humanoid (human, elf) Init +3; Senses Perception +9 =================== Defense =================== AC 18, touch 14, flat-footed 15 (+4 Armor, +3 Dex, +1 Enhancement) hp 31 (4d8+4 Con +4 Favored Class Bonuses) Fort +5, Ref +7, Will +3 (+2 vs enchantment) =================== Offense =================== Speed 30 ft. Melee +5 (1d12+3 Mwk Cold Iron Lucerne Hammer or 1d4+2 Spiked Gauntlet) Ranged +7 (1d10+1, +1 Greenwood composite Longbow [+1 str rating]) Spoiler:
[dice=Bomb touch attack, PBS]1d20+6+1[/dice] [dice=Damage, PBS]2d6+4+1[/dice] 6 Splash damage, DC 16 for half [dice=Cold Iron Lucerne Hammer]1d20+6[/dice]
[dice=Spiked Gauntlet]1d20+5[/dice]
[dice=Mwk Longbow]1d20+7[/dice]
[dice=Mwk Longbow, PBS]1d20+7+1[/dice]
=================== Statistics =================== Str 14, Dex 16, Con 12, Int 18, Wis 10, Cha 7 Base Atk +3; CMB +5; CMD 17 Feats: Point blank shot, Precise Shot Traits: Hunter's eye, Student of Philosophy Skills: ===================
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Skills (32, 8 base): Craft (Alchemy; 4 ranks): +11 (+13 to make alchemical items) , Knowledge (Arcana: 1 rank): +8, Knowledge (Nature: 4 ranks): +11, Knowledge (Local: 1 rank): +5, Knowledge (Planes: 1 rank): +5 Linguistics (2 ranks): +6, Perception (4 ranks, +2 Keen Senses): +9, Sleight of Hand (2 ranks): +8, Spellcraft (4 ranks): +11, Survival (3 ranks): +5, Diplomacy (4 ranks): +8 to persuade (+2 to gather information), Bluff (3 ranks): +7 to lie (+1 to other applications). Languages: Common, Elven, Sylven, Aquan, Auran, Ignan, Terran, Celestial. Possessions: ===================
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Possessions: 1157 gp 2 sp +1 Mithral Chain shirt, +1 Greenwood Longbow, Arrows (Durable, 20), Arrows (Blunt, 20), Arrows (Thistle, 10), Mwk Lucerne Hammer, Spiked gauntlet Bedroll, Winter blanket, Trail rations (4), Formula Book, Backpack
Wand of CLW At home: Parade armor He is carrying 76 lbs. for a medium load, if he drops his pack he will only be carrying 57 lbs. and have a light load.
Class Abilities: ===================
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(Alchemist [Grenadier]) Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. (Lucerne Hammer) (Alchemist [Bramble Brewer]): Dendrite Mutagen (Su)
This ability otherwise works like the standard mutagen class feature and replaces that ability. A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light. This ability otherwise works like the greater mutagen discovery and replaces that ability. A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer's fast healing increases to 5 as long as he is within an area of bright light. This ability otherwise works like the grand mutagen discovery and replaces that ability. (Alchemist) Alchemy
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. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. (Alchemist) Bombs
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. (Alchemist)Throw Anything
(Alchemist [Bramble Brewer]) Briar Bombs (Su):
(Alchemist [Grenadier]) Alchemical Weapon (Su):
(Alchemist [Grenadier]) Precise Bombs (Ex):
Discoveries: ===================
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PRECISE BOMBS BRIAR BOMBS
*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. FROST BOMBS
Racial Abilities: ===================
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(Half-elf) Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. (Half-elf)Keen Senses
(Half-elf)Low-Light Vision
(Half-elf)Elf Blood
(Half-elf)Multitalented
(Half-elf)Dual-Minded
Feats and traits: ===================
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(Trait) Student of Philosophy You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (Trait) Hunter's Eye
(Feat) Point-Blank Shot (Feat) Precise Shot
Consumables & other tracking: ===================
Basic Gear: Trail Rations 4/4 Weapons:
Wands:
Daily use:
Extracts: ===================
=================== Prepared 1st level extracts: 4 per day, Commonly: Enlarge Person, Cure Light Wounds, and two open slots. 2nd level extracts:
Known:
2nd level:
PFS info: ===================
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Experience: 9 normal progression, Fame: 18 / PP: 15 108507-2 Chronicle #1: 5-03: The Confirmation: ===================
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Chronicle Purchases, Sales and Earnings: I apparently did not list off purchases properly. I will list them here, then:
Bedroll (1 sp, 5lbs.)
Totals:
Consumables: Chronicle #2: 3-23:The Goblinblood Dead: ===================
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Chronicle Purchases, Sales and Earnings:
Totals:
Consumables; made and used: Chronicle #3, 8-00 The Cosmic Captives: ===================
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Chronicle Purchases, Sales and Earnings: Purchases
Totals:
Consumables: The plan to use an alchemist’s fire
Chronicle #4: 7-10 The Consortium Compact: ===================
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Chronicle Purchases, Sales and Earnings: Sold:
Bought:
Totals:
Chronicle #5: 8-08 Tyranny of Winds Part 1: The Sandstorm Prophecy : ===================
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Chronicle Purchases, Sales and Earnings: None Totals:
Earnings: 508
Chronicle #6: 8-10 Tyranny of Winds, Part 2: Secrets of the Endless Sky: ===================
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Chronicle Purchases, Sales and Earnings:
Totals:
Earnings: 513
Chronicle #7: 6-99 True Dragons of Absalom PREGEN: =================== ===================
Chronicle Purchases, Sales:
Totals:
Earnings: 1634
Chronicle #8: 9-09 Beyond the Halflight Path PREGEN: =================== ===================
Chronicle Purchases, Sales:
Totals:
Earnings: 1259
Chronicle #9: 8-12 Tyranny of Winds, Part 3: Caught in the Eclipse: ===================
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Chronicle Purchases, Sales:
Totals:
Earnings: 1312
Chronicle #10: 0-07 ____________: ===================
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[url Chronicle[/ url] Purchases, Sales:
Bought:
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Earnings: Blank
Boons: ===================
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Confirmed Field Agent: Having successfully completed and documented your Conirmation, one of the Three Masters has formally recognized you as a ield agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1(minimum 1). Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of ive words or less. Once you use this boon, cross it of your Chronicle sheet. Friend of Janira Gavix: The field agent who oversaw your Conirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Elemental Conquest: You fought and fraternized with the guardians of Acturn’s Tear, and, although you triumphed, it is clear that this is not the last time you will clash with elemental forces. [_] WaterYou gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute. [_] [_] Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
BOT ME!: ===================
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Menarul in combat has a lot of options but his most common three are Bow, Bomb and Bam! If enemies are not engaged in combat yet or still very far away, Menarul uses his bow, and can shoot without penalty people up to 220 feet away, assuming they aren't under cover by that point. If enemies are clumped together, he tends to use a bomb, he sometimes uses a tanglefoot one if trying to keep people from approaching or a fire/frost one to do damage. Don't forget he can exclude squares from the splash radius if he hits! If Bow and Bomb are both non-viable, he does switch to his Lucerene hammer, using it as needed. If staying in close melee is all he can do for a while, Menarul is perfectly fine with using his mutagen. Dice expressions for common attacks are listed in the below spoiler:
Spoiler: [dice=Bomb touch attack, PBS]1d20+6+1[/dice] [dice=Damage, PBS]2d6+4+1[/dice] 6 Splash damage, DC 16 for half [dice=Mwk Cold Iron Lucerne Hammer]1d20+6[/dice]
[dice=Spiked Gauntlet]1d20+5[/dice]
[dice=Mwk Longbow]1d20+7[/dice]
[dice=Mwk Longbow, PBS]1d20+7+1[/dice]
Nothing here!: ===================
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Didn't believe me? :’( But there was something here, I guess! Possible intro:
Blank Chronicle #_: _-__ ____________: ===================
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[url= ]Chronicle[/ url] Purchases, Sales:
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