Contract Devil

Merritt Provoxt's page

245 posts. Organized Play character for Zin Z'arin.


Race

| HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2

Classes/Levels

| Speed 30ft | Active conditions: none

Gender

Male LN Tiefling Alchemist 5

About Merritt Provoxt

Male Tiefling Alchemist (Crimson Chymist, Trap Breaker) 5
LN Medium Outsider (native)
Init +6; Senses Darkvision 60 ft; Perception +10 (+2 to locate traps)

Str 10, Dex 18, Con 12, Int 18, Wis 14, Cha 5
. . Mantis Mutagen gain +4 alchemical bonus to Dexterity and -2 penalty to Charisma

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]

. . Touch of Planar Waters [ ] (touch of the sea CL 6th)
. . Trap Intuition [ ] (reroll Reflex vs. trap + half level bonus)

Bombs (13/day) [ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]-[ ][ ][ ]
Mantis Mutagen [ ]

Alchemist Extracts Prepared (CL 5th)
2nd 3/day
[ ] invisibility
[ ] invisibility
[ ] tbd
1st 5/day
[ ] heightened awareness
[ ] shield
[ ] tbd
[ ] tbd
[ ] tbd

Wands
. . cure light wounds (16) O[ ][ ][ ][ ][ ]-[ ]

Scrolls
. . n/a

Ammunition
. . crossbow bolts (7) [ ][ ][ ][ ][ ]-[ ][ ]
. . crossbow bolts, cold iron (50) OOOO[ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]
. . acid flasks (3) [ ][ ][ ]
. . alchemist's fire (2) [ ][ ]


Scenario Notes:

Scenario Items

Items sold

Purchases

Crafted (Craft (alchemy), alchemy, alchemist's lab, crafter's fortune, take 10 = [10]+12+5+2+5 = 34)


Boons:

Persistant
. . Child of Outsiders: You may play an aasimar character or tiefling character, beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . River Kingdom Land Rush: The more you adventure in and around the Emerald Spire, the more opportunity you have to acquire and develop your own plot of land. Every other Chronicle sheet for The Emerald Spire Superdungeon grants you the opportunity to purchase a parcel of land, represented by one of the hexes below. Each new parcel you purchase must be adjacent to a parcel you already own. You immediately gain any bonuses tied to the land (see below). Your first parcel of land must be the hex marked “A.”
A: Starting location (no reward)
B: (4x) You gain 1 Prestige Point and 1 Fame (listed on your most recent Chronicle sheet).
C: You gain a cumulative +1 bonus on all Day Job checks.
D: You regain 2 expended Prestige Points.
E: You gain the Country Estate vanity based in the River Kingdoms for free.
F: This parcel has exceptional resources such as an abandoned mine or a stretch of valuable trees. You gain a number of gold pieces equal to 150 × your character level immediately.
G: You have established a unique site in your lands. Choose one of the following three boons, and cross the other two off the Chronicle sheet.
Archaeological Dig Site: You have uncovered archaeological remains dating back to early Azlanti explorations of the region. You gain a +1 bonus on Appraise checks. In addition, once per scenario, you can use this boon before attempting a Knowledge check to gain a +2 bonus on the check. For every eight parcels of land you own, these bonuses increase by 1.
Booming Settlement: You have built a series of roads and established patrols that make your territory a safe place to do business. The influx of taxes and commerce grants you a +2 bonus on Day Job checks. If you own at least eight parcels of land, increase the amount of gold you earn from any Day Job result by 50%. If you have at least 16 parcels of land, instead increase the amount of gold you earn from any Day Job check by 100%.
Training Grounds: In the River Kingdoms, borders change regularly as self-styled kings conquer their neighbors’ lands. You have founded a small school for training fighters employed throughout the region. For every eight parcels of land you own, you gain a +1 trait bonus on initiative checks.
. . Troglodyte Friend: You peacefully dealt with a den of troglodytes, and you are better equipped to do so again. You gain a +1 on all saving throws against the extraordinary abilities of humanoids with the reptilian subtype, and you gain a +2 bonus on Diplomacy checks against such creatures.

Periodic

Limited
. . Splinter Slayer: In Splinterden, you fought a bandit group named the "Splinters." These cunning rogues used stealth and subterfuge while attacking you and following a few clashes, you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your chronicle sheet.
. . Touch of Planar Waters: Your experience with the many portals into the elemental Plane of Water in The Drowned Level have given you insight into the mysteries of the primordial plane and its inhabitants. Just being around the portals, a small amount of the plane's magical essence has imbedded itself inside you, which manifests when you are near water. As a swift action, you may use this boon to receive the benefits of touch of the sea (CL 6th). When you use this boon, cross it off this Chronicle sheet.
. . Trap Intuition: Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.
. . Troglodyte Friend: You may cross this boon off your Chronicle sheet to double these bonuses for 5 minutes.


Defense:

AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex); CMD 17 (13 Fl)
Resistances cold resistance 5, electricity resistance 5, fire resistance 5
hp 33 (5d8, +1 Con)
Fort +6, Ref +9, Will +4
Special Defenses
. . cloak of resistance +1
. . Darklands Guide gain a +2 bonus on saves against traps and hazards when underground
. . Fiendish Resistance tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
. . Mantis Mutagen gain +2 natural armor bonus

Offense:

BAB +3; CMB +3
Speed 30 ft (20 ft encumbered)
Melee
. . dagger +3 (1d4, 19-20, P/S)
. . unarmed strike +3 (1d3 nonlethal, B/P/S)
. . touch +3
Ranged
. . bomb +9 (3d6+6, fire, 20', splash 9)
. . mwk light crossbow, underwater +8 (1d8, P, 19-20, 80'/20' underwater)
. . dagger +7 (1d4, P/S, 10')
. . thrown splash weapon +7
. . . . acid flask (1d6+4, acid, 10', splash 5)
. . . . alchemist's fire (1d6+4, fire, 10', splash 5)
. . ranged touch +7
Special Attacks
. . Favored Class Bonus +2 bomb damage
. . Firebug gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs
. . Point-Blank Shot gain +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30'
. . Precise Bombs may select number of squares equal to Intelligence modifier that are not affected by splash
. . Splash Weapon Mastery range penalty with splash weapons reduced to -1/increment; when attack with splash weapon hits, select one adjacent square of splash damage; when attack with splash weapon misses, adjust miss location by 1 square
. . Throw Anything do not suffer penalties for using an improvised ranged weapon; gain a +1 circumstance bonus on attack rolls made with thrown splash weapons; add Intelligence modifier to damage done with splash weapons, including splash damage

Extracts:

Alchemist Formula Book
2nd
. . Invisibility 1 min/level (D)
become invisibly until taking action

1st
. . Ant Haul 2 hrs/level
carrying capacity triples
. . Bomber's Eye 1 rd/level
increase range of thrown weapons by 10' and gain +1 insight bonus
. . Crafter's Fortune 1 day/level
+5 luck bonus on Craft checks
. . Expeditious Retreat 1 min/level
increase base land speed by 30 ft
. . Heightened Awareness 10 min/level
gain +2 competence bonus on Perception and trained Knowledge checks; may dismiss for +4 bonus on Initiative check
. . Monkey Fish 1 min/level
gain a climb speed of 10 feet and a swim speed of 10 feet; has no effect if wearing medium or heavy armor or carrying medium or heavy load
. . Shield 1 min/level
gain a +4 shield bonus to armor class
. . true strike 1 round
gain a +20 insight bonus to next single attack


Feats & Traits:

Feats
. . Extra Bombs (bonus feat) gain 2 extra bombs per day
. . Extra Bombs gain 2 extra bombs per day
. . Point-Blank Shot gain +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30'
. . Splash Weapon Mastery acts as Far Shot feat with splash weapons (range penalty = -1/range increment instead of -2); when attack with splash weapon hits, select one adjacent square of splash damage; when attack with splash weapon misses, adjust miss location by 1 square
. . Throw Anything (bonus feat) do not suffer penalties for using an improvised ranged weapon; gain a +1 circumstance bonus on attack rolls made with thrown splash weapons

Traits
. . Firebug gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs
. . Pragmatic Activator may use Intelligence modifier with Use Magic Device instead of Charisma

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Bomb Proficiency No penalties on attacks made with a bomb
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skill Points 40 (4/level Alchemist, +4 Int)
ACP -0 (-0 armor, -0 encumbrance)
* ACP applied to these skills

[ ] *Acrobatics +4
[1] Appraise +8
[ ] Bluff -1
[ ] *Climb +0
[5] Craft (alchemy) +12 (+5 to make alchemical items, +2 with alchemist's lab)
[ ] Craft (any) +2 (+2 with tools; +4 with masterwork tools)
[ ] Diplomacy -3
[5] *Disable Device +10 (+2 with masterwork thieves' tools)
[ ] Disguise -3
[ ] *Escape Artist +4
[ ] *Fly +4
[ ] Heal +2
[ ] Intimidate -3
[5] Knowledge (arcana) +12
[1] Knowledge (dungeoneering) +5
[1] Knowledge (history) +5
[1] Knowledge (local) +5
[1] Knowledge (nature) +8
[1] Knowledge (planes) +5
[1] Knowledge (religion) +5
Knowledge (untrained, DC 10 max) +4
[5] Perception +10 (+2 to find traps)
[ ] *Ride +4
[ ] Sense Motive +2
[1] Sleight of Hand +8
[5] Spellcraft +12
[ ] *Stealth +6
[1] Survival +6
[ ] *Swim +0
[5] Use Magic Device +12

Skill Modifiers
. . Alchemy +5 (Su) gain competence bonus equal to class level on Craft (alchemy) to create an alchemical item
. . Pragmatic Activator may use Intelligence modifier with Use Magic Device instead of Charisma
. . Skilled gain a +2 racial bonus on Bluff and Stealth checks
. . Trapfinding +2 add 1/2 level on Perception checks to find traps and on Disable Device checks

Languages Abyssal, Draconic, Dwarven, Elven, Infernal, Taldane (Common)


Special Abilities:

Racial Abilities
+2 Dex, +2 Int, -2 Cha
. . Darklands Guide gain a +2 bonus on initiative checks; gain a +2 bonus on saves against traps and hazards when underground; replaces darkness
. . Darkvision 60'
. . Fiendish Resistance tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
. . Prehensile Tail retrieve small, stowed objects as a swift action; replaces fiendish sorcery
. . Skilled gain a +2 racial bonus on Bluff and Stealth checks

Alchemist Abilities
. . Alchemy +4 (Su) gain competence bonus equal to class level on Craft (alchemy) to create an alchemical item; can use Craft (alchemy) to identify potions as if using detect magic; must hold the potion for 1 round to identify
. . Bomb 2d6 (10/day DC 16) (Su) can use a number of bombs per day equal to class level + Int modifier; splash damage equals the bomb's minimum damage (Reflex save for half splash damage = 10 + 1/2 level + Int modifier)
. . Explosive Disarm can attempt to disarm mechanical trap by detonating rather than disarming; full-round action; expend one bomb to make ranged touch attack vs. trap’s Disable Device DC as AC; if misses, bomb’s splash damage activates the trap; if hits, bomb deactivates trap without setting it off; must both know location of trap and be able to reach trap’s trigger with ranged touch attack in order to use this ability; at 8th level, can disarm magic traps with this ability; replaces poison resistance +4 and poison resistance +6
. . Extra Bombs gain Extra Bombs as a bonus feat
. . Mantis Mutagen gain +2 natural armor bonus, +4 alchemical bonus to Dexterity and -2 penalty to Charisma; flesh grows red chitinous plates on body as natural armor and a row of small, cosmetic barbed hooks along arms; effects last 10 min/level; takes 1 hour to brew
. . Swift Alchemy (Ex) create alchemical items in ½ the time Throw Anything gain Throw Anything as a bonus feat; add intelligence to damage from splash weapons, including splash damage, if any
. . Trapfinding +2 add 1/2 level on Perception checks to find traps and on Disable Device checks; may use Disable Device to disable magical traps

Alchemist Discoveries
. . Infusion effects of extracts can be gained by others
. . Precise Bombs (Su) may select number of squares equal to Intelligence modifier that are not affected by splash


Gear:

Light up to 99 lbs. Medium up to 198 lbs. Large up to 300 lbs.
Current Load 43.9 lbs (Light)
Money 5,028 gp 0 sp 0 cp

Containers
Bandolier (2)
Belt pouch

Slots
Traveler's Outfit
Head:
Headband:
Eyes:
Shoulders: cloak of resistance +1
Neck:
Chest:
Body:
Armor: leaf armor (+3 AC, +5 Max Dex, -0 ACP, 15% arcane failure)
Belt: heavyload belt
Wrists:
Hands:
Ring:
Ring:
Feet:

Weapons
dagger
underwater light crossbow, masterwork
. . crossbow bolts
. . crossbow bolts, cold iron

Bandolier
*acid DC 15

Bandolier
*alchemist's fire DC 20

Belt Pouch
spire transport token
wand of cure light wounds
scroll of ride the waves
alchemist starting formula book (7/100 pages used)
alchemy crafting kit
money
thieves' tools, masterwork
trail rations (4)
waterskin

At Home
alchemist's lab

*Crafted alchemical item: Craft (alchemy) (Take 10, alchemy, alchemist's lab, crafter's fortune): (10) + 12 + 5 + 2 + 5 = 34


Items Available for Purchase:

Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 19
. . items up to 5,250 gp

The Emerald Spire Superdungeon: The Tower Ruins
. . "Clanky's Arm" (masterwork club that cannot be enchanted; 150 gp, limit 1)
. . wand of cure light wounds (20 charges; 300 gp, limit 1)
The Emerald Spire Superdungeon: The Cellars
. . spire transport token (600 gp, limit 1)
The Emerald Spire Superdungeon: Splinterden
. . greenblood oil (100 gp; limit 2)
. . spire transport token (600 gp, limit 1)
The Emerald Spire Superdungeon: Godhome
. . spire transport token (600 gp, limit 1)
The Emerald Spire Superdungeon: The Drowned Level
. . spire transport token (600 gp, limit 1)


Chronicle Sheets:

Chronicle #1 wrote:

Regional Support Program GM #2

Starting XP: n/a
XP earned: n/a
Final XP: n/a

Starting Prestige / Fame: n/a
Prestige earned: n/a
Prestige spent: n/a
Final Prestige / Fame: n/a

Starting Gold: n/a
Scenario Gold: n/a
Final Gold: n/a

Chronicle #2 wrote:

The Emerald Spire Superdungeon: Land Rush

Starting XP: n/a
XP earned: n/a
Final XP: n/a

Starting Prestige / Fame: n/a
Prestige earned: n/a
Prestige spent: n/a
Final Prestige / Fame: n/a

Starting Gold: n/a
Scenario Gold: n/a
Final Gold: n/a

Chronicle #3 wrote:

The Emerald Spire Superdungeon: The Tower Ruins

Starting XP: 0
XP earned: 3
Final XP: 3

Starting Prestige / Fame: 0 / 0
Prestige earned: 4
Prestige spent: 2 (land rush)
Final Prestige / Fame: 2 / 4

Starting Gold: 150 gp
Scenario Gold: 1398 gp
Day Job: Craft (alchemy) 27 = 50 gp
Purchases: 148 gp
Items Sold (level 1 rebuild, full price): 95 gp
Final Gold: 1545 gp

Chronicle #4 wrote:

The Emerald Spire Superdungeon: The Cellar

Starting XP: 3
XP earned: 3
Final XP: 6

Starting Prestige / Fame: 2 / 4
Prestige earned: 5
Prestige spent: 2 (land rush)
Final Prestige / Fame: 5 / 9

Starting Gold: 1545 gp
Scenario Gold: 1536 gp
Day Job: Craft (alchemy) 29 = 50 gp
Purchases: 1476 gp
Final Gold: 1655 gp

Chronicle #5 wrote:

The Emerald Spire Superdungeon: Splinterden

Starting XP: 6
XP earned: 3
Final XP: 9

Starting Prestige / Fame: 5 / 9
Prestige earned: 5
Prestige spent: 2 (land rush)
Final Prestige / Fame: 8 / 14

Starting Gold: 1655 gp
Scenario Gold: 3711 gp
Day Job: Craft (alchemy) 26 = 50 gp
Purchases: 1600 gp
Final Gold: 3816 gp

Chronicle #6 wrote:

The Emerald Spire Superdungeon: Godhome

Starting XP: 9
XP earned: 1
Final XP: 10

Starting Prestige / Fame: 8 / 14
Prestige earned: 2
Prestige spent: 2 (land rush)
Final Prestige / Fame: 8 / 16

Starting Gold: 3816 gp
Scenario Gold: 1600 gp
Day Job: Craft (alchemy) 27 = 50 gp
Purchases: 2000.5 gp
Final Gold: 3465.5 gp

Chronicle #7 wrote:

The Emerald Spire Superdungeon: The Drowned Level

Starting XP: 10
XP earned: 1.5
Final XP: 11.5

Starting Prestige / Fame: 8 / 16
Prestige earned: 3
Prestige spent: 2 (land rush)
Final Prestige / Fame: 9 / 19

Starting Gold: 3465.5 gp
Scenario Gold: 2400 gp
Day Job: Craft (alchemy) 32 = 75 gp
Purchases: 1080 gp
Items Sold: 335 gp > 167.5 gp
Final Gold: 5028 gp

Advancement:

Level 1
20 Point Buy: Str 10, Dex 15, Con 12, Int 16, Wis 14, Cha 7
Tiefling: +2 Dex, +2 Int, -2 Cha
Tiefling: Darklands Guide (replaces darkness)
Tiefling: Prehensile Tail (replaces fiendish sorcery)
Favored Class: Alchemist
Alchemist (Crimson Chymist, Trap Breaker)
Favored Class Bonus: +1/2 bomb damage (1/2: +0 total)
hp 9 (d8 max at level 1, +1 Con)
+2 Fortitude save, +2 Reflex Save, +0 Will save
+0 BAB
Alchemist: Alchemy
Alchemist: Bombs 1d6
Alchemist (bonus feats): Extra Bombs Brew Potion, Throw Anything
Crimson Chymist: Mantis Mutagen (alters Mutagen)
Formulas (6): ant haul bomber's eye, expeditious retreat, heightened awareness, monkey fish, shield
Feat: Point-Blank Shot
Traits: Firebug, Pragmatic Activator
Skill points (8): Craft (alchemy), Disable Device, Knowledge (arcana), Knowledge (history), Knowledge (nature), Perception, Spellcraft, Use Magic Device

Level 2
Alchemist (Crimson Chymist, Trap Breaker)
Favored Class Bonus: +1/2 bomb damage (2/2: +1 total)
hp 6 (d8, +1 Con)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
Trap Breaker: Trapfinding +1
Discovery: Infusion
Formula: crafter's fortune
Skill points (8): Craft (alchemy), Disable Device, Knowledge (arcana), Knowledge (dungeoneering), Perception, Sleight of Hand, Spellcraft, Use Magic Device

Level 3
Alchemist (Crimson Chymist, Trap Breaker)
Favored Class Bonus: +1/2 bomb damage (1/2)
hp 6 (d8, +1 Con)
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Alchemist: Bombs 2d6
Alchemist: Swift Alchemy
Formula: true strike
Feat: Splash Weapon Mastery
Skill points (8): Craft (alchemy), Disable Device, Knowledge (arcana), Knowledge (religion), Perception, Spellcraft, Survival, Use Magic Device

Level 4
Alchemist (Crimson Chymist, Trap Breaker)
Favored Class Bonus: +1/2 bomb damage (2/2: +2 total)
+1 Dex
hp 6 (d8, +1 Con)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
Discovery: Precise Bombs
Formula: invisibility
Skill points (8): Appraise, Craft (alchemy), Disable Device, Knowledge (arcana), Knowledge (local), Perception, Spellcraft, Use Magic Device

Level 5
Alchemist (Crimson Chymist, Trap Breaker)
Favored Class Bonus: +1/2 bomb damage (1/2)
hp 6 (d8, +1 Con)
+0 Fortitude save, +0 Reflex Save, +0 Will save
+0 BAB
Alchemist: Bombs 3d6
Trap Breaker: Explosive Disarm
Formula: [i][/i]
Feat: Extra Bombs
Skill points (7/8): Craft (alchemy), Disable Device, Knowledge (arcana), Knowledge (planes), Perception, Spellcraft, Use Magic Device


Planning:

All levels: Alchemist

Feats
7:
9:
11:

Discoveries
6: Explosive Bombs
8:
10:
12:

Extracts: