Naseem the Fiery's page

1 post. Organized Play character for BretI.


About Naseem the Fiery

Naseem
Male sylph alchemist (trap breaker) 2
(Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 258)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 17 (2d8+4) (currently 16)
Fort +4, Ref +6, Will +0
Resist electricity 5
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Offense
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Speed 30 ft.
Melee cold iron dagger +2 (1d4+1/19-20) or
. . silver light mace +2 (1d6+1)
Ranged bomb +5 (1d6+3 fire) or
. . sling +4 (1d4+1)
Special Attacks bomb 7/day (1d6+3 fire, DC 14)
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—feather fall
Alchemist (Trap Breaker) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—shield
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Statistics
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Str 13, Dex 16, Con 12, Int 17, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Cloud Gazer[ARG], Extra Bombs[APG], Throw Anything
Traits comparative religion, illuminator
Skills Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy +6, Disable Device +11, Knowledge (arcana) +7, Knowledge (nature) +8, Knowledge (religion) +8, Linguistics +4, Perception +5, Spellcraft +8
Languages Aquan, Auran, Common, Ignan, Kelish, Terran
SQ alchemy (alchemy crafting +2), discovery (precise bombs [3 squares]), mutagen (+4/-2, +2 natural armor, 20 minutes), storm in the blood[ARG], trapfinding +1
Combat Gear wand of cure light wounds, acid, alchemist's fire, antiplague[APG] (3), antitoxin (3); Other Gear darkleaf cloth lamellar (leather) armor[UC], cold iron dagger, silver light mace, sling, sling bullets (10), alchemy crafting kit[APG], blanket[APG], canteen[UE], earplugs[APG], fire breaks, flint and steel, masterwork backpack[APG], masterwork thieves' tools, soap, whetstone, wooden holy symbol of Sarenrae, donkey, acid, alchemist's fire, alchemist's lab, bedroll, mess kit, pack saddle, trail rations, 280 gp, 4 cp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (7/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Cloud Gazer See through fog, mist, and clouds without penalty. Triple sight distance if cloud is magical.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Precise Bombs (Su) Exclude up to 3 squares from splash damage of your bombs.
Storm in the Blood (4 HP/day) Gain fast healing 2 for 1 round anytime you takes electricity damage.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.