Wayang

Nivi's page

42 posts. Organized Play character for dragonforcehair.


Full Name

Niviasar Talikpa

Race

Wayang F | HP: 63/63 | AC:25 ( Tch18, Fl19) | CMB: +6, CMD:21 | F:9 , R:13 , W:4 | Init: +5 | Perc: +13, SM: 0

Classes/Levels

Alchemist 9 (Grenadier) | Speed 20ft, Fly 60ft (Good) | Re-roll 1/1 | Active conditions: 16/16 bombs remaining

Gender

F

Size

2'9"

Alignment

Neutral

Deity

None

Strength 12
Dexterity 20
Constitution 12
Intelligence 20
Wisdom 10
Charisma 10

About Nivi

Character Sheet:

Nivi
Wayang Alchemist 9 (Grenadier)
Neutral S (Humanoid Wayang)
Init +5; Senses: Darkvision 60’, Perception +14;
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Defense
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AC 25, touch 18, flat-footed 19 (+6 Armour, +5 Dex, +1 Size, +1 Deflection, +1 Natural, +1 Dodge)
hp 63
Fort +9, Ref +13, Will +5 (+2 vs Shadow Magic)
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Offense
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Speed 20 ft, 60 ft Fly (Good)
Melee:
+9/+4 MW Cestus (19-20, ×2 crit), 1d3+1 p/b damage

Ranged:
+13/+8 Alchemical Bombs (+d6+5 crit), 5D6+5 Fire damage, splash 10 damage, Reflex save DC 19 for half. 13 per day.
+13/+8 Concussion Bombs (+d4+5 crit), 5D4+5 Sonic damage, splash 10 damage, Fort save DC 19 or main target deaf for 1 minute.
+13/+8 +1 Composite Longbow (+1) x3, D6+2 damage
+PBS
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Statistics
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Str 12, Dex 20, Con 12, Int 20 , Wis 10, Cha 10
Base Atk +6/+1; CMB 6; CMD 21
Feats: Throw Anything, Weapon Prof (longbow), precise shot, Point blank shot, dodge, Extra discovery (Wings – Moth), extra bombs
Discoveries: Concussive bomb, Precise bombs (bonus), Spontaneous Healing, Quick Bombs, Directed blast (bonus), Force Bombs
Traits: Uskwood Hunter, Deadeye bowman
Languages:
Common, Wayang, Goblin, Nagaji, Abyssal, Infernal, Draconic, Ancient Osiriani, Osirian, Azlanti, Sylvan, Aquian, Elven, Ignan

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Skills
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Acrobatics (4) +9
Appraise (9) +19
Craft (alchemy) (9) +26
Disable Device (5) +15
Escape Artist (1) +6
Fly (8) +20
Knowledge (arcana) (9) +17,
Knowledge (history) (9) +15
Linguistics (9) +14
Perception (9) +14
Sleight of Hand (4) +12
Spellcraft (9) +17
Stealth (4) +19
Use Magic Device (1) +4

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Combat Gear
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MW Backpack
2x Bandoliers
MW Thieves tools
Alchemist Kit
Spring-loaded wrist sheath
+1 Composite longbow (+1)
+2 Mithral chain shirt
+2 Cloak of Resistance
+1 Ring of Protection
+1 Amulet of Natural Armour
Ring of Evasion
MW Cestus
Wand of Shocking Grasp (CL 4th), 10/12 charges
Cat Burglar's Boots

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Extracts (Spells, 10 minutes to prepare)
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Level 1 – 7 per day (8 known)
Ant Haul
Cure Light Wounds
Endure Elements
Expeditious Retreat
Heightened Awareness
Monkey Fish
Reduce Person
Shield (1 always prepared)

Level 2 - 5 per day (7 known)
Bark skin
Cure Moderate Wounds (1 always prepared)
False Life
Invisibility
Resist Energy
Lesser Restoration
See Invisibility

Level 3 - 4 per day (5 Known)
Arcane Sight
Gaseous Form
Haste (1 prepared)
Heroism
Cure serious wounds

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Special Abilities
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Mutagen 1/day
10 minutes/level
+4 dex, +2 Natural AC, -2 Wis

Dissolution’s Child
Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.

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. This ability replaces poison resistance.

Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

Staggering Blast (Su): At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Ref lex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration. This ability replaces poison immunity.