Duelist

Nyalis's page

129 posts. Alias of Silver Fang.


Full Name

Nyalis

Race

Elf

Classes/Levels

Alchemist 2 HP 7/14; AC 16 (18 Mutagen), T 13, FF 13; CMD 14; F +3, R +6 W +0 Init +3, Per +7

Gender

Male

Size

Medium

Age

144

Special Abilities

Alchemy, Bomb, Mutagen

Alignment

CG

Deity

Nethys

Location

Heldren

Languages

Common, Elvish, Hallit, Dragon, Sylvan, Skald, Infernal

Strength 13
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 10
Charisma 10

About Nyalis

Plan and notes:

Nyalis thinks of himself as a blaster wizard and uses his fire missiles (bombs) whenever a wizard would normally use a direct damage spell. Recognizing the area-effect nature of a bomb, he will wade into melee combat rather than endanger his party with collateral damage, using his mutagen as necessary. In reality, he is much more of a utility character and will fill holes in other party skills and abilities. Out of combat, he values knowledge and is good at solving puzzles and knowing things.

Discovery Plan:
L2: Infusion
L4: Precise Bombs
L6: Wings
L8:
L10:

Stats:

Male Elf Alchemist
Favored Class: Alchemist
CG Medium Humanoid (Elf)
Init +3; Senses Low light vision; Perception +7
------------------------------
DEFENSE
------------------------------
AC 16 (18 mutagen), touch 13, flat-footed 13 (+3 armor, +3 dex, +0 shield)
hp 9
Fort +3 (+5 vs poison), Ref +6, Will +0
------------------------------
OFFENSE
------------------------------
Speed 30 ft. (30 feet base, light encumbrance)
Melee
Longsword +2 (1d8+1,19-20/x2,slash)
Cold Iron Longsword +2 (1d8+1,19-20/x2,slash)
Ranged
Bomb +6 (1d6+6/5splash,x2,20',Fire) - up to 30'
Bomb +5 (1d6+6/5splash,x2,20',Fire) - past 30'
------------------------------
STATISTICS
------------------------------
Str 13, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15 (11 flat footed)

Traits
Restless Wayfarer (Campaign): You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and Knowledge(local) is a class skill for you. You can also speak one additional language (Halit).
Focused Burn (Magic): 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.

Feats
(Class Bonus) Throw Anything
(Class Bonus) Brew Potion
(L1) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skills
Acrobatics* +3 (1 rank, -1ACP, 3 dex)
Appraise +8 (1 rank, 4 int, class)
Bluff
Climb* +0 (-1ACP, 1 str)
Craft (Alchemy) +9 (2 rank, 4 int, class)
Diplomacy
Disable Device*
Disguise
Escape Artist* +2 (-1ACP, 3 dex)
Fly* +2 (-1ACP, 3 dex)
Handle Animal
Heal + 4 (1 rank, class)
Intimidate
Knowledge (arcana) +9 (2 rank, 4 int, class)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography) +6 (1 rank, 4 int, 1 trait)
Knowledge (history)
Knowledge (local) +10 (2 rank, 4 int, class, 1 trait)
Knowledge (nature) +8 (1 rank, 4 int, class)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Linguistics
Perception + 7 (2 rank, 2 racial, class)
Perform
Profession
Ride* +2 (-1ACP, 3 dex)
Sense Motive
Sleight of Hand* +2 (-1Acp, 3 Dex)
Spellcraft +9 (2 rank, 4 int, class)
Stealth* +2 (-1ACP, 3 dex)
Survival
Swim* +0 (-1ACP, 1 str)
Use Magic Device +4 (1 rank, class)
ACP -1

Weapon and Armor Proficiencies
Nyalis is proficient with all simple weapons and bombs, longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows). Nyalis is proficient with light armor.
Languages Common, Elvish, Hallit, Dragon, Sylvan, Skald, Infernal

Gear and equipment:

Studded Leather Armor - 20lbs
Longsword - 4lbs
Cold Iron Longsword - 4lbs
Formula Book - 3lbs
Alchemist's Kit - in backpack
- Alchemy Crafting Kit - 5lbs
- Backpack - 2lbs
- Bedroll - 5lbs
- Belt Pouch - .5lbs
- Flint and Steel
- Ink
- Ink pen
- Iron Pot - 4lbs
- Mess Kit - 1lb
- Soap - .5lbs
- Waterskin - 4lbs
Traveler's outfit - 5lbs
Lamp - 1lb
Lamp oil flasks (3) - 3lbs

Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-151 lb.
Current Load Carried 53 lb.
Money 50 GP 5 SP 0 CP

Special Abilities:

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
Bomb 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. Splash damage from an alchemist bomb is always equal to the bomb’s minimum 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.
Mutagen At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Poison Resistance: At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison.
Poison Use: Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Discoveries:

L2: Infusion - Your extracts can be used by others

Formula Book:

Level 1
Bomber's Eye: This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5)
Endure Elements: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature’s equipment is likewise protected.
Enlarge Person: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Shield: Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Targeted Bomb Admixture: When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.

Tracking and consumables:

Bombs per day: 6/6 - DC15 reflex save for half.
Extracts per day: 3/3
Lamp Oil Flasks: 3
Rations 4/5
Mutagen: dex mutagen (+2 AC, +4 dex, -2 wis) 10 mins/level

backstory:

Nyalis was an apprentice at a magic academy in Varisia. When he got there, however, he found that he wasn't the best student of traditional magic and came close to getting dismissed from the acacemy due to lack of ability. What he did find, however, was an unusual mentor that lived in a high tower and was nearly always alone. Nyalis and his mentor's personalities meshed well and he got to stay at the academy despite not following standard magical practices. Learning from his mentor, Nyalis found he was adept at another kind of magic. This magic involved mixing fantastic substances, often in a cauldron over fire and heat. This fire and heat was his downfall, however, and while performing some "magic", Nyalis burned down the tower and caused the death of his mentor. Fleeing in shame and horror, Nyalis has wandered the rest of the inner sea area looking to increase his abilities and find a way to raise his mentor. Nyalis has had to move often when fires or explosions get out of control as he learns more about his alchemical/magical abilities. During these wanderings, Nyalis stumbles across the village of Heldren.
Nyalis has a love-hate relationship with fire. He is in awe of fire and what good it can be used for but he is also very afraid of another fire getting out of control and harming his friends.

Appearance and personality:

Age: 144
Height: 6' 4"
Weight: 143 lbs
Hair: Blonde
Eyes: Yellow

For an elf, Nyalis is rather excitable.

dice rolls:

[dice=Appraise] 1d20+8 [/dice]
[dice=Climb] 1d20 [/dice]
[dice=Know(Arcana)] 1d20+9 [ dice]
[dice=Know(Local)] 1d20+10 [ dice]
[dice=Know(Nature)] 1d20+8 [ dice]
[dice=Sense Motive] 1d20 [ dice]
[dice=Spellcraft] 1d20+9 [ dice]

[dice=Perception] 1d20+7 [ dice]

[dice=Attack, cold iron longsword] 1d20+2 [ dice]
[dice=Damage, cold iron longsword] 1d8+1 [ dice]
[dice=Confirm Critical hit?] 1d20+2 [ dice]
[dice=Additional critical damage] 1d8 [ dice]

[dice=Attack, Bomb] 1d20+6 [ dice]
[dice=Damage, bomb] 1d6+6 [ dice]
Flavor text for bomb throwing: Rosa naur tuulo' Arvandor!

[dice=bomb miss direction] 1d8 [dice]

In character knowledge:

Fey speak Sylvan and are vulnerable to cold iron and fire.
Zombies are vulnerable to slashing.