Garuda-Blooded Aasimar

Phineas the Grey's page

116 posts. Alias of Draconis963.


Full Name

Phineas the Grey

Race

Aasimar (Emberkin) 17 HP, AC 17 (13T, 14FF), CMD 15, Fort +5, Ref +6, Will +0, Perc +5, Init +3, Bombs: 4/6

Classes/Levels

Crypt Breaker Alchemist 2

Gender

Male

Size

Medium

Age

70 5'8" 120lbs

Special Abilities

Bomb (6/day) Acid damage: 1d8 to constructs and undead or 1d4 to all others

Alignment

NG

Languages

Abyssal, Celestial, Common, Draconic, Dwarven, Gnome, Sylvan

Strength 12
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Phineas the Grey

Male Peri-Blooded Aasimar (Emberkin) Alchemist (Crypt Breaker) 2
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5

Phineas has hair the color of blue flames. His skin is a dark tan that has a slight inner glow to it.

Defenses:

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 17 (1d8+2 per level)
Fort +5, Ref +6, Will +0
Defensive Abilities Resist acid 5, cold 5, electricity 5

Offense:

Speed 30 ft.
Melee Shortspear +2 (1d6+1/×2)
Ranged bomb +5 (1d8+4 or 1d4+4 Acid/×2)
Special Attacks bomb

Spells:

Spell-Like Abilities
1/day—pyrotechnics (DC 16)
Alchemist (Crypt Breaker) (CL 2nd; concentration +5):
1st (DC 15) Ant Haul, Comprehend Languages, Identify, Longshot, Shield*1, Enlarge Person*1, Cure Light Wounds, Crafter's Fortune
*# Prepared the # of times

Statistics:

Str 12, Dex 16, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot, Throw Anything
Traits Chance Encounter, Alchemical Adept
Skills Appraise +8, Craft(Alchemy) +11, Disable Device +8, Knowledge (arcana) +9, Knowledge (nature) +9, Linguistics +5, Perception +5 (+6 to locate traps), Sleight of Hand +8, Spellcraft +11, Survival +4, Use Magic Device +4; Racial Modifiers +2 Spellcraft, Craft (Alchemy)
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Gnome, Sylvan
SQ Crypt Breaker's Draught, Trapfinding +1, Poison Use, Poison Resistance, Trap Spotter
Other Gear Masterwork Chain Shirt, Masterwork Dagger, Shortspear, Common Thieves' Tools, Backpack, Alchemy Crafting Kit, Bedroll, Belt Pouch, Flint and Steel, Ink, Inkpen, Iron Pot, Mess Kit, Soap, 5 Trail Rations, Waterskin, Formula Book, Spider's Silk Rope, 4 GP

Special Abilities:

Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Alkahest Bomb 1d8/1d4 (6/day) (DC 15) (Su) 1d8 acid damage to constructs and undead, 1d4 acid damage to all other creatures.
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Crypt Breaker's Draught (Su) When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
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.
Alchemical Adept +2 Craft (Alchemy) to make alchemy items, only ruin materials on a 1
Poison Use (No poisoning self when applying to weapon)
Poison Resistance (+2 saves vs. poison)
Trap Spotter (Passive Perception to notice trap w/in 10')