Race |
| HP 56/83 | AC 25 | Fortitude +14, Reflex +15, Will +13 | resist poison 3, +1 saves vs. poison (succ -> crit) | Perception +11, low-light | Speed 25 |
Classes/Levels |
| Default Exploration: Avoid Notice +3 | Advanced Alchemy 2/10 | Versatile Vials 4/6 | Bend Time 1/1 | Hero Points 2 | Active Conditions: None | ◆◇↺ |
Gender |
Female Ysoki (Tunnel Rat) Core Alchemist (Toxicologist) 7 |
About Quadennillia
Core Alchemist 7
Small | Ratfolk | Tunnel Rat | Humanoid
Perception +11; Low-Light Vision
Languages Aklo, Common, Dwarven, Kelish, Orcish, Sakvroth, Ysoki
Skills Acrobatics +10, Arcana +13, Athletics +5, Crafting +17, Deception +9, Diplomacy +7, Intimidation +7, Lore: Akiton +13, Lore: Alcohol +13, Lore: Engineering +13, Lore: Pathfinder Society +13, Medicine +11, Nature +9, Occultism +15, Performance +7, Religion +9, Society +13, Stealth +13, Survival +9, Thievery +12
Str -1, Dex +4, Con +3, Int +4⇪, Wis +2, Cha +0
Items +1 Shadow Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Caltrops (2), Alchemist's Toolkit, Wayfinder, Clothing (Winter), Writing Set, Poison Concentrator (Lesser), Bolts (7), Blowgun Darts (20), Aeon Stone (Pearly White Spindle), Aeon Stone (Preserving), Aeon Stone (Smoothing), Thieves' Toolkit (Infiltrator), Healer's Toolkit (Expanded); 25 pp, 2 gp, 4 sp, 8 cp
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AC 25; Fort +14, Ref +15, Will +13; +1 saves vs. poison and successes become critical successes
HP 83; Resistances poison 3
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Speed 25 feet
Melee Dagger +15 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 P
Melee Fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4-1 B
Ranged +1 Ghost Touch Blowgun +16 (Agile, Nonlethal, Magical), Damage 1 P
Ranged Moderate Versatile Vial +16 (Alchemical, Bomb, Consumable, Infused, Poison, Splash), Damage 2d6 poison + 2 poison splash
Ranged Hand Crossbow +16 (Crossbow), Damage 1d6 P
◆ Battle Medicine (General, Healing, Manipulate, Skill)
Requirements You're holding or wearing a healer's toolkit.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
◆ Quick Alchemy (Alchemist, Manipulate)
Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand.
You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
• Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)
• Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.
◇ Bend Time (Occult, Transmutation)
Frequency once per day; Trigger Your turn begins
Effect You are quickened this turn. You can use your extra action to Stride
◆ Wayfinder (Uncommon, Invested, Magical)
Activate Light (concentrate)
Effect The wayfinder is targeted by a 1st-rank light spell.
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Arcane Innate Spells DC 19, attack +9; Cantrips ◆◆ Detect Magic
Formula Book Blight Bomb, Brightshade, Dread Ampoule, Egg Cream Fizz, Antidote, Sovereign Glue, Ghost Charge, Giant Centipede Venom, Elixir of Life, Glow Rod, Cheetah's Elixir, Elemental Ammunition - Poison, Black Adder Venom, Cytillesh Oil, Spider Venom, Antipode Oil, Smother Shroud, Spiderfoot Brew, Crystal Shards, Insight Coffee
Prepared for 6-16 antipode oil 1/2, brightshade 2/2, cytillesh oil 2/2, lesser elixir of life 2/2, moderate antidote 1/2, moderate ghost charge 2/2, smother shroud 1/2, spider venom 2/2; escape fulu 1/1, snapleaf 1/1
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Additional Feats Alchemical Crafting, Arcane Sense, Blowgun Poisoner, Cheek Pouches, Crafter's Appraisal, Dubious Knowledge, Efficient Alchemy, Lab Rat, Pernicious Poison, Pet, Quick Squeeze, Storied Talent, Talisman Dabbler Dedication, Tunnel Rat, Untrained Improvisation
Additional Specials Advanced Alchemy, Alchemy, Field Benefit (Toxicologist), Field Discovery (Toxicologist), Field Vials (Toxicologist), Formula Book, Formulas (Toxicologist), Powerful Alchemy, Research Field (Toxicologist), Versatile Vials
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Home Region Qadira
Faction Horizon Hunters
Updated 20 May 2025