Arayam Bismut

Quinn Hadas's page

68 posts. Alias of RePete.


Race

| HP: 51 (-32) | AC 22, Tch 15, Fl 18/+2 vs evil | CMD: 18 | F: +9, R: +10, W: +2 (+2 vs Fear)

Classes/Levels

| Speed 30ft | Bombs: 1/10; Mutagen (Str) 0/1 | Elixirs 1st: 1/5 +1; 2nd: 1/4 | Perc: +5, SM: -1 | Init: +4

Gender

Buffs:
Ant Haul, Monkey Fish, Prot Evil

About Quinn Hadas

“Quinn” Cuento de Hadas
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Race: Halfling
Gender: Male
Age: 35
Alignment: Chaotic Good
Class: Alchemist (Grenadier) 6
Init +4; Senses Perception +5
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Spellcasting: Concentration Check +10
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1st Level, DC 15 Up to 5 prepped per day

2nd Level, DC 16 Up to 4 prepped per day

Wands:
None Currently
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OFFENSE
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Speed 30, BAB +4, CMB +4

Melee
[dice=Cold-Iron Dagger]1d20+6[/dice] for [dice=P or S]1d3+1[/dice] (19-20/x2)

Ranged
[dice=+1 Adaptive Composite Darkwood Longbow]1d20+10[/dice] for [dice=Piercing]1d6+2[/dice] (x3) 110ft
[dice=Alchemist’s Bomb(Su)]1d20+10[/dice] for [dice=Varies]3d6+4[/dice] (x2; 7 Splash) 30ft
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Noteable Specials
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Alchemical Weapon (Su): As a Swift infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as Alchemist’s Fire or Sneezing Powder. This action consumes the alchemical item, but transfers the effect to the weapon in question. The item takes full effect on the next creature struck with the weapon but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice and not multiplied on a critical. This alchemical treatment does not harm the weapon or wielder.

Directed Blast (Su): Causes bombs to explode in a 20-foot cone rather than a radius. The cone starts at the alchemist and extends away from me in the direction of my choosing. One subject affected by the cone is designated (my choice) as the target of a direct hit and an attack roll vs that target is made for direct hit. All other affected squares in cone are treated as splash damage.

Explosive Missile: As a Standard infuse a single arrow with a bomb and shoot; On a miss does not detonate bomb. On a hit deals damage as if target hit directly by bomb and arrow.

*Frost Bomb: Bomb inflicts cold damage. On direct hit creature is staggered on their next turn; Fort Save DC 17 negates

Mutagen (Su): Takes 60 min to prep. Ability score determined when prepared. As standard gain +2 Natural Armor Bonus, +4 Alchemical Bonus to Select Score, take -2 penalty to opposing mental score for 10 minutes per level (60 min). (+ Str/- Int; + Dex/- Wis; + Con/- Cha)

Neutralizing Bomb: Each creature in splash radius of this bomb can attempt a new saving throw against any ongoing poison, acid, cold, electric, fire, or sonic condition. Success counts as one successful save toward ending poison and immediately ends other conditions. Exposed poison in radius becomes harmless. A creature with the poison ability struck directly loses ability for 1d4 rounds; Fort Save DC 17 negates.

Precise Bombs: May select squares equal to Int mod (4) to exclude in splash damage

*Tanglefoot Bomb: Struck creatures are entangled and glued to the floor. Creatures in splash radius are only entangled. Reflex DC 17 negates.

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STATISTICS
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Str 12, Dex 18, Con 16, Int 18, Wis 8, Cha 9
AC Calc: 4 Dex, 5 Armor, 1 Size, 2 Shield
HP Calc 1) 8, 2-6) 5
Feats: 1b) Martial Weapon Prof (Composite Longbow); 1) Point-Blank Shot; 3) Precise Shot; 5) Extra Discovery (Neutralizing Bomb)
Discoveries: 2b) Precise Bombs; 2) Tanglefoot Bomb; 4) Frost Bomb; 6) Explosive Missile
Alternate Racial(s): Fleet of Foot: Base Speed is 30ft; (Replaces sure-footed and slow speed)
Traits: Pragmatic Activator (UMD uses Int), Scholar of the Ancients (+1 Knowledge Arcana and History, Speak and read Thassilonian)
Favored Class: 1-3) Skill Point; 4-6) Alternate Class Racial (Learn 1 new elixir per point)
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Skills:

Ranks Dice Rolls
3 [dice=Acrobatics]1d20+7[/dice]
0 [dice=Appraise]1d20+4[/dice]
0 [dice=Bluff]1d20-1[/dice]
1 [dice=Climb]1d20+2[/dice]
6 [dice=Craft (Alchemy)]1d20+18[/dice]; 0→ (Anything Else) +4
0 [dice=Diplomacy]1d20-1[/dice]
1 [dice=Disable Device]1d20+8[/dice] (No Tools -2)
0 [dice=Disguise]1d20-1[/dice]
HB 6 [dice=Escape Artist]1d20+10[/dice] (Headband)
0 [dice=Fly]1d20+4[/dice]
0 [dice=Handle Animal]1d20-1[/dice]
0 [dice=Heal]1d20-1[/dice]
0 [dice=Intimidate]1d20-1[/dice]
6 [dice=Knowledge (Arcana)]1d20+14[/dice]
1 [dice=Knowledge (Dungeoneering)]1d20+5[/dice]
1 [dice=Knowledge (Engineering)]1d20+5[/dice]
1 [dice=Knowledge (Geography)]1d20+5[/dice]
6 [dice=Knowledge (History)]1d20+11[/dice]
1 [dice=Knowledge (Local)]1d20+5[/dice]
1 [dice=Knowledge (Nature)]1d20+8[/dice]
0 [dice=Knowledge (Nobility - Untrained)]1d20+4[/dice]
1 [dice=Knowledge (Planes)]1d20+5[/dice]
0 [dice=Knowledge (Religion - Untrained)]1d20+4[/dice]
1 [dice=Linguistics]1d20+5[/dice]
1 [dice=Perception]1d20+5[/dice]
0 [dice=Perform (Any)]1d20-1[/dice]
BG 6 [dice=Profession (Historian)]1d20+8[/dice]
0 [dice=Ride]1d20+4[/dice]
0 [dice=Sense Motive]1d20-1[/dice]
0 [dice=Sleight of Hand]1d20+4[/dice]
1 [dice=Spellcraft]1d20+8[/dice]
6 [dice=Stealth]1d20+14[/dice]
0 [dice=Survival]1d20-1[/dice]
1 [dice=Swim]1d20+2[/dice]
6 [dice=Use Magic Device]1d20+13[/dice]

Languages: Common, Dwarven, Elven, Giant, Gnome, Halfling, Thassilonian
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EQUIPMENT AND GOLD
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On person: +1 Mithril Chain Shirt, +1 Darkwood Buckler, Cold-Iron Dagger, +1 Adaptive Darkwood Composite Longbow, Boro Bead (1st Level), Headband of Int (+2, Escape Artist), Belt of Con +2, Alchemist’s Kit, Portable Alchemist’s Lab
Cash on Hand: 138g

Weight Carried: 35.5 lbs
*Doubled While Ant Haul Active*
Carrying Capacity: Light (32lbs), Medium (33-64lbs), Heavy (65-97lbs), LoH (97lbs), Lift (194lbs), Drag/Push (485lbs)
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APPEARANCE
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Height 2' 4"
Weight 26lbs
Eye Color Green
Hair Color Gray
Skin Tone Pale
Region of Origin Varisia
Deity Irori
Aspirations: Record an epic tail

Tachadura de la Vida
Exitium Vitae