Quinn

Quinn Mulari's page

109 posts. Organized Play character for eleazzaar.


Full Name

Quinn Mulari

Race

Human Investigator 4 —

Classes/Levels

HP 31/31 — AC 16, T 11, FF 15 (+2 Nat AC: Mutagen) — Init +1, Percep +8 — Fort +3, Ref +6, Will +6 (+2 vs poison, +1 vs charm compulsion) ~ Tracked Resources

Alignment

Lawful Good

Occupation

Alchemist

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

About Quinn Mulari

Initiative +1
Perception +8

DEFENSE:

AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) (+1 vs Traps)
hp 31 (4d8+8)
Fort +3, Ref +6, Will +6; +2 vs. poisons, +1 vs. charms and compulsions, +1 Ref vs Traps, and reroll at +2 if they force him to break the law
CMD 16

OFFENSE:

Speed 30 ft.
Melee mwk Sword CaneUE +6 (1d6+2)
Ranged Dagger +4 (1d4+2)
CMB +5 (+7 with sword cane)

STATISTICS:

Str 14, Dex 12, Con 12, Int 18, Wis 12, Cha 12

Base Attack +3;
CMB +5 (+7 with sword cane)
CMD 16

Feats
Extra Inspiration,
Extra Investigator Talent,
Weapon Focus (sword cane)

Traits
Lover of the Law
You receive a +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if you are directed to break the law.

Tireless Logic
Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Languages
Ancient Osiriani, Common, Kelish, Osiriani, Polyglot,Skald, Varisian

SQ alchemy, keen recollection, inspiration (9/day), investigator talents (infusion, mutagen), poison lore, poison resistance +2, studied combat, studied strike +1d6, swift alchemy, trap sense +1, trapfinding

SKILLS:

Skills
Acrobatics +5,
Appraise +8,
Bluff +5,
Climb +6,
Craft (Alchemy) +8 (+12 crafting),
Diplomacy +8,
Disable Device +12,
Disguise +5,
Escape Artist +5,
Heal +6,
Intimidate +5,
Knowledge (All) +8,
Linguistics +8,
Perception +8 (+10 vs. traps),
Sense Motive +8,
Sleight of Hand +5,
Spellcraft +8,
Stealth +5,
Use Magic Device +8;
Armor Check Penalty –0

GEAR:

Consumables
acid (2),
deals 1d6 acid damage on a hit and 1 damage to all adjacent creatures (a “splash”).

alchemist’s fire (2),
deals 1d6 fire damage on a
hit and 1 damage to all adjacent creatures (a “splash”). On the next round, the target of a direct hit takes another 1d6 damage.

antiplague,
grants the drinker a +5 alchemical bonus against diseases for an hour or the ability to take the better of two rolls on the ongoing saving throw against disease for the day.

antitoxin,
grants the drinker a +5 alchemical bonus
against poison for an hour.

meditation tea,
grants the drinker a +2 alchemical bonus against mind-affecting effects for 10 minutes. Once per day, drinking it can also grant a new save against a mind- affecting effect that existed before drinking.

smelling salts,
grant a new save against any effect that makes the smeller unconscious or staggered, and they can wake a dying creature. It still must make stabilization checks each round and takes 1 damage, falling unconscious, if it takes a standard action or other strenuous action.

smokestick,
fills a 10-foot cube with smoke, granting everything inside concealment (total concealment to creatures and objects more than 5 feet through the smoke).

potion of countless eyes,

potion of fly,

potion of heroism,

soothe syrup,
grants the drinker a +5 alchemical bonus against nausea and sicken effects for 1 hour.

twitch tonic
grants the drinker a +2 alchemical bonus against sleep, paralysis, and staggered. Once per day, drinking it can also grant a new save against any such effect that existed before drinking.

Other Gear
+1 mithral chain shirt,
mwk sword cane,
dagger (2),
cloak of resistance +1,
wand of cure light wounds (2 charges),
backpack,
waterskin,
mwk thieves’ tools,

formula book
3 gp

FEATS AND ABILITIES:

Alchemy Quinn can identify potions with a Craft (alchemy) check by examining them for 1 round. He can brew extracts each day from his book (like preparing spells). Anyone can gain their benefit.

Inspiration Quinn can spend 1 use of inspiration to add 1d6 to a skill check after rolling. For Knowledge, Linguistics, Spellcraft he can add the 1d6 for free. He can also spend two uses to add to an attack roll or saving throw after rolling. For saving throws, this takes an immediate action.

Mutagen Quinn can spend an hour to brew a special mutagen. He can carry it as long as he wants, but after drinking it, the mutagen’s effects last for 40 minutes. If anyone but Quinn (or another investigator or alchemist) drinks the mutagen, they gain no benefit and are nauseated for 1 hour (Fort 16 negates). He always starts play with a Strength mutagen to make himself into a more capable melee combatant. This mutagen grants +4 Strength +2 natural armor, and –2 Intelligence. He can also brew a mutagen that grants +4 Dexterity, +2 natural armor, and –2 Wisdom or a mutagen that grants +4 Constitution, +2 natural armor, and –2 Charisma.

Poison Lore Quinn never poisons himself when putting poison on a weapon. He can identify poisons with 1 minute of study by succeeding at a Knowledge (nature) check for natural poisons or Knowledge (arcana) check for magical poisons (DC = the poison’s save DC). If he succeeds, he can spend another minute to attempt a Craft (alchemy) check at the same DC to neutralize it.

Studied Combat Quinn can use a move action to study his enemy’s moves and gain a +2 insight bonus to melee attack and damage rolls against that enemy for 4 rounds or until he ends it with a studied strike. The damage is precision damage, and it isn’t multiplied on critical hits. Quinn can only have one enemy studied at a time, and if he wants to study an enemy he already studied that day, he must spend 1 use of inspiration.

Studied Strike Quinn can end his studied combat early to add 1d6 extra precision damage to a successful melee attack against his target. He must be able to see the target well, and the damage doesn’t multiply on a critical hit or affect creatures immune to sneak attacks.

Swift Alchemy Quinn can craft alchemical items in half the time and apply poison to a weapon as a move action.

Tireless Logic Once per day, Quinn can roll an Intelligence check or Intelligence-based skill check twice and take the better result.

Trap Sense Quinn receives a +1 dodge bonus to AC and a +1 to Reflex saves against traps.

Trapfinding Quinn can disarm magical traps and can spot the few traps in the game that explicitly can only be found by characters with trapfinding (like symbol traps).

FORMULA BOOK:

Ant Haul The drinker gains triple carrying capacity for 8 hours.

Barkskin The drinker gains a +2 enhancement bonus to natural armor for 40 minutes (this increases Quinn’s natural armor to 2, or to 4 with mutagen, which also raises his flat-footed AC).

Bull’s Strength The drinker gains a +4 enhancement bonus to Strength. For most creatures, this increases its melee attack bonus and melee damage bonus by 2.

Comprehend Languages The drinker can understands all languages he reads or hears for 40 minutes, though he can’t speak them.

Countless Eyes Quinn’s potion grants the drinker all-around vision for 5 hours, so the drinker can’t be flanked.

Crafter’s Fortune The drinker gains a +5 luck bonus to his next Craft check within 4 days.

Cure Light Wounds Quinn’s wand heals a touched target for 1d8+1 damage.

Detect Secret Doors The drinker can concentrate for up to 4 minutes to detect secret doors and compartments in a 60-foot cone.

Enlarge Person The drinker becomes Large for 4 minutes, gaining +2 Strength, –2 Dexterity, reach, +1 size bonus to CMB and CMD, –1 size penalty to hit and AC, –4 size penalty to Stealth, –2 size penalty to Fly. Melee weapons increase in damage (Quinn’s sword cane goes up to 1d8).

Expeditious Retreat The drinker’s base speed increases by 30 ft. for 4 minutes.

Fly Quinn’s potion grants the drinker a 60 foot fly speed and a +6 bonus to Fly checks (+7 total for Quinn himself) for 5 minutes.

Heroism Quinn’s potion grants the drinker a +2 morale bonus on attack rolls, saving throws, and skill checks for 50 minutes.

Keen Senses The drinker gains a +2 competence bonus to Perception and low-light vision for 4 minutes.

Negate Aroma The drinker no longer emits any odor for 4 hours.

Shield The drinker gains a +4 shield bonus to AC for 4 minutes and becomes immune to magic missile.

Touch of the Sea The drinker gains a 30 ft. swim speed for 4 minutes. This grants a +8 bonus to Swim checks, allows the drinker to always Take 10 on them, and lets the drinker use the run action while swimming.

MUTAGEN and ENLARGEMENT:

STRENGTH MUTAGEN
STR 18 (+4)
DEX 12 (+1)
INT 17 (+3)

AC 18

Melee
mwk Sword Cane +8
1H: (1d6+4)
2H: (1d6+6)

Ranged
+1

ENLARGE PERSON
STR 16 (+3)
DEX 11 (+0)
INT 18 (+4)

AC 14

Melee
mwk Sword Cane +7
1H: (1d8+3)
2H: (1d8+4)

Ranged
+0

STRENGTH MUTAGEN & ENLARGE PERSON
STR 20 (+5)
DEX 11 (+0)
INT 17 (+3)

AC 16

Melee
mwk Sword Cane +8
1H: (1d8+5)
2H: (1d8+7)

Ranged
+0