Spell Sovereign

Rai Zon's page

437 posts. Alias of Edelsmirge.


Full Name

Rai Zon

Race

Elf

Classes/Levels

Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Gender

Male

Size

Medium

Age

26

Special Abilities

See below

Alignment

N

Strength 14
Dexterity 16
Constitution 10
Intelligence 17
Wisdom 12
Charisma 7

About Rai Zon

7th Lv Grenadier Alchemist
Height: 5'8' , Weight:170 , Eyes: black, Hair: Black

N Medium
Init +9; Perception +14
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Defense
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AC 17, touch 13, flat-footed 13
HP 52
Fort +4, Ref +7, Will +3

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Offense
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Melee: +6
elven curved blade 1d10+2
Melee:
Ranged: + 9 range touch bomb 6/day 3d6+5, splash=8
Ranged: +8 longbow comp 1d8+3
Base Atk +4; CMB ; CMD
Speed: 30

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Feats
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1. Throw anything
1. Point Blank Shot
Discovery frost bomb
3. Precise shot
tumor familiar (alertness)
5. Extra discovery infusion
Wings
7. Rapid shot
Discovery fast bomb(+1 int)
9.
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Traits
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1. Reactionairy
2. Tough minded
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Skills
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1. Craft alchemy 6 3 3 12
2. Disable device 6 3 3 12
3. Know nature 3 3 3 9
4. Perception 6 1 3 (+4) 14
5. Survival 3 1 3 7
6. Sleight of hand 3 3 3 9
7. Spellcraft 3 3 3 9
8. Stealth 6 3 0 9
9. Fly 6 3 0 9

Background Skills
1. Linguistics 6 3 3 12 Elven, common, dwarves, halfling, gnomish, sylvan, draconic, undercommon, Mercia cypher
2. Craft wood carving 6 3 3 12

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Gear
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Elven curved blade 80gp
Longbow, composite +2 str
44 arrows
Longbow 75 gp
Dagger
Studded leather 25gp
Cloak hooded
Boots
Traveling outfit
Backpack
Blanket
Whetstone
Water canteen x2
Small tent
Iron rations 1 week
50 ft rope, knotted
17 vials, acid

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Special Abilities
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Racial traits: Elf

Spoiler:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
DEFENSE RACIAL TRAITS

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
FEAT AND SKILL RACIAL TRAITS

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
MAGICAL RACIAL TRAITS
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic

OFFENSE RACIAL TRAITS

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
SENSES RACIAL TRAITS
low-light vision.

Grenadier

Spoiler:

-At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

This ability replaces Brew Potion.

Alchemical Weapon (Su)

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

This ability replaces poison resistance.

Precise Bombs (Ex)

At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.

This ability replaces poison use.

Directed Blast (Su)

At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.

This ability replaces swift poisoning.

Staggering Blast (Su)

At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration.

This ability replaces poison immunity.

BOMBS:

Spoiler:

An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. 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 (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire 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.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Frozen bomb:

Spoiler:

When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Mutagens:

Spoiler:

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. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Formula book:
1 shield
2 cure light wounds
3 true strike
4 enlarge person
5 monkey fish
6 Crafters fortune
7 endure elements
8 reduce person

2nd lv:
1. Alchemical Allocation
2. Invisibility
3. Cute moderate wounds

1st lv:(4) shield
Clw x2

Familiar:
Ozzy "the tumor familiar" ooze:
Compsognathus +4 init to master
Alertness, improved evasion, share spells, empathic link, deliver touch spells, (5th lv) speak with Master
low light vision, scent
speed 40, swim 20
str 8 dx 15 con 14 int 7 wis 11 cha 5
AC 15
HD 4
HP 17
BAB +6
melee: bite 1d3-1 (poison injury dc 12 freq 1/rd for 4 rounds, effect 1d2 str, cure 1 save.
Fort +4, Reflex +7, Will +3
Skills: Acrobatics 6, climb 4, perception 14, stealth 9, swim 4

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Background
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Rai Zon was born on the borders of the lush Elven lands to parents whom were famous diplomats and envoys. One day while travelling while his mother was deep into her pregnancy with Rai, and on a very important mission, they were viciously attacked by orcs. During the attack Rai was born and his father perished protecting his family. His mother's life was saved by a magic elixir which had been inherited and this story was told to Rai since childhood which brought Rai to come to have a sense of inspiration and awe for alchemy along with a deep hatred for orcs and their war like ways.

As Rai grew and his mother travelled Rai developed a great skill in wood carving and began selling little figurines and small carved wooden wind chimes and flutes as a hobby. Yet always in his mind was the love of alchemy and so upon reaching age Rai went and studied with the best schools and becoming an alchemist so he too could produce those mighty formulas.

After Rai finished schooling he was hired by a family friend to work for a mercanary company called the Golden Sun. This company took curious and wealthy elves to the stolen lands to investigate ruins. What Rai did not know due to his inexperienced ways was that this family friend wished to marry his mother and remove him in order to have the pleasure.
So Rai was taken by covered wagon unsuspecting and dropped off on the far side of the Stolen lands. The mercenaries stranded him with the clothing on his back and the coin in his pocket which was just enough to purchase food and equipment. Now Rai must find a way to stop this marriage and repay this treachery in kind. If only he had a way to make enough coin and power to fight back against such a foe...