Sleepless Detective

Samoon Firenze's page

451 posts. Alias of Axolotl.


Full Name

Samoon Firenze

Race

Alchemist Grenadier 5

Classes/Levels

Stats:
HP 29/33 Init +4 Perc +7 AC 15/13/12 (+2*) F+5 R+9 W+1 | Bombs used 1/9

Gender

Spells:
Blend, Blurred Movement, CLW, Shield, True Strike, CMW

About Samoon Firenze

Samoon Firenze
Male sylph alchemist (grenadier) 5 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 258, Pathfinder RPG Monster Codex)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+2 armor, +4 Dex, +1 natural)
hp 33 (5d8+5) (currently -4)
Fort +5, Ref +9, Will +1
Resist sonic 5
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Offense
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Speed 30 ft., climb 20 ft.
Melee dagger +4 (1d4+1/19-20)
Ranged bomb +9 (3d6+5 fire) or
. . longbow +8 (1d8+1/×3) or
. . shock bomb +9 (3d6+5 electricity) or
. . tanglefoot bomb +9 (entangle)
Special Attacks bomb 9/day (3d6+4 fire, DC 16)
Alchemist (Grenadier) Extracts Prepared (CL 5th; concentration +9)
. . 2nd—cure moderate wounds, invisibility, invisibility
. . 1st—blend[ARG], blurred movement[ACG], cure light wounds, shield, true strike
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Statistics
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Str 12, Dex 18, Con 11, Int 19, Wis 8, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Extra Discovery[APG], Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Traits pragmatic activator, student of philosophy
Skills Appraise +8, Bluff +0 (+4 to lie (as a result of using Int instead of Cha)), Climb +9, Craft (alchemy) +12 (+17 to create alchemical items), Craft (glass) +12, Diplomacy +3 (+7 to persuade others but not to gather information (as a result of using Int instead of Cha)), Fly +8, Knowledge (arcana) +12, Knowledge (nature) +12, Linguistics +5, Perception +7, Sleight of Hand +8, Stealth +9, Survival +6, Use Magic Device +11; Racial Modifiers +4 Stealth
Languages Aquan, Auran, Common, High Ifrit, Ignan, Maker Script, Terran
SQ alchemical weapon, alchemy (alchemy crafting +5), breeze-kissed[ARG], discoveries (infusion, precise bombs [4 squares], shock bomb, tanglefoot bomb[UM]), mutagen (+4/-2, +2 natural armor, 50 minutes), swift alchemy
Combat Gear experimental mutagen; Other Gear leather armor, arrows (40), dagger, longbow, - legendary/dynamic item -[MA], cloak of resistance +1, alchemist starting formula book, alchemy crafting kit[APG], glassblowing tools, 31 gp
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shock Bomb (Su) Bomb deals electricity damage and dazzles those who take direct hit for 1d4 rds.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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