Market Patron

Sarvin of House Morilla's page

68 posts. Alias of ShadowyFox.


Full Name

Sarvin

Race

Tiefling

Classes/Levels

Expert 1/ Alchemist (grenadier) 2

Gender

Male

Size

Medium

Age

NG

Special Abilities

Level 1 Extracts Per Day: 3

Languages

Common, Infernal, Elven, Dwarven, Draconic

Strength 14
Dexterity 15
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Sarvin of House Morilla

Sheet:

Age
Height
Weight

Male Tiefling Expert 1/ Alchemist (Grenadier) 1
NG outsider (native)
Init +2; Senses Darkvision 60ft; Perception +7
-------
AC 15 (Touch 12, FF 13)(+3 Armor, +2 Dex)
Hp 22 (2d8+3[Con])
Fort +5, Ref +5, Will +3
Defensive Abilities Energy Resistance 5 (cold, electricity, fire)
-------
Speed 30 ft
Melee +3 Sickle (1d6+2, x2)
+3 Longsword (1d8,19-20,x2)
Ranged +3 Light Crossbow (1d8, 19-20/x2)
+5 Bomb (1d6+4, x2, 20 ft)
+5 Splash Weaponry (varies)
Special Attacks
-------
Str 14, Dex 15, Con 14, Int 16, Wis 12, Cha 8
BAB +1, CMB +3, CMD 14
Feats Fiendish Darkness, Extra Discovery
Skills Appraise +9, Craft (Alchemy) +11 (+13 when crafting),Heal +5, Intimidate +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering), Knowledge (Local) +9, Knowledge (Nature), Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +7, Sense Motive +5, Sleight of Hand +7, Spellcraft +7, Stealth +9
Languages Common, Infernal, Elven, Dwarven, Draconic
SQ Alchemist, bomb 1d6 (5/day), mutagen, throw anything
Traits House Affiliation, Bruising Intellect, Alchemical Adept
Drawback Oppressive Expectations
Racial Prehensile Tail, Fiendish Resistance, Skilled, Spell-Like Ability
-------
Racial:
Prehensile Tail (While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery);

Fiendish Resistance (Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5);

Skilled (Tieflings gain a +2 racial bonus on Bluff and Stealth checks),

Spell-Like Ability (Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level)

Traits:
House Affiliation: Morilla (You gain Knowledge Planes, Arcana and Religion as class skills. You may reroll any profession or craft skill to determine money earned for services, including job rolls. )

Bruising Intellect (Intimidate is class skill & based on Int, not Cha)

Alchemical Adept (You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again)

Drawback:
Oppressive Expectations (when fail at a skill check, take a -2 penalty with that skill until you succeed or fail at a different skill, whichever comes first)

Feats:
Fiendish Darkness:Can use darkness SLA 3/day.

Throw Anything: The alchemist takes no penalty with improvised weaponry. +1 bonis when using thrown splash weapons.

Extra Discovery: Choose an additional discovery.
-------
Items:
Combat Gear: Sickle, Longsword, Light Crossbow, Bolts (10), studded leather
Consumables: Acid (3), alchemist fire (3), bottled lightning (3), liquid ice (1), pellet grenade (1), sneezing powder (1)
Other Gear: Belt Pouch, Backpack, Alchemist Crafting Kit, Parchment (4), Charcoal (2), 123g 2s

Carrying Capacity:
Light 58 lbs. or less; Medium 59–116 lbs.; Heavy 117–175 lbs.
Current Load:

Alchemist Abilities:

Alchemy: Competence bonus on Craft (Alchemy) equal to alchemist level (+2). Can use this skill to identify potions as if using detect magic.

Bomb: 4/day. Standard action that provokes AoO. Bombs are ranged touch attacks with a 20 foot range. Bomb, on a direct hit, deals 1d6+3. Splash damage is 4 fire damage. Splash damage out to 5 feet surrounding. Reflex save DC 14 for half damage.

Mutagen: Lasts for 20 minutes. +2 bonus to natural armor, +4 to Strength, Dexterity, or Constitution; -2 penalty to Intelligence, Wisdom, or Charisma.

Throw Anything: The alchemist gains the Throw Anything feat. He adds his Intelligence modifier (+3) to all damage with splash weapons, including splash damage.

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.

Discoveries:

Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier (3 squares) that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Smoke Bomb: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level (2 rounds).

Formulae Book:

Level 1: Blend, Bomber's Eye, Cure Light Wounds, Detect Secret Doors, Illusion of Calm, Targeted Bomb Admixture

Background:

Sarvin has struggled with racism his entire life. His father, Enrio, was a prominent member of House Morilla's magical community. Never a professor in his own right, Enrio Morilla was an amazing talent with the summoning arts and was almost a local celebrity to some at the local magical colleges. But what many didn't know was that he was working in darker circles, plying his trade for Chelaxians who wanted to get their dirty work done outside of the usual circles. The ultimate in take home souvenirs. As his father grew older, he felt that his time was not done. He felt that he truly needed to get that grasp at immortality, to learn more, make more gold, and become more famous.

The stories vary on what happen, but it was 6 months later that the father died without an heir & without a will. Exactly 13 days later, baby Sarvin showed up in the bed chambers of his “father”. No one knows the how and why, but House Morilla gave him what remained of his father's estate and gave him a place of study in the College of Mysteries. The man has chosen to truly focus on the basics initially: the various forms of knowledge and what he considers the much safer art of alchemical formulae.

Sarvin has embraced that he is different, and will always be so, but that does not make him lesser. It makes him much greater than his peers, because he knows what is at stake.

Housing:

Wise Quarter
Flat 200g

Paid ahead a few months, using most of his "inheritance" in the process, Sarvin is using word of mouth and a multitude of small-time contacts for his alchemical "miracles," "cure alls," and also less savory purposes. He knows that, as long as he keeps becoming more and more skilled, he will survive and prosper.

Current:

Level 1 Extracts:Bomber's Eye, Illusion of Calm, Targeted Bomb Admixture

Hero Points:

3/3 Available

Favored Class Bonus:

Level 1 Alchemist: Add +1/2 to the alchemist’s bomb damage.
Level 2 Alchemist: Add +1/2 to the alchemist’s bomb damage.

Total Bonus of +1