Taergan Flinn

Seishine NoMichi's page

31 posts. Alias of Jeremy Packer.


Full Name

Seishine Nomichi

Race

(RETIRED)

Location

|❤ 163/152 (w/ false life) | AC 30 | Fortitude +22 | Reflex +21 | Will +18 | Perception +17 (+19 for initiative, always goes first if the result is a tie) | Speed 35 feet (w/ longstrider)

Languages

NG, Half-elf Ruby Phoenix Fanatic, Bomber Alchemist w/ Wizard Dedication 12

About Seishine NoMichi

Basic Details:
Ancestry Half-elf Human
Class Alchemist 12
Background Ruby Phoenix Fanatic

Male Tian-Min Half-elf Ruby Phoenix Fanatic and Alchemist-Wizard 12
[NG] [MEDIUM] [ELF] [HUMAN] [HUMANOID]

Perception +17 (E); low-light vision
Languages Draconic, Dwarven, Elven, Goblin, Sylvan, Taldan, Tien

Skills:
  • Acrobatics +18 (T),
  • Arcana +23 (E),
  • Athletics +16 (T),
  • Axis Lore +23 (M),
  • Craft +26 (M),
  • Deception +14 (T),
  • Diplomacy +14 (T),
  • Drake Lore +21 (E),
  • Gladiator Lore +19 (T),
  • Medicine +17 (T),
  • Nature +15 (T),
  • Occultism +19 (T),
  • Religion +17 (E),
  • Society +19 (T),
  • Stealth +18 (T),
  • Survival +15 (T),
  • Thievery +18 (T)

  • Str +2, Dex +4, Con +3, Int +5, Wis +1, Cha +0
    Items alchemist’s lab, alchemist’s tools (word), bag of holding (type III) [10.9 of 100 bulk], basic crafter’s book, bedroll, crafter’s eyepiece, 10 pieces of chalk, flint and steel, formula book, greater healer’s gloves, greater ring of acid resistance, healer’s tools, low-grade cold iron dagger, repair kit, +1 resilient leather armor, ring of wizardy (type II), 50 feet of rope, soap, spellbook, +1 striking composite shortbow, thieves’ tools, thieves’ tools – replacement picks, wand of continuation – longstrider (2nd level), wand of smoldering fireballs (3rd level), waterskin, 5 gold coins, 8 silver coins, 6 copper coins (6 of 7 bulk total)

    Consumables & Limited Use:
  • Infused Reagents ☐☐☐☐☐ ☐☐☐☐☐ ☐☒☒☒☒ ☒☒
  • infused greater acid flask ☒☒☒☒☒ ☒☒☒☒
  • infused greater alchemist's fire ☒☒☒☒☒ ☒
  • infused greater bottled lightning ☒☒☒
  • infused greater frost vial ☒☒☒☒☒ ☒
  • infused moderate elixir of life ☒☒☒☒☒ ☒
  • moderate crystal shards ☒☒
  • moderate ghost charge ☒☒
  • moderate darkvision elixir ☒☒☒☒
  • arrows ☒☒☒☒☒ ☒☒☒☒☒
  • greater healer’s gloves
  • wand of continuation – longstrider (2nd level)
  • wand of smoldering fireballs (3rd level)

  • Formula Book:
  • lesser, moderate, and greater acid flask
  • lesser, moderate, and greater alchemist’s fire
  • moderate and greater bottled lightning
  • moderate crystal shards
  • lesser, moderate, and greater frost vial
  • lesser and moderate tanglefoot bag
  • lesser, moderate, and greater antidote
  • greater cheetah’s elixir
  • lesser, moderate, and greater darkvision elixir
  • minor, lesser, and moderate elixir of life
  • skinstitch salve
  • lesser drakeheart mutagen
  • silversheen
  • lesser and greater smokestick
  • giant scorpion venom

  • Spellbook:
  • 4th – fly, freedom of movement
  • 3rd – haste, vampiric touch
  • 2nd – dispel magic, false life
  • 1st – anticipate peril, floating disc
  • Cantrips – detect magic, light, mage hand, prestidigitation
  • --------------------------------------------------
    AC 30; Fort +22 (M), Ref +21 (E), Will +18 (E)
    HP 152

    --------------------------------------------------
    Speed 35 feet (w/ longstrider)

    Melee:
    Melee fist +20 (agile, finesse, nonlethal, unarmed), Damage 1d4+2 bludgeoning
    Melee cold iron or silver dagger +20 (agile, finesse, versatile S), Damage 1d4+2 cold iron piercing or silver piercing

    Ranged:
    Ranged lesser alchemical bomb +20 (traits vary), Damage varies
    Ranged moderate alchemical bomb +21 (traits vary), Damage varies
    Ranged greater alchemical bomb +22 (traits vary), Damage varies
    Ranged +1 striking composite shortbow +19 (deadly d10, magic, propulsive), Damage 2d6+1 piercing
    Ranged cold iron or silver dagger +20 (agile, thrown, range 10 ft., versatile S), Damage 1d4+1 piercing

    Arcane Spells Prepared DC 21, spell attack +21; 4th fly; 3rd dispel magic; 2nd dispel magic, false life (x2); 1st anticipate peril, floating disk; cantrips (3rd) detect magic, light

    Abilities and Actions:
    Advanced Alchemy During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

    Cat Fall
    [GENERAL] [SKILL]
    Prerequisites trained in Acrobatics
    --------------------------------------------------
    Treat falls as 10 feet shorter.

    Directional Bombs
    [ALCHEMIST]
    --------------------------------------------------
    When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone.

    Double Brew When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.

    Dubious Knowledge
    [GENERAL] [SKILL]
    Prerequisites trained in a skill with the Recall Knowledge action
    --------------------------------------------------
    When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.

    Elven Weapon Familiarity, Elven Weapon Elegance
    [ELF]
    --------------------------------------------------
    You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.
    In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.
    Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon's critical specialization effect.

    Field Discovery When using advanced alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.

    Juggernaut When you roll a success on a Fortitude save, you get a critical success instead.

    Perpetual Infusions, Perpetual Potency You gain the ability to create two alchemical items using Quick Alchemy without spending a batch of infused reagents.
    (moderate acid flask. moderate alchemist’s fire]

    Powerful Alchemy When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

    Quick Alchemy
    [ALCHEMIST] [MANIPULATE]
    Cost 1 batch of infused reagents
    Requirements You have the formula for the alchemical item you're creating, and you're either holding or wearing alchemist's tools.
    --------------------------------------------------
    You create a single alchemical item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

    Quick Bomber
    [ALCHEMIST]
    --------------------------------------------------
    You Interact to draw a bomb, then Strike with it.

    Recognize Spell
    [GENERAL] [SECRET] [SKILL]
    Prerequisites trained in Arcana, Nature, Occultism, or Religion
    Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
    --------------------------------------------------
    If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 4th level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

    Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
    Success You correctly recognize the spell.
    Failure You fail to recognize the spell.
    Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.

    Research Field – Bomber When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.

    Feats:
    Ancestry
  • 1st – general training
  • 1st – elven weapon familiarity
  • 3rd – natural skill
  • 5th – elven weapon elegance
  • 7th – elven instincts
  • 9th – elf step
  • 11th – natural ambition
    Class
  • 1st – quick bomber
  • 2nd – wizard dedication
  • 4th – basic wizard spellcasting
  • 6th – directional bombs
  • 8th – calculated splash
  • 10th – expanded splash
  • 11th – far lobber [from natural ambition]
  • 12th – expert wizard spellcasting
    General
  • 1st – additional lore (Axis Lore) [from general training]
  • 3rd – toughness
  • 7th – feather step
  • 11th – die hard
    Skill
  • 1st – alchemical crafting [from class]
  • 1st – dubious knowledge [from background]
  • 2nd – specialty crafting (alchemy)
  • 4th – cat fall
  • 6th – recognize spell
  • 8th – impeccable crafting
  • 10th – inventor
  • 12th – streetwise
  • Backstory:
    Seishine was born and raised in Absolom, a second generation half-elf. His parents were busy, leaving him in the care of his paternal grandmother. He grew up hearing stories of the great sorceress, The Ruby Phoenix, Hao Jin. A natural storyteller, his grandmother exaggerated the legends but it entertained and eventually inspired Seishine to learn the truth. Unfortunately, the magic in his blood never manifested.

    As Seishine matured, his father began his apprenticeship as an apothecary. Seishine proved competent but he found his passion in the more destructive potential of the craft. In his spare time he studied all he could about Hao Jin, where she came from, the planar travelling she did, and the tournament named for her. Then all of Absolom began to talk of the Pathfinders and their latest adventures.

    When the Pathfinder Society return victorious from the Ruby Phoenix Tournament, and with his famous tapestry, He recalled all the stories his grandmother had told her, and he decided he would enter the tournament. He began to prepare to travel. He even spent some time with some of the Pathfinder Society, gaining experience as an adventurer. He also found he had a knack for wizardry, granting him the magic he wished to wield as a kid, even if it came from his knowledge rather than his blood.

    Coverage Notes:
    In the event that I am away, the following are guidelines I would use.
    [list]
  • Use Elf Steps as much as possible for movement to avoid potential reactions. This can be used multiple times per round if needed.
  • Quick Bomber means that Seishine may draw and throw bombs as one action.
  • Frost and Acid are his favorite to use. If Greater bombs are used up, he can use Quick Alchemy to produce two Moderate Frost and/or Acid bombs as one action, then throw both. This does not require Infused Reagents due to Perpetual Infusions.
  • Seishine is not a great wizard but if Dispel Magic is needed he will certainly use it.
  • Beyond these, Seishine would do what is needed by the group. If healing is needed, he has elixirs of health. If he is out of them, he can use Quick Alchemy to make more though this takes Reagents.