Tiefling

Silas V. Garman's page

137 posts. Organized Play character for Broken Prince.


Classes/Levels

Alchemist (grenedier) 2 | HP 15/15 | AC:19 T:13, F:16 | CMD:17, CMB:+4 | Save (F+4, R+6, W-1) | Init:+5 | Perc: +4 | Bombs 6/7

About Silas V. Garman

PFS # 113331-2

GMs please note, ten cold iron arrow are carried, three of these have ghost salt applied, three adamantine weapon blanch, three silver weapon blanch, and one normal.

Character Sheet:
Silas Garman
Male Tiefling Alchemist (Grenadier) 2
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 15 (2d8+2)
Fort +4, Ref +6, Will -1
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Ranged bomb +5 (1d6+6 Fire) and
. . darkwood composite longbow +5 (1d8+1/×3) and
. . frost bomb +5 (1d6+6 Cold)
Special Attacks bomb 7/day (1d6+6 fire, DC 16), discoveries (frost bomb)
Tiefling Spell-Like Abilities (CL 2nd; concentration -1)
. . 1/day—darkness
Alchemist (Grenadier) Spells Prepared (CL 2nd; concentration +7):
1st—cure light wounds, expeditious retreat, shield, true strike
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Statistics
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Str 12, Dex 16, Con 12, Int 20, Wis 8, Cha 5
Base Atk +1; CMB +2; CMD 15
Feats Martial Weapon Proficiency (longbow), Point-Blank Shot, Throw Anything
Traits ease of faith, reactionary
Skills Appraise +9, Bluff -2 (+2 to tell a lie), Craft (alchemy) +12 (+14 to create alchemical items), Diplomacy +6, Disable Device +5, Heal +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +4, Sleight of Hand +7, Spellcraft +9; Racial Modifiers alchemy
Languages Abyssal, Azlanti, Common, Draconic, Goblin, Infernal, Osiriani, Tien
SQ alchemical weapon, beguiling liar, mutagen, fast poisoning, precise bombs, prehensile tail
Combat Gear cold iron arrows (40), cold iron arrows (10), mutagen, wand of infernal healing (46 charges), acid, acid, alchemist's fire (3), weapon blanch (adamantine), weapon blanch (ghost salt), weapon blanch (silver) (3); Other Gear mithral shirt, darkwood shield, darkwood composite longbow, alchemist's lab, backpack, masterwork, formula book, hybridization funnel (worth 200 gp, 2 lb), wrist sheath, spring loaded, 662 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 +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Beguiling Liar +4 to Bluff to tell a lie.
Bomb 1d6+6 (7/day) (DC 16) (Su) Thrown Splash Weapon deals 1d6+6 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Frost Bomb (Su) 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.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Chronicles:

Old Character Sheets:
Silas Garman
Male Tiefling Alchemist (Grenadier) 2
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 15 (2d8+2)
Fort +4, Ref +6, Will -1
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee heavy shield bash -2 (1d4+1)
Ranged bomb +5 (1d6+6 Fire) and
. . darkwood composite longbow +5 (1d8+1/×3) and
. . frost bomb +5 (1d6+6 Cold)
Special Attacks bomb, discoveries (frost bomb)
Spell-Like Abilities
. . 1/day—darkness
Alchemist (Grenadier) Spells Prepared (CL 2nd; concentration +7):
1st—cure light wounds, expeditious retreat, shield, true strike
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Statistics
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Str 12, Dex 16, Con 12, Int 20, Wis 8, Cha 5
Base Atk +1; CMB +2; CMD 15
Feats Martial Weapon Proficiency (longbow), Point-Blank Shot, Throw Anything
Traits clever wordplay, reactionary
Skills Appraise +9, Bluff -2 (+2 to tell a lie), Craft (alchemy) +12 (+14 to create alchemical items), Diplomacy +6, Disable Device +5, Heal +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +4, Sleight of Hand +7, Spellcraft +9; Racial Modifiers alchemy
Languages Abyssal, Azlanti, Common, Draconic, Goblin, Infernal, Osiriani, Tien
SQ alchemical weapon, beguiling liar, mutagen, fast poisoning, precise bombs, prehensile tail
Combat Gear mutagen, wand of infernal healing (46 charges), acid, acid; Other Gear mithral shirt, darkwood shield, darkwood composite longbow, alchemist's lab, backpack, masterwork, formula book, wrist sheath, spring loaded, 1 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 +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Beguiling Liar +4 to Bluff to tell a lie.
Bomb 1d6+6 (7/day) (DC 16) (Su) Thrown Splash Weapon deals 1d6+6 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Frost Bomb (Su) 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.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Silas Garman
Male Tiefling Alchemist (Grenadier) 1
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will -1
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee cold iron glaive-guisarme +1 (1d10+1/×3)
Ranged bomb +4 (1d6+5 Fire/×2)
Special Attacks bomb
Spell-Like Abilities
. . 1/day—darkness
Alchemist (Grenadier) Spells Prepared (CL 1st; concentration +6):
1st (3/day)—expeditious retreat, true strike, shield
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Statistics
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Str 12, Dex 16, Con 12, Int 20, Wis 8, Cha 5
Base Atk +0; CMB +1; CMD 14
Feats Martial Weapon Proficiency (glaive-guisarme), Point-Blank Shot, Throw Anything
Traits ease of faith, reactionary
Skills Bluff -2 (+2 to tell a lie), Craft (alchemy) +11 (+12 to create alchemical items), Diplomacy +2, Disable Device +4, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +3, Sleight of Hand +6, Spellcraft +9; Racial Modifiers alchemy
Languages Abyssal, Common, Draconic, Goblin, Infernal, Osiriani, Tien
SQ beguiling liar, mutagen, prehensile tail
Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC, Wand of Disguise Self, Wand of Infernal Healing, Acid (2), Acid; Other Gear Masterwork Lamellar (leather) armor, Cold Iron Glaive-guisarme, Alchemist's lab, Backpack, masterwork (3 @ 5 lbs), Formula book, Whetstone, Wrist sheath, spring loaded (1 @ 0 lbs), 22 GP, 9 SP, 8 CP
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Beguiling Liar +4 to Bluff to tell a lie.
Bomb 1d6+5 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Silas Garman
Male Tiefling Alchemist (Grenadier) 1
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will -1
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 20 ft.
Melee bardiche +1 (1d10+1/19-20)
Ranged bomb +4 (1d6+5 Fire)
Special Attacks bomb
Spell-Like Abilities
. . 1/day—darkness
Alchemist (Grenadier) Spells Prepared (CL 1st; concentration +6):
1st (3/day)—enlarge person (DC 16), cure light wounds
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Statistics
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Str 12, Dex 16, Con 12, Int 20, Wis 8, Cha 5
Base Atk +0; CMB +1; CMD 14
Feats Martial Weapon Proficiency (???), Point-Blank Shot, Throw Anything
Traits ease of faith, reactionary
Skills Acrobatics +0 (-4 jump), Bluff -2 (+2 to tell a lie), Climb -2, Craft (alchemy) +9 (+10 to create alchemical items), Diplomacy +2, Disable Device +2, Escape Artist +0, Fly +0, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +3, Ride +0, Sleight of Hand +4, Spellcraft +9, Stealth +0, Swim -2; Racial Modifiers alchemy
Languages Abyssal, Common, Draconic, Goblin, Infernal, Osiriani, Tien
SQ beguiling liar, mutagen, prehensile tail
Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC, Acid (3); Other Gear Studded leather armor, Bardiche, Alchemy crafting kit, Backpack, masterwork (3 @ 9 lbs), Formula book, Whetstone, Wrist sheath, spring loaded (3 @ 3 lbs), 1 GP, 9 SP, 8 CP
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Beguiling Liar +4 to Bluff to tell a lie.
Bomb 1d6+5 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.