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About Silas V. GarmanPFS # 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 -------------------- 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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:
1: First Steps I 2: Mist of Mwangi GM Credit from Slave Pits of Absalom 3: Murder on the Throaty Mermaid 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
Silas Garman
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