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Full Name

Silo Jones

About Silo Jones

SILO JONES CR 1
Female Half-Elf Alchemist 2
CG Medium Humanoid (Elf, Human)
Init +5; Senses Low-Light Vision; Perception +8
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DEFENSE
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AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 16 (2d8+2)
Fort +4, Ref +6, Will +1
Immune sleep; Resist Elven Immunities, Poison Resistance +2
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike -1 (1d3-2/20/x2)
Ranged Bomb +5 (1d6+4 Fire)
Special Attacks Bomb 1d6+4 (8/day) (DC 15)
Alchemist Spells Known (CL 2, -1 melee touch, 4 ranged touch):
1 (3/day) True Strike (DC 15), Expeditious Retreat (DC 15), Shield (DC 15)
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STATISTICS
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Str 7, Dex 17, Con 13, Int 18, Wis 12, Cha 7
Base Atk +1; CMB -1; CMD 12
Feats Extra Bombs, Point Blank Shot, Skill Focus: Profession (Barmaid) (Adaptability), Throw Anything
Traits Elven Reflexes, Reactionary
Skills Appraise +8, Climb +0, Disable Device +7, Fly +7, Heal +5, Knowledge (Arcana) +9, Knowledge (Nature) +8, Linguistics +5, Perception +8, Profession (Barmaid) +9, Sleight of Hand +7, Spellcraft +9, Survival +5, Use Magic Device +2 Modifiers Alchemy +2
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan, Undercommon
SQ Elf Blood, Muleback Cords, Mutagen (DC 15) (Su), Poison Use, Poisoning (Standard Action) (Ex), Precise Bombs (4 squares) (Su)
Other Gear Alchemist's Kit, Backpack, Masterwork (25 @ 34 lbs), Bedroll, Climber's kit, Crowbar, Flint and steel, Manacles, Muleback Cords, Perfume, common (10), Pouch, belt (empty), Rations, trail (per day) (7), Rope, silk (50 ft.), Smelling Salts, Thieves' tools, Waterskin
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SPECIAL ABILITIES
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (8/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Muleback Cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Mutagen (DC 15) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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