Jakardros Sovark

Tanner N. Targus's page

No posts. Alias of Ren Ashbell.


Full Name

Tanner N. Targus

Race

Half Elf

Classes/Levels

MaleHalf-elf Alchemist 3 (HP 25/25) | AC:18 | T:12 | FF:18 | CMD 13 | Fort +5 | Ref +5 | Will +2 | Init +2 | Perc: +8 | Speed 30ft)

Gender

male

Size

medium

Age

21

Alignment

Chaotic Nuetral

Strength 13
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 7

About Tanner N. Targus

Half Elf Alchemist(Bramble Brewer/Grenadier) 2
CN Medium
Init +2
Senses: lowlight, Perception +7
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
HP 25 (2d8+2+2)
Fort +5, Ref +5, Will +2;
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Offense
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Speed: 30 ft.
Melee: falchion (2d4+1 18/20x2)
Melee: silver Cestus (1d4+1/19-20x2)
Melee: Daggersx2 (1d4+1/19-20x2)
ranged: Bomb 1d6+5 x2

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Statistics
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Str 13, Dex 14, Con 14, Int 18, Wis 10, Cha 7
Base Atk: +2; CMB +2; CMD 13
Feats: point blank shot,precise shot

Traits:

Into Enemy Territory: Benefit Choose Fortitude, Reflex, or Will. You gain a +1 trait bonus on saving throws of that type. (Will)

Armor Epxert:Benefit When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

DrawbackEffect: Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

Adopted Firebug (Kobold, Red-Scaled)
Benefit: You are able to cast spark three times per day as a spell-like ability. The caster level is equal to your character level. This spell-like ability's save DC is Intelligence-based.

Skills:
Acrobatics +2
Appraise +9
Bluff -2
Climb +1
Craft;Alchemy +13
Diplomacy -2
Disable Device +8
Disguise -2
Escape Artist +2
Fly +2
Handle Animal +2
Heal +1
Intimidate -2
Knowledge (Arcana) +10
Knowledge (Dungeoneering) +4
Knowledge (Engineering) +4
Knowledge (Geography) +4
Knowledge (History) +4
Knowledge (Local) +4
Knowledge (Nature) +8
Knowledge (Nobility) +4
Knowledge (Planes) +4
Knowledge (Religion) +4
Linguistics +4
Perception +8
Perform -2
Profession +0
Ride +2
Sense Motive +0
Sleight of Hand +7
Spellcraft +10
Stealth +3
Survival +0
Swim +1
Use Magic Device +4

Languages: Common, elven, undercommon, draconic, Aklo, Aquan

Other Gear:
Chain shirt, masterwork
Kit, Alchemy Crafting
Backpack,masterwork
Bedroll
Belt Pouch
10 Trail Rations
Waterskin
2 Spring-Loaded Wrist Sheaths
ioun torch
regular goggles
bandoliers x2
158g 88s 9c

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Special Abilities
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Dendrite Mutagen (Su) At 1st level, a bramble brewer's mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score (as per the normal mutagen class feature;. In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell).

This ability otherwise works like the standard mutagen class feature and replaces that ability.

A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light.

This ability otherwise works like the greater mutagen discovery and replaces that ability.

A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer's fast healing increases to 5 as long as he is within an area of bright light.

This ability otherwise works like the grand mutagen discovery and replaces that ability.

Briar Bombs (Su) At 2nd level, a bramble brewer gains the tanglefoot bomb discovery, but the entanglement's duration persists for a number of rounds equal to the bramble brewer's Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb's entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer's regular bombs deal, the briar bomb's splash radius increases by 5 feet.

This ability replaces the 2nd-level discovery class feature.

Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

This ability replaces Brew Potion.

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.

Precise Bombs (Ex) At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.

This ability replaces poison use.

Bomb (Su) In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Skill focus Craft Alchemy

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Swift AlchemyAt 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

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Formula Book
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first lvl-known

Identify
shield
long arm
truestrike
Blend?
Cure Light Wounds
Comprehend Languages

Prepared extracts

Cure light wounds
long arm
Comprehend Languages
extract unprepared

spell-like ability
spark 3/day

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Backstory
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Having lost my mother at a young age my father was all I ever had. He was strong, and traveled across the
countryside for work. He would often tell me to f*#$ off and choke on a horse dick in encouragement. It was me and
him against the world. One day before the sun rose over the horizon he woke me, his words of concern still ring in
my ears.

"you need to go away, before I get you killed".

Instantly I understood, and got my backpack packed up. He lead me high into the mountains where it was mentioned
some red kobolds resided. "dont die too quickly son, one of us needs to get away if they spot us", he always had
a plan...

The mountain air was in a slight haze as the sun reached over the mountain, which is when we saw them. a small tribe of Kobolds. My father leaned in towards me as if to whisper, but as any other man Im sure he was afraid was all. He took a brief second sighing quietly, then slipped something into my pocket, and yelled, "Finally,... I CAN BE RID OF YOU!", before turning and running. In that split second I figured it all out as if it were being read to me from a story. Thinking quickly i slid the item, that I now realized was a small bomb, back into his pocket, I wanted to be of use to my father. A half dozen Kobolds were now in pursuit of him. as they reached him the he noticed the item was in his possession again and looked back at me with an almost bewildered and hateful face, (I'm sure it was towrds those damned Kobolds). That was the last time I saw my father, or those kobolds for that matter.

My father died for me that day, no son could be prouder than me. The chieftain of the Kobolds approached me and in his tongue was very hateful towards me, yet he seemed to be thankful as well seeings as the bomb was kept from the inner encampment. Some time passed, and though skeptical they raised me as their own. I chose to stay, as it was everything i owned was on my person, and everyone that mattered was dead in my life.

Ten Years Later

I still thought back on my childhood, I had learned much from the kobolds, but alas, it was my destiny to leave and find my own place in this world. I left them some of my newest creations as a present for raising me. They were gonna love the fireworks!!! That said I was missing some of my nitro glycerin and black powder.... No matter! As I made my way down the mountain I heard an explosion the view was blocked by the trees from where my position was, when perfected this display is going to blow peoples minds!