AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
About Tarquin-RK
Tarquin:
TARQUIN
Alchemist 6
CG Medium Tiefling / Outsider (Native)
Init +2; Senses Perception +13, Darkvision 60 ft
==DEFENSE==
AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 dex)
hp 45 (6d8+12)
ER Cold 5, Electricity 5, Fire 5 Fort +8, Ref +8, Will +5
Armor Mithral KikkoArmour +1, Light
Shield Darkwood Buckler
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 30 ft/x4
Melee Corrosive Razor Bite +7/+9 (1d6+9 / 1d8+15 [+1d6 ACID]) 20/x2 [PA]
Melee Corrosive Large Claws +9 (1d6+15 [+1d6 ACID]) 20/x2 [PA]
Melee Masterwork Cold Iron Morningstar +8 (1d8+11) 20/x2 CM +1; [1HD]; [PA]
Ranged Masterwork Darkwood Adaptive Composite Longbow +3 (1d8+7) 20/x3 CM +1; SB [+5]; acting as a strength bow of +5
Ranged Alchemist's Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Special Attacks Tiefling Maw (PFARG 169), Bomb [10] (PFAPG 26)
==STATISTICS==
Str 20, Dex 14, Con 14, Int 14, Wis 14, Cha 5
BAB +4, CMB +9, CMD +21
Feats Alertness (PFCR 117), Arcane Strike (PFCR 118), Armor Proficiency (LIGHT) (PFCR 118), Brew Potion (PFCR 119), Extra Bombs (PFAPG 159-160), Improved Familiar (PFCR 127), Power Attack (PFCR 131), Throw Anything (PFCR 135)
Skills Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6
SU Alchemy (PFAPG 26), Extracts (PFAPG 26), Discovery (PFAPG26), Mutagen (PFAPG 26)
MC Beastform Mutagen (PFUC 24), Improved Beastmorph Mutagen (PFUC 25)
Traits Accelerated Drinker (Combat) (PFCo: CEoD 18 - 19), Bruising Intellect (Social) (PFUCgn 59)
Languages Abyssal, Celestial, Common, Draconic, Goblin, Infernal
==Magic==
Eq'd Magic Belt of Giant Strength +2, Cloak of Resistance +1
Ioun Stones Scarlet and Blue Sphere, Cracked (Craft)
Misc Hybridization Funnel, Wayfinder
Gear Alchemist lab, Masterwork Thief Tools, Masterwork Perception (googles), Masterwork Intimidate tool, Springloaded wrist sheath 2x, 10 iron vials in 2 bandoliers, Tangleburn 6x, Rusting powder 3x, Tangelfootbag 3x, Thunderstone 3x, Smokestick 3x, Flash Powder 3x, Noxious aromatic 3x, Acid 3x, Ghast retch flask 3x, Marker die 3x, Alchemist fire 3x, Potion of Haste, Potion of Fly, Potion of Heroism, Wayfinder casts Detect Magic instead of light, Formulae book, Backpack, Standard pathfinder kit with rope, grappling hook etc., Dagger, Medlance, Amulet of mighty fists (acid), Quiver with 20 ci 20 blunt and 20 regular arrows, Wand of CLW.
Feats & traits:
-- TIEFLING RACIAL TRAITS --
• Str: +2, Wis: +2, Cha: -2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION 60 FT: Tieflings can see in the dark up to 60 ft.
• TIEFLING RESISTANCES: Resistance to cold 5, electricity 5, and fire 5.
• PREHENSILE TAIL: Tieflings have long, flexible tails that can be used to
carry items. While they cannot wield weapons with their tails, they can use them to
retrieve small, stowed objects carried on their persons as a swift action.
• TIEFLING MAW: Some Tieflings take on the more bestial aspects of their
fiendish ancestors. These Tieflings exhibit powerful toothy maws. The Tiefling have a
bite attack, [Bite, Razor], that deals 1d6 points of damage. These attacks are primary
natural attacks.
• FIENDISH SPRINTER: Some Tieflings have feet that are more bestial than
human. Whether their feet resemble those of a clawed predator or are the cloven hooves
common to many of their kind, Tieflings with this trait gain a 10 ft racial bonus to
their speed when using the charge, run, or withdraw actions.
• FIENDISH HERITAGE: Your fiendish bloodline proves particularly strong, being
tied to a specific race of fiends. You've choosen Hungerseed tiefling heritage
modifiers.
• HUNGERSEED: The spawn of oni know the ways of their ancestral fiends and master
the arts of trickery and cruelty. A tiefling can use alter self once per day (caster
level equal to class levels). Tieflings have a +2 racial bonus on Disguise and
Intimidate checks.
• Automatic Languages: Common, Abyssal or Infernal
• Bonus Languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin,
Halfling, Infernal, Orc
-- ARCHETYPES --
• You have selected the following Archetypes:
- Beastmorph (Alchemist)
-- CLASS ABILITIES --
• FAVORED CLASS (Alchemist) : You've gain the following bonuses: +3 to bomb dmg.
• ALCHEMIST WEAPONS AND ARMOR: Alchemists are proficient with all simple
weapons and bombs. They are also proficient with light armor, but not with shields.
(PFAPG 26).
• ALCHEMY: An alchemist can create three special types of magical items—extracts,
bombs, and mutagens. When using Craft (alchemy) to create an alchemical item, gain a
+6 competence bonus on the Craft (alchemy) check. In addition, an alchemist can use
Craft (alchemy) to identify potions as if using detect magic. He must hold the potion
for 1 round to make such a check. (PFAPG 26).
• EXTRACTS: An Alchemist prepares his spells by mixing ingredients into a number of
extracts, and then “casts” his spells by drinking the extract. Extract DC 10 +
extract level +2. (PFAPG 26).
• BEASTFORM MUTAGEN: A beastmorph's mutagen causes him to take on
animalistic features—whether those of an animal, a magical beast, an animal-like
humanoid (such as a lizardfolk), or a monstrous humanoid. The beastmorph also gains
his choice of one of the abilities listed in the alter self spell, which persists as
long as the mutagen. He may select a different ability each time he creates a mutagen.
(PFUC 24).
• BOMB: You mix and infusing items with magic to create bombs that they can hurl. You
can use 10 bombs/day. Throw bomb (20 ft) as thrown splash weapon; direct hit deals
3d6+5 Fire damage (crit multiplies first 1d6 only); adjacent creatures take 8 of
splash damage. (DC 15) (PFAPG 26).
• BREW POTION: Alchemists receive Brew Potion as a bonus feat. (PFAPG 26).
• DISCOVERY: An alchemist makes an incredible alchemical discovery. (DC 15).
Discoveries marked with an asterisk (*) do not stack. Only one such discovery can be
applied to an individual bomb. You have chosen the following:
- Feral Mutagen: Whenever you imbibe a mutagen, he gains two claw attacks and a
bite attack. These are primary attacks and are made using the alchemist's full base
attack bonus. The claw attacks deal 1d6 points of damage and the bite attack deals 1d8
points of damage. While the mutagen is in effect, the alchemist gains a +2 competence
bonus on Intimidate skill checks. (PFAPG 30).
- Tumor Familiar (Ex): The alchemist creates a Diminutive or Tiny tumor on his
body. As a standard action, the alchemist can have the tumor detach itself from his
body as a separate creature vaguely resembling a kind of animal suitable for a
familiar (bat, cat, and so on) and move about as if it were an independent creature.
When attached to the alchemist, the tumor has fast healing 5. (PFUM 17).
- Infusion: The extract created now persists even after the alchemist sets it
down. As long as the extract exists, it continues to occupy one of the alchemist's
daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its
effects. (PFAPG 31). (PFAPG26).
• IMPROVED BEASTMORPH MUTAGEN: A beastmorph's mutagen grants him
additional abilities and options. The alchemist gains his choice of two of the
abilities listed in the beast shape I spell, which persist as long as the mutagen. He
may select two different abilities each time he creates a mutagen. (PFUC 25).
• MUTAGEN: An alchemist discovers how to create a mutagen that he can imbibe in order
to heighten his physical prowess at the cost of his personality. It takes 1 hour to
brew a dose of mutagen. It's a standard action to drink a mutagen, granting him a +2
natural armor bonus and a +4 to one physical score and –2 penalty to one of his mental
ability scores. Effects lasts for 60 minutes. (PFAPG 26).
• POISON RESISTANCE: An alchemist gains a +4 bonus on all saving throws
against poison. (PFAPG 31).
• POISON USE: You are trained in the use of poison and cannot accidentally
posion yourself when applying poison. (PFAPG 31).
• THROW ANYTHING: Gains the Throw Anything feat. Adds his Intelligence modifier
to damage done with Throw Splash Weapon. This bonus damage is already included in the
bomb class feature. (PFAPG 26).
-- GENERAL FEATS --
• ALERTNESS: You get +2 to Perception checks and +2 to Sense Motive checks.
(PFCR 117)
• EXTRA BOMBS: You can throw 2 additional bombs per day. (PFAPG 159-160)
• IMPROVED FAMILIAR: You can summon a familiar as in PFCR 127. (PFCR 127)
-- COMBAT FEATS --
• ARCANE STRIKE: As a swift action, add +2 to your weapon damage and treat the
weapon as magic for the purpose of overcoming damage reduction. (PFCR 118)
• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• POWER ATTACK: Take -2 to melee attack rolls for +4 in melee damage bonus (+6
for 2HD or with natural weapons that do 1-1/2 Str mod, +2 for off-hand or secondary
natural weapons). Lasts until your next turn. (PFCR 131)
• THROW ANYTHING: You do not suffer any penalties for using an improvised
ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. (PFCR 135)
-- ITEM CREATION FEATS --
• BREW POTION: Brew a potion as per the rules in PFCR 551. (PFCR 119)
-- TRAITS --
• ACCELERATED DRINKER (Combat): You know how to drink a potion efficiently,
such as by not using your hands, tossing it in the air and catching it in your mouth,
or opening it with your teeth. You may drink a potion as a move action instead of a
standard as long as you start your turn with the potion in your hand. (PFCo: CEoD 18 -
19)
• BRUISING INTELLECT (Social): Your sharp intellect and rapier-like wit
bruise egos. Intimidate is always a class skill for you, and you may use your
Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
(PFUCgn 59)
-- WEAPONS --
• CORROSIVE RAZOR BITE: A corrosive weapon becomes slick with acid that deals
an extra 1d6 points of acid damage on a successful hit. The acid does not harm the
wielder. [Weapon 1 (PFCR); Corrosive (PFUEq 138)]
• MASTERWORK DARKWOOD ADAPTIVE COMPOSITE LONGBOW: You need at least two
hands to use a bow, regardless of its size. You can use a composite longbow while
mounted. If your Strength bonus is less than the strength rating of the composite bow,
you can't effectively use it, so you take a –2 penalty on attacks with it., An
adaptive bow responds to the strength of its wielder, acting as a bow with a strength
rating equal to its wielder's Strength bonus. [Weapon 3 (PFCR); Adaptive (PFUEq
134)]
-- MAGIC ITEMS --
• BELT OF GIANT STRENGTH +2: This belt is a thick leather affair,
often decorated with huge metal buckles. The belt grants the wearer an enhancement
bonus to Strength. [CL: 8th] [Belt/Waist (PFCR)]
• CLOAK OF RESISTANCE +1: These garments offer magic protection in the form
of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th]
[Shoulder (PFCR)]
• HYBRIDIZATION FUNNEL: This two-spouted funnel is used to safely mix two
alchemical splash weapons into a single flask. Using the vial requires 10 minutes and
a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the
check means both splash weapon are destroyed. Success means the two materials are
safely mixed into one vial that is the same volume as a normal splash weapon vial;
when thrown as a splash weapon, the mixture has the effects of both component
substances and creatures are affected as if hit by both. The mixture becomes inert
after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to
mix an alchemical splash weapon with either holy water or unholy water, but the Craft
(alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The
funnel does not work on potions, elixirs, extracts, or other materials. Mixing a
substance with a similar or identical substance (such as alchemist's fire with
alchemist's fire) has no effect. A mixture cannot be combined with another mixture.
[CL: 3rd] [Pack (PFUEq 304)]
• WAYFINDER: A small magical device patterned on the design of ancient
Azlanti relics, a wayfinder is a compact compass typically made from silver and
bearing gold accents. While it serves as a badge of office for agents of the
Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a
command word, you can cause a wayfinder to shine (as the light spell). A wayfinder
also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on
Survival checks to avoid becoming lost. All wayfinders feature a small indentation
designed to hold a single ioun stone. An ioun stone slotted in this manner grants you
its normal benefits as if it were orbiting your head. [CL: 5th] [Pack (PFAP: ShSt(PG)
11)]
-- IOUN STONES --
• SCARLET AND BLUE SPHERE, CRACKED (CRAFT): This stone grants a
+1 competence bonus on selected Intelligence-based skill. [Ioun Stones (PFCR)]
AC 24, touch 17, flat-footed 21 (+3 Dex, +4 size, +3 nat, +4 armor)
hp 22
Fort +5, Ref +8, Will +2
DR 2/cold iron
OFFENSE
Speed 15 ft., fly 60 ft. (perfect)
Melee shortsword +4 (1d2-4/19-20)
Ranged shortbow +11 (1d2-4)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 5th; concentration +5)
Constant—detect evil, detect good
At will—dancing lights, daze (DC 10)
1/day—color spray (DC 11)
STATISTICS
Str 3, Dex 17, Con 10, Int 8, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 5
Feats Alertness
Skills Bluff +9, Diplomacy +9, Disable device +9, Escape Artist +16, Fly +21, Knowledge Local +8 Perception +13, Sense Motive +9, Sleight of hand +7, Stealth +24
Languages Common, Sylvan
SQ luminous
SPECIAL ABILITIES
Luminous (Su)
A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
Tarquin is a goodharted Tiefling from Qadira though his appearance might suggest otherwise. However, whenever he drinks his mutagen you can see a clear change overcome him. Both physical and in his personality.
Known extracts:
Lvl 1
Cure light wounds
Crafters Fortune
Disguise Self
Endure Elements
Exp retreat
Shield
Targeted Bomb Admixture
Touch of the sea
True Strike
Lvl2
Ablative Barrier
Alchemical Allocation
Barkskin
Bull Strength
Invisibility
Resist Energy
Spider Climb
Iron Skin
False Life
Alter Self
Prepared:
5 lvl 1
Shield (in medlance)
Exp Retreat
Targeted Bomb admixture
2x open slot
4 lvl 2
Alchemical Allocation
Barkskin
open slot
open slot