Damiel

Voodoo Damiel's page

57 posts. Alias of VoodooMonkey.


Full Name

Voodoo Damiel

Race

|AC 15 touch 13, flat-footed 12 | hp 43/43 | Fort +6, Ref +9, Will +2 (+2 vs. charm, compulsion, and fear; +2 vs. enchantments, +2 vs. poison Immune sleep | Init +7 | Senses low-light vision; Perception +9, Sm +5

Classes/Levels

|Mythic Surge:8/9 | Bomb 10/10 +8/(2d6+4) Active Conditions: Shield (+4 shield bonus to AC):

Gender

| N | Male elf alchemist 4 |

About Voodoo Damiel

DAMIEL
Male elf alchemist 4 (Pathfinder RPG Advanced Player’s Guide 26)
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 31 (4d8+8)
Fort +6, Ref +8, Will +2 (+2 vs. charm, compulsion, and fear effects
created by humanoids other than elves); +2 vs. enchantments,
+2 vs. poison
Immune sleep
OFFENSE
Speed 30 ft.
Melee dagger +3 (1d4/19–20)
Ranged bomb +8 (2d6+4 fire)
Special Attacks bomb 10/day (2d6+4 fire, DC 16)
Alchemist Extracts Prepared (CL 4th; concentration +8)
2nd—barkskin, invisibility
1st—expeditious retreat, reduce person (DC 15), shield (2)
STATISTICS
Str 10, Dex 16(18), Con 13, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats: Extra BombsAPG,*, Point-Blank Shot, Precise Shot, Throw Anything
Traits InsularISR,*, WaryPOTR,* (Daggermark)
Skills Appraise +8, Craft (alchemy) +11 (+15 to create alchemical items),
Disable Device +12, Fly +7, Heal +4, Knowledge (arcana, nature) +11,
Perception +9 (+10 on opposed checks), Sense Motive +5 (+6 on
opposed checks), Spellcraft +9 (+11 to identify magic item properties),
Survival +4, Use Magic Device +7; Racial Modifiers +2 Perception, +2
Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome, Goblin, Orc
SQ alchemy (alchemy crafting +4)
Discoveries (infusion, precise bombs
[4 squares]), elven magic, mutagen (+4/–2, +2 natural armor, 40
minutes), poison use, swift alchemy
Combat Gear boro bead UE (1st level), elixir of hiding, elixir of tumbling,
elixir of vision, oil of daylight, potion of cure light wounds, potion
of fly, potion of neutralize poison, wand of cure light wounds (12
charges), wand of see invisibility (3 charges), acid, alchemist’s fire
(2), antiplagueAPG (2), antitoxin (2), giant wasp poison, large scorpion
venom (3), smelling saltsAPG, smokesticks (2), soothe syrupAPG, twitch
tonicUE, wismuth salixUE
Other Gear leather armor, daggers (2) , cloak
of resistance +1, alchemist’s lab, alchemy crafting kitAPG, bandoliers (2),formula book (contains all prepared extracts plus ant haulAPG,
comprehend languages, crafter’s fortuneAPG, cure light wounds, reduce
person, and identify), ink, inkpen, mwk thieves’ tools, sunrod, 5 gp

SPECIAL ABILITIES:

Bombs Damiel can mix 10 bombs each day. Bombs are unstable and go inert if he does not throw them within one round. Damiel’s bombs
deal 2d6+4 points of fire damage to their target and 4 points of
fire damage to creatures in all adjacent squares (Reflex DC 16 half).
Damiel can exclude up to 4 adjacent squares from this damage.
[bAlchemical Items[/b] Damiel has the following alchemical items.
Acid Damiel’s acid deals 1d6+4 points of acid damage on a hit and 5
points of acid damage to all adjacent creatures.
Alchemist’s Fire Damiel’s alchemist’s fire deals 1d6+4 points of
fire damage on a hit and 5 points of fire damage to adjacent
creatures. The next round, the target of a direct hit takes another
1d6 points of damage.
Antiplague Damiel’s antiplague grants the drinker a +5 alchemical
bonus against diseases for 1 hour or the ability to take the better of
two rolls on the ongoing saving throw against disease for the day.
Antitoxin Damiel’s antitoxin grants the drinker a +5 alchemical
bonus against poison for 1 hour.
Giant Wasp Poison This injury poison deals 1d2 points of Dexterity
damage to its target per round for 6 rounds (Fort DC 18 negates).
Large Scorpion Venom This injury poison deals 1d2 points of Strength
damage to its target per round for 6 rounds (Fort DC 17 negates).
Smelling Salts Damiel’s smelling salts grant a new saving throw against
any effect that makes the smeller unconscious or staggered. They
can wake a dying creature, which still must attempt stabilization
checks each round and which takes 1 damage, falling unconscious
if it takes a standard or other strenuous action.
Smokestick Damiel’s smokestick fills a 10-foot cube with smoke,
granting everything inside concealment (total concealment to
creatures and objects behind more than 5 feet of smoke).
Soothe Syrup Damiel’s soothe syrup grants the drinker a +5
alchemical bonus against nausea and sickening effects for 1 hour.
Twitch Tonic Damiel’s twitch tonic grants the drinker a +2 alchemical
bonus against sleep, paralysis, and staggering effects for 1 hour.
Once per day, drinking it can also grant a new saving throw
against any such effect that existed before drinking.
Wismuth Salix Damiel’s wismuth salix grants the drinker a +2
alchemical bonus on Fortitude saving throws against effects
that inflict the nauseated or sickened conditions. Once per day,
drinking it can also grant a new save with a +2 bonus against any
such effect that existed before drinking.
Alchemy Damiel can identify potions with a Craft (alchemy) check
by examining them for 1 round. He can brew extracts each day
from his formula book (like preparing spells). Anyone can drink an
extract to gain its benefit. Damiel can activate wands of spells on
the alchemist list.
Elven Magic Damiel gains a +2 racial bonus on caster level checks to
overcome spell resistance.
Infusion This discovery lets anyone (not just Damiel) benefit from
his extracts.
Mutagen Damiel can spend an hour to brew a special mutagen. He
can carry it as long as he wants, but after drinking it, the mutagen’s
effects last for 40 minutes. If anyone but Damiel (or another
alchemist or investigator) drinks the mutagen, the drinker gains no
benefit and is nauseated for 1 hour (Fort 16 negates). Damiel always
starts play with a Dexterity mutagen to make himself into a more
capable ranged combatant. This mutagen grants +4 Dexterity, +2
natural armor, and –2 Wisdom. He can also brew a mutagen that
grants +4 Strength, +2 natural armor, and –2 Intelligence or a mutagen
that grants +4 Constitution, +2 natural armor, and –2 Charisma.
Point-Blank Shot Damiel receives a +1 bonus on attack and damage
rolls with ranged attacks when he is within 30 feet of his target.
Poison Use Damiel doesn’t risk poisoning himself when applying
poison to his weapon.
Precise Bombs The effects of this discovery are included in bombs.
Precise Shot Damiel does not take a penalty for firing into melee.
Swift Alchemy Damiel can craft alchemical items twice as fast as
normal. He can also apply poison as a move action.
Throw Anything Damiel gains a +1 circumstance bonus on attack rollsand a +4 bonus on damage rolls with thrown splash weapons. This
bonus damage also applies to splash damage. He does not take any
penalties when using improvised ranged weapons.

Mythic:

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Deeds:
Absorb Blow:(Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.