Voros's page

612 posts. Organized Play character for Zinou.

Full Name

Tiller Voros Closhfleur


HP: 100/82 | DR/- 50/50 | AC: 28 | T: 18 | FF: 22 | CMD: 27 | Fort: +14 | Ref: +19 | Will: +13 [+2 vs EX or SU undead abilities] | Init: +6 | Perc: +22 | SM: +10 | 30ft |


Tracked resources:
Bombs: 22/22 ; Extracts: 1st - 7/7 ; 2nd - 5/7 ; 3rd - 6/6 ; 4th - 5/5 ; Wizard spells: 1st - 3/3 ; Spontaneous Healing 5: 6/6 ; Dex mutagen: 1/1


Tiefling Spy 13 | Immune to Cold, Sleep, Non-lethal damage and Paralysis | Resilient to negative energy | Res. Fire 5 | |










Common, Abyssal, Infernal, Halfling, Gnome, Elven, Tien, Draconic, Dwarven, Ancient Osiriani, Sphynx, Azlanti, Thassilonian, Aklo, Undercommon, Giant, Cyclops, Aboleth, Necril.

Strength 10
Dexterity 22
Constitution 12
Intelligence 26
Wisdom 12
Charisma 7

About Voros



[dice=Ranged Touch Attack]1d20+15[/dice]
for [dice=Bomb ()]7d6+14[/dice]

[dice=+2 Conductive Longbow]1d20+19[/dice]
for [dice=Arrow]1d8+3[/dice]

[dice=Explosive missile (Bomb infused on ammo)]1d20+19[/dice]
for [dice=Arrow and Bomb]1d8+3+7d6+14[/dice]


[dice=+2 Conductive Longbow, Rapid, PBS |1]1d20+17[/dice]
[dice=+2 Conductive Longbow, Rapid, PBS |2]1d20+17[/dice]
[dice=+2 Conductive Longbow, Rapid, PBS |3]1d20+12[/dice]

for [dice=Arrow 1]1d8+3[/dice]
for [dice=Arrow 2]1d8+3[/dice]
for [dice=Arrow 3]1d8+3[/dice]


[dice=Fast Sticky Bomb |1]1d20+14[/dice]
[dice=Fast Sticky Bomb |2]1d20+14[/dice]
[dice=Fast Sticky Bomb |3]1d20+9[/dice]

for [dice=Bomb () 1]7d6+14[/dice]
for [dice=Bomb () 2]7d6+14[/dice]
for [dice=Bomb () 3]7d6+14[/dice]

[ ooc]If one bomb misses, Ref DC 24 to halve 21 fire/acid/good damage per bomb. On a direct hit, the creature takes 21 damage on Voros' next turn.[/ooc]


Dungeon: Heroism+mutagen+heightened awareness+freedom of movement+echolocation



Ablative barrier : 12 hours
False Life: 12 hours


Tiller Voros Closhfleur lvl 13.0
Male Tiefling (Chelaxian, Daemon-Spawn) Alchemist (Grenadier) 12 | Wizard (Arcane Bomber) 1
CG Medium outsider (native)
Init +6 ; Senses Darkvision 60ft ; Perception +22


Voros is rather small and if most of his flesh is hidden by an ample and dirty cloak, you can see his face, which is ugly and has a grey-red color. You also notice that his teeth are very sharp.
You can see a long tail that unfolds itself from time to time from under the cloak. The only weapon he seems to carry is a longbow.



Born a Tiefling in a noble chelaxian family, they rejected Voros immediately. When his father saw the hideous aspect of his offspring, he chose to throw him in a dumpster a few moments after birth. Happily for him, a halfling member of the Bellflower network heard what was going on and rescued the baby.
Voros grew up in a halfling family and used his intelligence and dexterity to learn how to craft powerful bombs for the Bellflower network.


Defense and Offense
AC 28, touch 18, flat-footed 22 (+9 Armor, +6 Dexterity, +2 Deflection, +1 Natural)
HP 82
Fort +14, Ref +19, Will +13
Energy Resistance fire 5
Misc Immune to Cold, Sleep, Non-lethal damage and Paralysis. 50% fortification.
+2 sacred bonus vs extraordinary and supernatural abilities of undead.
Damage from negative energy reduced by one die per damage die. [both abilities were gained after successfully completing a "fighting off corruption (Ghoul)" boon]


Speed 30 ft.
Melee Maw +9/+4 (1d6/x2)
Ranged Bomb +16/+11 (7d6+14/21 splash DC 24/x2), Ammo 22, 20ft.
+2 Conductive Longbow +19/+14 (1d8+3/x3), Ammo 20, 100ft.


Spells: Alchemist and Wizard
Alchemist (Grenadier) Extracts (CL 12th)
1st (7/day) – Anticipate peril ; Bomber's eye ; Comprehend languages (O) ; Crafter's fortune ; Cure light wounds ; Detect secret door ; Detect Undead ; Disguise self ; Endure elements ; Enlarge person ; Expeditious retreat (O) ; Heightened Awareness (O) ; Identify ; Jump ; Longarm ; Monkey Fish ; Reduce person ; Shield ; Shock Shield ; Stone Fist ; Targeted bomb admixture (OO) ; Touch of the sea (O) ; True strike (O) ; Youthful Appearance
2nd (7/day) – Ablative Barrier (-O) ; Alchemical allocation ; Barkskin ; Bear's Endurance ; Blur ; Bull's Strength ; Cat's grace ; Darkvision ; False life (-O) ; Fire breath ; Focused scrutiny ; Invisibility (O) ; Levitate ; Resist energy ; Restoration, lesser (O) ; See invisibility ; Spider Climb (O) ; Touch Injection ; Vomit swarm
3rd (6/day) – Channel Vigor (O) ; Arcane Sight ; Displacement (OO) ; Fly (O) ; Gaseous Form ; Haste ; Heroism (O) ; Monstrous Physique I ; Protection from Energy (O)
4th (5/day) – Echolocation (O) ; Freedom of Movement (OO) ; Invisibility, greater (OO)


Wizard (Arcane Bomber) Spells (CL 1st) 10% spell failure
1st (3/day) – Air Bubble ; Cultural Adaptation (O) ; Detect Magic ; Feather Fall (O) ; Gravity Bow ; Kreighton's Perusal ; Liberating Command ; Mount (O) ; Read Magic ; Unseen Servant ; Vocal Alteration ; | DC 19


Special Abilities


Mutagen (Alchemist): (+4 dex ; +2 AC natural armor), takes one hour to brew.
Alchemical Weapon (Su) (Grenadier): 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.
Explosive Missile (Discovery): As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.
Directed Blast (Su) (Grenadier): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.
Acid bomb (Discovery): When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Spellblast bombs (Arcane Bomber): As a swift action, an arcane bomber can sacrifice one of his spells to empower the next bomb he throws during his turn. When he does, he gains a bonus to hit with the next bomb he throws before the end of his turn equal to the level of the spell he sacrificed, and a bonus to damage equal to twice the level of the spell.
Holy Bombs: When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures. An alchemist must be at least 8th level before selecting this discovery.


Darkvision 60ft. ; scaled skin ; prehensile tail ; swift alchemy ; Alchemy
Precise bombs (Discovery): 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. If the bomb misses, this discovery has no effect.
Spontaneous Healing (Ex) (Discovery): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
Fast bombs (Discovery): An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An alchemist must be at least 8th level before selecting this discovery.
School of the Bomb (Arcane Bomber): Four opposition schools: Enchantment, Necromancy, Illusion and Evocation.
Staggering Blast (Su) (Grenadier): At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Ref lex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration. This ability replaces poison immunity.
Preserve Organs (Ex) (Discovery, taken twice): The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Mummification (Ex) (Discovery): The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. An alchemist must be at least 10th level and must have the preserve organs discovery before selecting this discovery.
Sticky bomb: The effects of the alchemist's bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. An alchemist must be at least 10th level before selecting this discovery.


Str 10, Dex 22, Con 12, Int 26, Wis 12, Cha 7
Base Atk +9 ; CMB +9 ; CMD 27


Feats Simple weapons proficiency + bomb and longbow (Grenadier) ; light armor proficiency ; Throw anything (Grenadier) ; Point blank shot (1st level) ; Extra bombs (Alchemist) ; Precise shot (3rd level) ; Weapon Focus (Longbow) (5th level) ; Rapid Shot (7th level) ; Extra Discovery (9th level, retrained "Clustered Shots") ; Extra Discovery (11th level) ; Extra Discovery (13th level) ;


Traits Indomitable Faith ; Adopted (Halfling) : Talented Organizer


Acrobatics +11 (5 ranks)
Appraise +16 (5 ranks)
Bluff -2
Climb +0
Craft (Alchemy) +31 (8 ranks)
Diplomacy -2
Disable Device +21 (8 ranks)
Disguise -2
Escape Artist +14 (5 ranks)
Fly +20 (10 ranks)
Heal +5 (1 rank)
Intimidate -2
Knowledge (Arcana and Nature) +20 (9 ranks each)
Knowledge (others) +12 (1 rank)
Linguistics +23 (12 ranks)
Perception +22 (13 ranks)
Ride +5
Sense Motive +10 (5 ranks)
Sleight of Hand +16 (5 ranks)
Spellcraft +22 (11 ranks)
Stealth +19 (13 ranks)
Survival +5 (1 rank)
Swim +0


Languages Common, Abyssal, Infernal, Halfling, Gnome, Elven, Tien, Draconic, Dwarven, Ancient Osiriani, Sphynx, Azlanti, Thassilonian, Aklo, Undercommon, Giant, Cyclops, Aboleth, Necril.


Wands Wand of Cure Light Wounds (23 charges)
Wand of Gravity bow (43 charges)
Alchemical Weapons Acid x5 (1d6)
Alchemist's Fire x5 (1d6)
Bottled Lightning x10 (1d8/1)
Holy water x10 (2d4)
Liquid Ice x10 (1d6)


Other Gear
+5 Mithral Chainshirt ; +2 Conductive Longbow ; +6 Headband of vast intelligence ; +4 Belt of incredible dexterity ; +5 Cloak of resistance ; Alchemist's kit ; Thieves' Tools (masterwork) ; Silk rope ; Bandoleer x2 (storage of the flasks) ; Necklace of Fireballs, Type I (5D6, 3D6, 3D6) ; Spring loaded wrist sheath (x2) ; Eyes of the Eagle ; +2 Ring of Protection ;



Pharasma's Blessing One use boon.You may reroll an attack targeting an undead or a single saving throw, taking the result of the second roll. (Module The Godsmouth Heresy)
You Really Be a Goblin (Module We Be Goblin Too !)
Gift of The Ghaele (The Nigt March of Kalkamedes)
Siege-Hardened (Special Siege of the Diamond City)
Defender of Nerosyan (Impressive Defense) (Special Siege of the Diamond City)
Concern for Liberty Whenever you would recieve more than one Will save to overcome an enchantment (compulsion) effect, you gain a +2 bonus on the extra Will save. Once per scenario as an immediate action, you can extend this benefit to an adjacent ally for 1 round. (Hellknight's Feast)
Driven by Glory One year bonus. +2 bonus on any skill check to further Taldor faction's missions. (Hellknight's Feast)
Impressive Influence (Hellknight's Feast)
Seeking the Sages (Osirion) (Destiny of The Sand, part II : Race to Seeker's Folly)
Mythic Legacy (Destiny of The Sand, part III : Sanctum of the Sages)
Fighting Off Corruption (Ghoul) +2 sacred bonus vs extraordinary and supernatural abilities of undead. Damage from negative energy is reduced by one die per damage die.


PFS information for the GM:

PFS #93583-1
XP: 36 (normal advancement)
Faction: Liberty's Edge
Fame: 56 / Prestige: 30
Voros' additional resources can be scanned on demand for GMs, please ask via PM.

Chronicles applied:
#1 - 0-05 Mist od Mwangi (1 xp, 2 fame)
#2 - Module The Godsmouth Heresy (3 xp, 2 fame)
#3 - 3-21 The Temple of Empyreal Enlightenment (1 xp, 2 fame)
#4 - Module We Be Goblins Too ! (1 xp, 2 fame, pregen)
#5 - 4-19 The Night March of Kalkamedes (1 xp, 2 fame)
#6 - 2-21 The Dalsine Affair (1 xp, 2 fame)
#7 - 4-02 In Wrath's Shadow (1 xp, 2 fame)
#8 - 5-12 Destiny of The Sand, part I : A Bitter Bargain (1 xp, 2 fame)
#9 - 5-11 Library of the Lion (1 xp, 2 fame)
#10 - Special Siege of the Diamond City (1 xp, 2 fame)
#11 - 5-03 Hellknight's Feast (1 xp, 1 fame)
#12 - 5-15 Destiny of The Sand, part II : Race to Seeker's Folly (1 xp, 2 fame)
#13 - 5-16 Destiny of The Sand, part III : Sanctum of the Sages (1 xp, 2 fame)
#14 - Module Carion Hill (3 xp, 4 fame)
#15 - 3-20 The Rats of Round Mountain, part 1: The Sundered Path (1 xp, 2 fame)
#16 - 3-22 The Rats of Round Mountain, part 2: Pagoda of the Rat (1 xp, 2 fame)
#17 - 6-13 Of Kirin an Kraken (1 xp, 0 fame)
#18 - 7-00 The Sky Key Solution (1 xp, 2 fame)
#19 - 6-17 Fires of Karamoss (1 xp, 2 fame)
#20 - 5-10 Where Mammoth Dare not Tread (1 xp, 2 fame)
#21 - 1-40 Hall of the Drunken Hero (1 xp, 0 fame)
#22 - 7-04 The Ironbound Schism (1 xp, 2 fame)
#23 - 1-38 No Plunder, No Pay (1 xp, 2 fame)
#24 - 2-0S Year of The Shadow Lodge (1 xp, 2 fame)
#25 - 7-28 Ageless Ambitions (1 xp, 2 fame)
#26 - Boon Fighting Off Corruption (Ghoul) [completed on chronicle number 30]
#27 - 7-23 Abducted in Aether (1 xp, 1 fame)
#28 - 8-04 Wardens of Sulfur Gulch (1 xp, 2 fame)
#29 - 8-17 Refugees of the Weary Sky (1 xp, 2 fame)
#30 - 9-07 Salvation of the Sages (1 xp, 2 fame)