Mutasafen

Zeromus Linquinette's page

35 posts. Alias of Vesuviasluvsu.


Full Name

Zeromus Lequinette

Race

Tiefling

Classes/Levels

Alchemist 10 [Hp:73] [AC: 22, T:17, F:15] [Fort:+9. Ref+14, Will+6] [Intiative+7] [CMD:26]

Gender

Agender

Size

Medium

Age

110

Alignment

Neutral

Strength 14
Dexterity 24
Constitution 16
Intelligence 26
Wisdom 13
Charisma 11

About Zeromus Linquinette

Zeromus

Alchemist 10

Neutral Teifling

Tracked Resources:

Bombs:18/day

Initiative: +7
Senses:Dark Vision, Perception +15

DEFENSE
AC22 Touch 17, Flat-Footed 15(+5 Armor, +7 Dex)
hp73 (1d8 + 2 CON )
Fort:+9 Ref:+14 Will:+6
CMD:26

OFFENSE
Speed: 30 ft.
Special:
Bomb +14/+9 (5D6+8/20)

STATISTICS
Str14 Dex24 Con16 Int26 Wis14 Cha11
Base Atk+7/+2 CMB+9 CMD16
FeatsPoint blank shot, precise shot, extra discovery, extra discovery, extradiscovery
Skills:
** Skills not listed are untrained **
** Armor Check Penelty -6 **
Appraise +9, Craft Alchemy +31, Disable Device 19, Fly +6, Heal +2, Knowledge (arcana) +21, Knowledge (nature) +21, Perception +15, Profession (Wis), spellcraft +20, Survival +2, Use Magic Device +13,Linguitics..+21..,Knowledge..(local)...+19..Knowledge..(engineering)... +19..Stealth..+18..,knowledge..(geaograpghy)..+19..Knowledge(dungenoering). .+19..Knowledge(history)...+19

Languages: Common, Abssyal, infernal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Aklo, Aquan, Auran, Ignan, Terran, Celestial

SPECIAL ABILITIES

Tiefling Traits:
+2 Int, +2 Dex, -2 Cha:
Dark Vision
Skilled +2 stealth, +2 Bluff
Spell-Like-Ability Once per day Darkness, Pc level is caster level for it
Fiendish Resistence Cold resistence 5, Fire resistence 5, Elcetric resistence 5
Prehensile Tail Many tieflings have tails, but some 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.

Traits:
http://www.d20pfsrd.com/traits/combat-traits/strong-arm-supple-wristStrong arm, Supple wrist
Indomitable Faith

Alchemist Abilities:
Bomb Bomb/ Splashweapon/ 5D6 +int mod(8)/ DC 23
Brew potion an Alchemist gets brew potion as a bonus feat, and can brew any potion he can make an extract of.
Mutagen +2 to either str, dex, or con, but -2 Int (chose str), or -2 Wis (chose Dex), or -2 Cha(chose con)
Throw anything 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.
Discovery At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Poison resistence At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Swift Alchemy At 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.
Swift Poisoning At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
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