mabin's page

No posts. Organized Play character for wuhan.


Full Name

Mabin

Race

Tiefling

Classes/Levels

alchemist2

Age

3xp

Special Abilities

extract, bomb, mutagen

Languages

Goblin, Halfling, Infernal, and Orc.

Strength 14
Dexterity 18
Constitution 13
Intelligence 18
Wisdom 7
Charisma 5

About mabin

3xp

Archtype: Grenadier

Ranged(close)Striker: /Controller

scenario 17: perils of the pirate pact, 2pa, 468gp +20gp day job = 488gp
scenario 307: Echoes of the Overwatch GM, 502 =502
scenario 3-13: defenders of nestling swallow, 2pa, +524gp +10gp day job 534gp

(= 0gp) current cash

init:+4
hp: 17(8+5+2+2)
ac:18 (4dex4armor)
F/R/W
4/7/-2
CMD:17
CMB:+3
+7 touch, Bomb 1d6+5, 5dmg splash DC 15, 6/day (+1bab+4dex+1throw anything+1pbshot)

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.

Feats:
pb shot
throw anything
Traits:
Suicidal (Tiefling) Benefit Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square
Accelerated drinker: Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

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.

Throw anything *feat* Benefit: 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.

Martial Weapon Proficiency

At 1st level, a grenadier picks one martial weapon to become proficient in the use of. (Trident) 15 gp 1d6 1d8 ×2 10 ft. 4 lbs. P brace

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.
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.
Precise Bombs (Ex)
Benefit: 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.

@level 2 Discovery: Explosive bomb
Benefit: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

2knowledge(nature)9
2alchemy9
2perception3
2disable device11
2use magic device2
2spellcraft9
2slieght of hand7 (9-2)
2knowledge (arcana)9

0bluff-1 (2-3)
0stealth4 (6-2)

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.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 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. This racial trait replaces fiendish sorcery.

Extracts: 3/day

cure light
ant haul
shield
reduce person
expeditous retreat
longshot

chain shirt +4 ac
MW Trident +4, 1d8+2
dagger +3, 1d4+2

Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure,
but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Enc. 14 58 lbs. or less 59–116 lbs. 117–175 lbs.
Equipment:

chain shirt 100gp
Dagger 2gp, .5lb
Cold Iron Trident 30gp, 4lb
Chain Shirt, 100gp 25lb
Holy Symbol Silver, (Cayden Cailean) 25gp
MW Thieves tools 100gp, 2lb
Alchemist kit, 25gp, 5lb
2x Liquid Ice, 80gp, 4lb
1x Sneezing Powder 120gp, 4lb
2x Smoke Pellet, 50gp
Smelling salts 25gp
6x Holy Water 150gp, 6lb
6x Alchemist Fire120gp, 6lb
2x Antitoxin 100gp, 0lb
1x smoke stick 20gp, .5lb

potion of jump
potion of mage armor
potion of remove fear
potion of shield of faith +2ac
potion of hide from undead

wand of cure light wounds 2pa
potion of fly 2pa

53.5lb