CRIMSON "PYRO" DEATHCLOUD | LEVEL 7 |
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Male tiefling alchemist (grenadier) 7
CN Medium outsider (native)
Init +8+4 Dex, +4 Improved Initiative; Senses darkvision 60 ft.; Perception +11
DEFENSE |
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AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 72 (7d8+217d8 alchemist, +14 Con, +7 Favored Class, +0 Toughness feat)
Fort +8+5 base, +2 Con, +1 cloak of resistance, Ref +10+5 base, +4 Dex, +1 cloak of resistance, Will +4+2 base, +1 Wis, +1 cloak of resistance
Resist cold 5, electricity 5, fire 5
Flaws vengeful (Will DC 147 plus character level)
OFFENSE |
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Speed 30 ft.30 ft. base, -0 ft. armor (6 squares)
Melee
+1 battleaxe +7BAB plus +1 Str plus +1 enhancement (1d8+2+1 Str plus +1 enhancement/x3)
Ranged
+1 composite longbow +10BAB plus +4 Dex plus +1 enhancement (1d8+2+1 Str plus +1 enhancement/x3; increments 105 = thrown/early firearm | 10 = projectile; range 110110 ft. ft.)
thrown bomb +12BAB plus +4 Dex plus +1 enhancement gorget of the grenadier plus +1 circumstance thrown splash weapon plus +1 trait bomb attack rolls (4d6+4+0 enhancement fire; increments 55 = thrown/early firearm | 10 = projectile; range 2020 ft. ft.)
Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, +1 circumstance bonus on thrown splash weapon attack rolls, +1 trait bonus on thrown splash weapon and alchemist bomb attack rolls, bomb 14alchemist level 7 plus another half alchemist level 3 plus +4 Int/day (4d6+4+4 Int fire, DC 1710 + 1/2 alchemist level +4 Int modifier), bomb master (20 ft. cone, 40 ft. line)
Alchemist Extracts Prepared (CL 7th)
3rdthorn body (3)
2ndcure moderate wounds (2), invisibility, lesser restoration
1stcomprehend languages, expeditious retreat, identify, shield, true strike
Spell-Like Abilities (CL 7th; concentration +67 character levels plus -1 Cha)
1/daydarkness
STATISTICS |
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Str 1212 base, +0 race, +0 level, Dex 1915 base, +2 race, +0 level, +2 belt of incredible dexterity, Con 1413 base, +0 race, +1 level, Int 1816 base, +2 race, +0 level, Wis 1212 base, +0 race, +0 level, Cha 810 base, -2 race, +0 level
Base Atk +5; CMB +6+5 BAB, +0 size, +1 Str; CMD 1910 +5 BAB, +0 size, +1 Str, +4 Dex, +0 deflection, +0 dodge, -1 armor check penalty
Traits Alchemist Adept, Firebug
Feats Armor Proficiency (all), Extra Discovery, Extra Extract, Improved InitiativeB, Martial Weapon Proficiency (all), Point-Blank Shot, Precise Shot, Simple Weapon Proficiency (all), Throw AnythingB
Skills +107 ranks, +4 Dex, -1 armor, Appraise +92 ranks, +4 Int, +3 class skill, Bluff +32 ranks, -1 Cha, +2 racial, Climb +22 ranks, +1 Str, -1 armor, Craft (alchemy) +167 ranks, +4 Int, +3 class skill, +2 alchemist lab (+21+2 alchemical adept, +3 half alchemist level craft alchemical item), Diplomacy -10 ranks, -1 Cha, Disguise -10 ranks, -1 Cha, Escape Artist +107 ranks, +4 Dex, -1 armor, Fly +30 ranks, +4 Dex, -1 armor, Heal +117 ranks, +1 Wis, +3 class skill, Intimidate -10 ranks, -1 Cha, Knowledge (engineering) +84 ranks, +4 Int, Knowledge (religion: Realmspace) +73 ranks, +4 Int, Knowledge (space) +73 ranks, +4 Int, Linguistics +84 ranks, +4 Int, Perception +117 ranks, +1 Wis, +3 class skill, Ride +52 ranks, +4 Dex, -1 armor, Sense Motive +54 ranks, +1 Wis, Stealth +127 ranks, +4 Dex, +2 racial, -1 armor, Survival +10 ranks, +1 Wis, Swim +22 ranks, +1 Str, -1 armor; Racial Modifiers +2 Bluff, +2 Stealth
AcrobaticsLanguages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Sylvan, Undercommon
SQ alchemical weapon (swift action), alchemy (alchemy crafting +3+3 half alchemist level, identify potions), discoveries (dispelling bomb, explosive bomb, precise bombs [4+4 Int modifier squares], smoke bomb, stink bomb), poison use, prehensile tail, swift alchemy, swift poisoning
Combat Gear potion of fly, potion of gaseous form, potion of pass without trace, potion of remove disease, adamantine weapon blanche (8), bomb launcher (3), drow poison (7), dung grenade (15), iron pellet grenade (5), shadow paste, shriek bomb (12), tangleburn bag (3), tanglefoot bag (9), thistle arrow (20)
Other Gear +1 battleaxe, +1 composite (+1 Str) longbow with 40 arrows, mithral breastplate, belt of incredible dexterity +2, cloak of resistance +1, gorget of the grenadier, handy haversack, alchemist lab, backpack, bandolier, black granite idol of Lolth (glows mauve), bedroll, canteen, cold-weather outfit, flint and steel, iron vials (10), locked steel coffer, manacles with average lock and key, rope (50 ft.), trail rations (7 days), wrist sheath (spring loaded), 533 pp, 2 gp, 9 sp
SPECIAL ABILITIES |
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Alchemical Adept Gain +2 trait bonus to craft alchemical items (factored into Skills section above). When you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.
Alchemical Weapon (Su) As move action, consume alchemical item by transferring effect to weapon or ammunition. Item takes full effect on next creature struck by weapon but does not splash or otherwise affect other targets. Extra damage is bonus and not doubled on critical hit. Causes no harm to weapon but wears off in 1 minute if unused.
Alchemy (Su) Can use Craft (alchemy) to identify potion as if using detect magic. Must hold potion for 1 round to make such a check. Gain competence bonus equal to alchemist class level on Craft (alchemy) checks to create an alchemical item.
Bomb (Su) As standard action provoking attacks of opportunity, draw, create, and throw bomb with range increment of 20 ft. as Throw Splash Weapon special attack. No saving throw on direct hit. Splash damage is equal to bomb's minimum damage and allows Reflex save (DC 10 + 1/2 alchemist level + Int modifier) for half damage. Considered weapons for feats such as Point-Blank Shot but does not multiply damage on critical hit or by using feats such as Vital Strike. Bomb must be used same round created and cannot be given to anyone else.
Bomb Master (Ex) Can choose to detonate a bomb so it splashes in either 20-ft. cone or 40-ft. line rather than usual pattern. Cone or line starts at you and extends in direction of your choice. Designate one creature in area as target and make attack roll against that creature; all other spaces take splash damage. If you have explosive bomb discovery and throws an explosive directed blast, cone is 30 ft. or line is 50 ft.
Discoveries Only one discovery that adds effects to a bomb (marked with *) can be applied to an individual bomb. The DC of any saving throw called for by a discovery is DC 10 + 1/2 alchemist class level + Int modifier.
Dispelling Bomb (Su) In lieu of damage, creature taking direct hit from bomb subjected to targeted dispel magic spell (CL equal to alchemist level). Cannot be used to target a specific spell effect.
Explosive Bomb* (Su) Bomb has splash radius of 10 ft. Creatures taking direct hit catch fire taking 1d6 fire damage per round until extinguished. Extinguish as full-round action requiring a Reflex save. Rolling on ground gives +2 bonus on save. Dousing with at least 2 gallons of water automatically extinguishes flames.
Precise Bombs (Su) Select number of squares equal to Int modifier that are unaffected by splash damage; if bomb misses, this has no effect.
Smoke Bomb* (Su) Bomb's detonation also releases fog cloud in twice splash radius for 1 round/alchemist level.
Stink Bomb* (Su) Bomb's detonation also releases stinking cloud in twice splash radius for 1 round/alchemist level.
Equipment Descriptions
adamantine weapon blanche When poured on weapon and exposed to flame for full round, allow weapon (or 10 ammunition) to overcome damage reduction as adamantine for one successful hit.
antitoxin Consume to gain +5 alchemical bonus on Fort saves against poison for 1 hour.
bandolier As move action provoking attacks of opportunity, use "retrieve a stored item" action to take item from bandolier. Can hold up to 8 small items. Can wear no more than two bandoliers at once.
bomb launcher Increase range of thrown bomb to 30 ft. (or increase range of rocket bomb to 70 ft.), and launcher is destroyed after use.
cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.
drow poison Injury; save Fort DC 13; frequency 1 minute for 2 minutes; effect unconsciousness 1 minute/2d4 hours; cure 1 save.
dung grenade Any creature directly hit or in splash radius takes 1d6 fire damage and is covered in guano becoming sickened for 1d4 rounds. A DC 15 Reflex save halves damage and sickened duration. Thrown as splash weapon with range of 10 feet.
gorget of the grenadier When worn, gain +1 enhancement bonus on thrown weapon attack rolls and double range increment of thrown splash weapons.
handy haversack As move action provoking attacks of opportunity, retrieve any specific item stored in bag. Two side pouches can each hold 2 cu. ft. of material weighing up to 20 lbs. Central pocket can hold 8 cu. ft. of material weighing up to 80 lbs. Pack always weighs only 5 lbs.
iron pellet grenade As move action, light fuse. As standard action, throw as splash weapon. Explodes in 1d3 rounds dealing 1d6 bludgeoning, 1d6 piercing, and 1d6 fire damage in 10-ft.-radius burst (Reflex DC 15 half).
manacles Can bind Medium creature, DC 30 Escape Artist, or break (DC 26 Str check). Has hardness 10 and 10 hp. Unlock with DC 20 Disable Device.
shadow paste Take 1 minute to apply to skin, clothes, or armor and gain +4 alchemical bonus to Stealth checks for 1 hour and can make Stealth checks in normal or bright light (though not when already observed).
shriek bomb As move action, light fuse. As standard action, throw as splash weapon. Explodes in 1d3-1 rounds (0 means end of your turn) dealing 2d6 sonic damage in 10-ft.-radius burst (Fortitude DC 15 half). Thrown as splash weapon with range of 10 feet.
tangleburn bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground. Direct hit also deals 1d6 fire damage and target must save (DC 20 Reflex) or catch fire. For 2 rounds, extinguishing these flames is a DC 25 Reflex save, and using water in the attempt causes a burst of flames like alchemist's fire making a direct hit plus splash damage. After 2 rounds, DC 15 Reflex save and water works normally.
tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.
thistle arrow Deals normal damage plus 1 point of bleed damage for 1d6 rounds. Remove with move action without provoking AoO but deals additional 1d3 damage. A standard action DC 12 Heal check removes without additional damage.
wrist sheath, spring loaded As swift action, provoking AoO, drop some or all stored items into hand. Gain +2 bonus on Sleight of Hand checks made to oppose Perception checks of observers or friskers. Can store a dagger, dart, wand, or up to five arrows or bolts. Preparing for use requires full-round action, provoking AoO, to wind springs.
Extra Extract Prepare one additional extract per day of any level you can normally prepare.
Poison Use (Ex) Never risk accidentally poisoning yourself applying poison to a weapon.
Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Prehensile Tail (Ex) As swift action, retrieve small stowed object from your person. Cannot wield weapons.
Swift Alchemy (Ex) Take half the normal amount of time to create alchemical items. Apply poison to a weapon as a move action instead of a standard action.
Swift Poisoning (Ex) As swift action, apply poison to a weapon.
Vengeful In any encounter you are attacked or injured by another being (living or otherwise, but not inanimate items like traps), make Will save any time you want to engage a different target (unless it has also personally attacked/injured you), retreat, or stop fighting.
FORMULA BOOK |
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1stbomber's eye, comprehend languages, crafter's fortune, expeditious retreat, identify, shield, stone fist, true strike
2ndcure moderate wounds, invisibility, lesser restoration
3rdthorn body
Height 5'9"; Weight 140 lbs.; Hair Black; Eyes White; Skin Reddish; Age 25; Religion Valhallan Pantheon; Homeland Realmspace; Favored Class Alchemist
Defeated Enemies Drow Raider, Drow Scout (3), Ogrillon Pugilist
Defining Characteristic Elusiveness. Crimson uses his wit and intellect in order to escape bad situations, any means necessary. He is strategic and always thinking, always creating and adapting contingencies for escape when his back is against the wall.
SESSION NOTES |
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Pathfinder® Roleplaying Game Phoenix Gaming Club 2022 | DM Charles W. Plemons III 16 Games Played | Last Played 10/04/2022 | Created 04/22/2022 | Played by Peyton Harmon |