Zanril

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Tibalt-er-zanril.jpg

Male Tiefling Alchemist 4
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7

Defense

AC 24, touch 13 (+5 armor, +4 shield, +2 Dex, +2 natural, +1 dodge)
hp 49 (4d4+11)
Fort +7, Ref +7, Will +0; +2 bonus vs. poison
Resist cold 5, electricity 5, fire 5, poison resistance

Offense

Speed 30 ft.
Melee bite +9 (1d6+5/x2) and

dagger +9 (1d4+5/19-20/x2)

Ranged bomb +7 (2d6+3 Fire/x2) and

light crossbow +5 (1d8/19-20/x2)

Special Attacks bomb
Alchemist Spells Prepared (CL 4th; concentration +7):
2nd (2/day)-vomit swarm (x2)
1st (4/day)-shield, endure elements, bomber's eye, urban grace

Statistics

Str 16
Dex 14
Con 14
Int 19
Wis 10
Cha 9

Base Atk +3; Maneuver Offense +8; Maneuver Defense 21
Feats Brew Potion, Dodge, Mobility, Throw Anything
Traits dangerously curious
Skills Acrobatics +3, Appraise +8, Craft (alchemy) +10 (+14 to create alchemical items), Disable Device +4, Movement +6, Heal +4, Knowledge (arcana) +10, Knowledge (nature) +9, Perception +7, Sleight of Hand +6, Spellcraft +10, Survival +6, Use Magic Device +7; Racial Modifiers alchemy
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal
SQ discoveries (precise bombs), fast poisoning, fiendish sprinter, mutagen, poison use, prehensile tail, swift alchemy
Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC, Oil (4); Other Gear +1 Mithral Chain shirt, Crossbow bolts (20), Dagger, Light crossbow, Alchemy crafting kit, Backpack (12 @ 11 lbs), Bedroll, Belt pouch (11 @ 6 lbs), Blanket, Candle (5), Chalk (5), Chalkboard, Cold weather outfit, Drill, Ink, black, Inkpen (3), Magnet, Mirror, Mug/tankard, Parchment (4), Powder, Sack (empty), Scroll case (4 @ 0 lbs), Sewing needle (3), Smoked goggles, Spell component pouch, String or twine (4), 18 GP, 4 SP, 4 CP

Tracked Resources

Bomb 2d6+3 (7/day) (DC 15) (Su) - 4/7
Crossbow bolts - 0/20
Dagger - 0/1
Mutagen: +4 STR, -2 INT, +2 Nat AC - 1/1

Special Abilities

Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+3 (7/day) (DC 15) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (3 squares) (Su) 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.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.

Spontaneous Healing (Ex)
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.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Spells

Level Cost
1 25
2 150

Known

1
Bomber's Eye, Comprehend Languages, Cure Light Wounds, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Shield, Stone Fist, Urban Grace
2
Vomit Swarm
To learn: blur

To Learn

1
Ant haul, crafter's fortune, disguise self, jump, keen senses, negate aroma, reduce person, touch of the sea, true strike.
11 x 25 = 275
2
Aid, alchemical allocation, alter self, barkskin*, bear's endurance, bull's strength, cat's grace, cure moderate wounds*, delay poison, detect thoughts, eagle's splendor, elemental touch, false life, fire breath, fox's cunning, invisibility, levitate, owl's wisdom, protection from arrows, resist energy, restoration (lesser)*, see invisibility, spider climb.
3 x 150 = 450
8 x 75 = 600

Deleted

Don't need to learn this, but could make this for other people if wanted... Once I know how to make alchemical infusions for other people.

1
Detect secret doors, detect undead, identify
2
Darkvision, perceive cues, transmute potion to poison, undetectable alignment.