Disgraced Scion of House Sarini
Name: Rhesa Sarini
Height: 6’ | Weight: 185 lbs. | Hair: Dark Red | Eyes: Blue
Class: Alchemist (Interrogator) 4 | Race: Human (Chelaxian) | Age: 30
Size: Medium | Speed: 30 ft. | Gender: Female | Homeland: Kintargo, Cheliax
Alignment: Lawful Neutral | Deity: Irori | Player: AvaZope
Ability | Temporary | Enhancement
Score Mod |
STR 10 0 |
DEX 16 +3 |
CON 15 +2 |
INT 16 +3 |
WIS 13 +1 |
CHA 15 +2 |
Total Dex Misc
+2 = 2 + 0
Hit Points | Temporary Hit Points
Total Current | Total Current
HP: 29 29 | THP: 0 0
Total Armr Shld Dex Misc
AC: 16 = 10 + 3 + 0 + 3 + 0
Touch: 13 = 10 + 0 + 0 + 3 + 0
FlatFoot: 13 = 10 + 3 + 0 + 0 + 0
Saves | Ability
Bonus Base Mod Misc
Fort (Con): +6 = 4 + 2 + 0
Ref (Dex): +7 = 4 + 3 + 0
Will (Wis): +2 = 1 + 1 + 0
Total Base Str Size | Total Base Dex Size
Melee: +3 = 3 + 0 + 0 | Range: +6 = 3 + 3 + 0
Total Base Str Size Misc | Total Base Str Dex Size Misc
Bonus: +3 = 3 + 0 + 0 + 0 | Defense: 16 = 10 + 3 + 0 + 3 + 0 + 0
Weapon: Sickle Weight: 2 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +6 | 1d6 +3 | x2 | – | Slashing | trip
Weapon: Punching Dagger Weight: 1 lb.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +3 | 1d4 +3 | x3 | – | Piercing | -
C Alchemy – Can create extracts. When using Craft (alchemy) to create alchemical item, gain competence bonus equal to class level on Craft (alchemy) check. In addition, can use Craft (alchemy) to identify potions as if using detect magic. Must hold potion for 1 round to make such a check.
C Injections – At 1st level, can create number of injections equal to alchemist level + Intelligence modifier. Takes 1 hour to create injections and is inert until used. Using injection is standard action that requires melee touch attack. If attack hits, target takes – 2 penalty on Will saving throws for number of minutes equal to half interrogator’s class level. If using serum with injection, penalty on Will saves applies to save against serum. If touch attack fails, injection can be used again and remains active for 1 day. Injections are mind-affecting poison effects.
C Serums – At 1st level, interrogator can augment ability to influence others with serums. Interrogator prepares serums at same time as injections and can apply them to any injection as swift action before making injection attack roll. Interrogator knows one serum at 1st level, and can learn another serum in place of discovery. Save DCs of serums equal to 10 + 1/2 alchemist level + Intelligence modifier. Creature can be under the effect of only single serum at a time, with exception of memory modification serum. Unless noted, creature that succeeds on saving throw against serum is immune to effect for 24 hours.
C Brew Potion – At 1st level, gain Brew Potion as bonus feat. Can brew potions of any formulae known up to 3rd level, using alchemist level as caster level. Spell must be one that can be made into a potion.
C Throw Anything – At 1st level, gain Throw Anything as bonus feat. Add Intelligence modifier to damage done with splash weapons, including splash damage if any.
C Discovery – At 2nd level, and every 2 levels thereafter, gain discovery. Unless noted, cannot select individual discovery more than once.
C Poison Resistance – At 2nd level, gain +2 bonus on all saving throws against poison. Bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, alchemist becomes immune to poison.
C Poison Use – At 2nd level, cannot accidentally poison self when applying poison to weapon.
C Swift Alchemy – At 3rd level, alchemist can create alchemical items at half normal amount of time, and can apply poisons to weapon as move action.
Bonus Feat – Gain an additional feat at 1st level.
Skilled – Gain 1 additional skill rank at 1st level and every level thereafter.
FEATS AND PROFICIENCIES
C Armor Proficiency – Proficient with light armor.
C Weapon Proficiency – Proficient with all simple weapons and bombs.
1 Weapon Finesse – Can use Dexterity modifier on attack rolls with light weapon, elven curved blade, rapier, whip, or spiked chain.
1 Noble Scion (Sarini) – Gain +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered class skill. Gain +1 bonus on all Knowledge (planes) checks made to know information about Hell or devils. Knowledge (planes) is always class skill.
3 Deadly Agility – May add Dexterity modifier in place of Strength modifier when wielding light weapon or weapon that gains benefit of Weapon Finesse when determining damage.
3 Persuasive – Gain +2 bonus on Diplomacy and Intimidate checks. If have 10 or more ranks, bonus increases to +4.
1 Brew Potion – Can create potion of any 3rd-level or lower spell that you know that targets one or more creatures or objects.
1 Throw Anything – Do not suffer penalties for using improvised ranged weapon. Gain +1 circumstance bonus on attack rolls made with throw splash weapons.
1 (4/day) comprehend languages, detect secret doors, heightened awareness, illusion of calm, obscure poison, tears to wine, true strike
2 (2/day) vomit swarm
1 Truth – Creature injected with truth serum must succeed at Will save or be compelled to answer interrogator’s questions truthfully. Interrogator can ask one question per 2 alchemist levels, minimum 1. If creature has been subjected to truth serum within past week, whether save succeeds or fails, new serum fails.
2 Infusion – When create extract, persists after alchemist sets it down. Can be imbibed by non-alchemist to gain effects.
4 Ranged Baptism – When use holy water as splash weapon, any squares subject to effects or that contain creatures subject to effects also affected as if by consecrate, for number of rounds equal to alchemist’s Intelligence modifier. Undead struck by holy water remain affected by consecrate effect even if leave area.
Total Ranks Ability Class Misc Acp
Craft (Alchemy) +7 = 1 + 3 + 3
Intimidate +12 = 4 + 2 + 3 + 3
Knowledge (Arcana) +8 = 2 + 3 + 3
Knowledge (Nobility) +11 = 4 + 3 + 3 + 1
Knowledge (Planes) +10 = 4 + 3 + 3
Perception +8 = 4 + 3 + 1
Sense Motive +6 = 3 + 3 + 1
Sleight of Hand +8 = 3 + 3 + 2
Spellcraft +7 = 1 + 3 + 3
Use Magic Device +7 = 2 + 3 + 2
Sickle | 2 lbs.
Punching Dagger | 1 lb.
Masterwork Studded Leather | 20 lbs.
Alchemy Crafting Kit | 5 lbs.
Belt Pouch | 0.5 lbs.
Sarini Signet Ring | -
Noble’s Outfit | 10 lbs.
Chain (10 ft.) | 2 lbs.
Masterwork Manacles | 2 lbs.
Heretic’s Fork | 1 lb.
Platinum | Gold | Silver | Copper
0 | 204 | 0 | 0
Armor and Weapons | Currency | Equipment | Total
23 lbs. | 4.1 lbs. | 5.5 lbs. | 32.6 lbs.
Light Load | Medium Load | Heavy Load
33 lbs. | 67 lbs. | 100 lbs.
Child of Kintargo – Gain +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always class skill. Noble Scion feat does not have Charisma prerequisite. In addition, start play with noble’s outfit, signet ring, and single nonmagical item worth no more than 200 gp.
Imposing Scion – Gain +1 trait bonus on Intimidate checks.
Lost Nobility – Gain +1 trait bonus on attack and damage rolls against government officials of your homeland.
Scarred – Take – 5 penalty on Disguise checks and – 2 penalty on Bluff checks.
B Infernal, Strix, Halfling
XP Earned | Next Level
9,000 | 15,000