Tom Angel
Male human alchemist 8 (Pathfinder RPG Advanced Player's Guide 26)
CN Medium humanoid (human)
Init +3; Senses Perception +13
---- Defense
---- AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 natural)
hp 61 (8d8+16)
Fort +7, Ref +9, Will +4; +6 bonus vs. poison
---- Offense
---- Speed 30 ft.
Melee +1 dagger +10/+5 (1d4+2/19-20) or
:club +7/+2 (1d6+1) or
:dagger +9/+4 (1d4+1/19-20)
Ranged
+1 heavy crossbow +10 (1d10+1/19-20) or
:bomb +10 (4d6+5 fire) or
:force bomb +10 (4d4+5 force) or
:frost bomb +10 (4d6+5 cold)<br/> Special Attacks bomb 15/day (4d6+5 fire, DC 19)
Alchemist Extracts Prepared (CL 8th; concentration +13)
:3rd—cure serious wounds (3)
:2nd—barkskin (2), blood armor[ACG] (2), fire breath[APG] (DC 17)
:1st—bomber's eye[APG], cure light wounds (3), endure elements, identify
---- Statistics
---- Str 12, Dex 16, Con 12, Int 20, Wis 14, Cha 7
Base Atk +6; CMB +7; CMD 21
Feats Brew Potion, Extra Bombs<sup>APG</sup>, Extra Discovery<sup>APG</sup>, Point-Blank Shot, Precise Shot, Throw Anything, Weapon Finesse
Traits boarded in the mwangi expanse, mathematical prodigy
Skills Climb +3, Craft (alchemy) +16 (+24 to create alchemical items), Craft (bows) +11, Craft (mechanical) +12, Craft (poison) +13, Craft (rope) +10, Disable Device +6, Heal +8, Knowledge (arcana) +15, Knowledge (engineering) +11, Knowledge (nature) +16, Knowledge (religion) +9, Perception +13, Spellcraft +16, Survival +11, Swim +4
Languages Abyssal, Common, Dwarven, Elven, Gnome, Infernal, Polyglot
SQ alchemy (alchemy crafting +8), discoveries (explosive missile[UC], force bomb, frost bomb, infusion, precise bombs [5 squares]), mutagen (+4/-2, +2 natural armor, 80 minutes), poison use, swift alchemy
Combat Gear mutagen<sup>APG</sup>, oil of bless weapon (3), potion of cure serious wounds (5), potion of lesser restoration (3); Other Gear +1 chain shirt, +1 dagger, +1 heavy crossbow, club, crossbow bolts (60), dagger, amulet of natural armor +1, belt of incredible dexterity +2, efficient quiver, handy haversack, ring of protection +1, alchemist starting formula book, alchemy crafting kit<sup>APG</sup>, bedroll, belt pouch, bowyer tools, everburning torch, flint and steel, ink, inkpen, mechanic tools, medium tent<sup>APG</sup>, mess kit<sup>UE</sup>, pot, ropeweaving tools, soap, trail rations (35), waterskin, 1,352 gp
---- Special Abilities
---- Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+5 (15/day, DC 19) (Su) Thrown Splash Weapon deals 4d6+5 fire damage.
Explosive Missile Use bomb with ranged weapon.
Force Bomb (DC 19) (Su) Bombs deal 1d4 damage per die and knock foes prone (Ref neg.)
Frost Bomb (DC 19) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 19) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 80 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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