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Sargavan Pathfinder

Brandon Harcroft's page

803 posts. Alias of JamZilla.


Full Name

Brandon Harcroft

Race

Human

Classes/Levels

Alchemist 6 | HP 57 | AC 18 FF 16 T13 | Saves +7/+7/+6 (+4 disease, +2 poison) | Init + 2 | Percep +10

Gender

Male

Size

Medium

Age

24

Alignment

LG

Deity

Atheist

Location

Cheliax

Languages

Common, Varisian, Elven

Occupation

Doctor

Strength 19
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 7

About Brandon Harcroft

Brandon Harcroft
Male Human (Varisian) Alchemist (Chirurgeon, Internal Alchemist, Vivisectionist) 5
LG Medium Humanoid (human)
Hero Points 1
Init +2; Senses Perception +9
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 48 (5d8+20)
Fort +6, Ref +6, Will +4; +4 vs. disease, +2 bonus vs. poison
Resist disease resistance +4, poison resistance +2
--------------------
Offense
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Speed 30 ft.
Melee Club +7 (1d6+7/x2) and
Dagger +7 (1d4+7/19-20/x2) and
Masterwork Morningstar +8 (1d8+7/x2)
Ranged Sling +5 (1d4+5/x2)
Special Attacks sneak attack +3d6
Alchemist (Chirurgeon, Internal Alchemist, Vivisectionist) Spells Prepared (CL 5):
2 (2/day) Bull's Strength
1 (5/day) Shield (x2), Cure Light Wounds (x2)
--------------------
Statistics
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Str 21, Dex 14, Con 15, Int 13, Wis 12, Cha 7
Base Atk +3; CMB +8; CMD 20
Feats Athletic, Brew Potion, Cleave, Iron Will, Power Attack -1/+2, Skill Focus (Heal), Toughness +5
Traits Dirty Fighter, The Pathfinder's Exile
Skills Acrobatics +0, Climb +7, Craft (alchemy) +6 (+11 to create alchemical items), Escape Artist +0, Fly +6, Heal +9, Knowledge (arcana) +8, Knowledge (nature) +9, Perception +9, Ride +0, Spellcraft +9, Stealth +0, Survival +6, Swim +6 Modifiers alchemy +5
Languages Common, Elven, Varisian
SQ anaesthetic, breath mastery, discoveries (feral mutagen, lingering spirit), fast poisoning (move action), hero points, infused curative, mutagen (dc 13)
Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC, Potion of cure light wounds, Potion of heroism, Alchemist's kindness (4), Oil (5); Other Gear Lamellar (leather) armor, Club, Dagger, Masterwork Morningstar, Sling, Sling bullets (20), Amulet of mighty fists +1, Belt of giant strength +2, Animal glue, Animal glue, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Chalk (3), Earplugs, Flint and steel, Formula book, Ink, black, Inkpen, Mug/tankard, Paper (3), Scroll case (empty), Shaving kit, Soap (4), Surgeon's tools, Thieves' tools, Tindertwig (5), Torch (2), Traveler's outfit, Whetstone, 173 GP, 12 SP
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TRACKED RESOURCES
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Club - 0/1
Dagger - 0/1
Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
Potion of cure light wounds - 0/3
Potion of heroism - 0/1
Shaving kit - 0/50
Sling bullets - 0/20
Tindertwig - 0/5
Torch - 0/2
--------------------
Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.

He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Dirty Fighter +1 damage when flanking.
Disease Resistance +4 (Ex) +4 to save vs. Disease.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Lingering Spirit The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damag
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command)


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