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Carnider "Stinky" Dravonic's page

250 posts. Pathfinder Society character for Deevor.


Full Name

Carnider "Stinky" Dravonic

Race

Gnome

Classes/Levels

Alchemist/2 HP:13/13 bombs used: 0

Gender

Male

Size

Small

Alignment

Chaotic Neutral

Languages

Gnomish, Common, Sylvan, Dwarf, Giant, Goblin

Strength 10
Dexterity 15
Constitution 11
Intelligence 17
Wisdom 10
Charisma 11

About Carnider "Stinky" Dravonic

Alchemist Class from APG, Alternate Racial Trait: Pyromaniac from APG. Favored Class; 1/2 bomb per day in APG.

Not sure about all the gear, may need to check, but he has a little dog to carry and guard his stuff. Now that he's got a lot better at alchemy from his early days.

He's bought some scrolls to add to his Formulae Book.
Alchemical items bought at half price as he made them.

Daily Allowances:
Bomb 0 of 6 used.

CARNIDER "STINKY" DRAVONIC CR 1
Male Gnome Alchemist 2
CN Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 13 (2d8)
Fort +3, Ref +5, Will +0
Defensive Abilities Defensive Training; Resist Poison Resistance +2
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Club +2 (1d4/20/x2) and
Unarmed Strike +2 (1d2/20/x2)
Ranged Bomb +5 (2d6+3 Fire) and
Crossbow, Light +4 (1d6/19-20/x2) and
Frost Bomb +5 (1d6+3 Cold)
Special Attacks Bomb 1d6+3 (6/day) (DC 14), Frost Bomb
Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Prestidigitation (1/day), Produce Flame (1/day)
Alchemist Spells Known (CL 2, 2 melee touch, 4 ranged touch):
1 (3/day) True Strike (DC 14), Shield (DC 14), Cure Light Wounds (DC 14)
--------------------
STATISTICS
--------------------
Str 10, Dex 15, Con 11, Int 17, Wis 10, Cha 11
Base Atk +1; CMB +0; CMD 11
Feats Brew Potion, Point Blank Shot, Throw Anything
Skills Acrobatics -4, Climb -6, Craft (Alchemy) +8, Craft (Traps) +11, Disable Device +1, Escape Artist -4, Fly -2, Handle Animal +1, Heal +4, Knowledge (Local) +4, Knowledge (Nature) +7, Perception +6, Ride -4, Spellcraft +7, Stealth +0, Survival +4, Swim -6, Use Magic Device +5 Modifiers Alchemy +2
Languages Common, Giant, Gnome, Goblin, Orc, Sylvan
SQ Antitoxin (vial), Hatred, Mutagen (DC 14) (Su), Poison Use, Poisoning (Standard Action) (Ex)
Combat Gear Bolts, Crossbow (20), Chain Shirt, Club, Crossbow, Light; Other Gear Acid Flask (3), Alchemist's Kit, Antiplague (vial) (2), Antitoxin (vial) (2), Artisan's tools, masterwork: Craft (Locks), Artisan's tools, masterwork: Craft (Traps), Backpack, Masterwork (49 @ 38.125 lbs), Bag, Waterproof (7 @ 0 lbs), Bloodblock (6), Bodybalm (6), Caltrops (5), Candle (5), Fishhook (5), Itching powder (2), Paper (sheet) (5), Poison, 2 x Medium Spider Venom, Poison, Oil of Taggit (2), Pouch, belt (empty), Sack (5 @ 2.5 lbs), Sack (empty), Scroll: Bomber's Eye, Scroll: Crafter's Fortune, Scroll: Expeditious Retreat, Scroll: Identify, Endure Elements, Thieves' tools, Torch (3), Twine (50') (5), Vial, ink or potion (2), Vial, iron (2)
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bomb 1d6+3 (6/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Flare once per day.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Produce Flame once per day.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

--------------------

DOG, GUARD CR 1
Male Dog
NN Small Animal
Init +1; Senses Low-Light Vision, Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 size, +1 natural)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bite (Dog) +2 (1d4+1/20/x2) and
Unarmed Strike +2 (1d2+1/20/x2)
--------------------
STATISTICS
--------------------
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. Trip)
Feats Skill Focus: Perception
Tricks Attack [Trick], Defend [Trick], Down [Trick], Guard [Trick], Guarding [Trick]
Skills Acrobatics -2, Climb -2, Escape Artist -2, Fly +0, Perception +8, Ride -2, Stealth +2, Swim -2 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +8
Languages
SQ Guarding [Trick]
Other Gear Alchemist's Lab, Portable, Animal Harness, Bedroll, Blanket, Flask, Flask, Flask, Flask, Flask, Flint and steel, Rope, hempen (50 ft.), Saddlebags (3 @ 18 lbs), Saddlebags (8 @ 9 lbs), Tanglefoot bag (2)
--------------------
SPECIAL ABILITIES
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +8 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Favorite sayings:

"No really, its bound to work this time!"
"That was a surprisingly big bang!, I never expected it to work quite like that!"

Appearance:

Across the clearing comes a small figure striding with purpose towards the witch's hut. He wears rather scruffy leather clothing, which is battered and a little torn. The leather has several black marks on it, and other scorch marks, but no signs that the leather has ever seen a fight. In on hand he has a notebook which he keeps looking at intently, lifting his glasses and shaking his head. On his head is a black cap, holding his untidy shoulder length lilac hair in place. If you had exceptional sigh, you would notice that the hair is recently been singed from fire or something.

Background:

Very much a book and lab worm, not really that sociable, but very committed to alchemy. His current work is leading him to make a portable, highly safe explosive, which can stick to surfaces and be detonated causing a big bang. He thinks the army could use it for blowing up just a small part of a bridge rather than the whole lot, which they do at the moment. Much cheaper to fix just a bit of the bridge than build the whole lot. Its also more useful to any conquering army. So far he hasn't had a lot of success with this, the army keep turning him away, some blatantly laugh at him. But he is not to be defeated, he will come good, just need so field trials to show them what he can really do.

he and his twin brother currently run Davonic's Healing Emporium, where they supply a wide range of alternative medicinal cures. These go from potions, lovingly created by Stinky, to the laying on of hands, reflexology, head massages and even acupuncture. Radiner, his brother, is a cleric and herbalist that has more than once saved Stinky from severe injury or even death. Whenever there has been a rather loud explosive sound out in the laboratory at the back of the shop, or a loud crashing noise, invariably radiner has been called upon to heal his unfortunate brother. Nothing though has stopped Stinky in his quest to produce the best bangs in Falcon's Hollow.

They arrived here, from far away in Cheliax, where the brothers had been born in the cathedral grounds under the Bishop d'Bear. Whilst their mother a cleric of Pharasma, taught them much. Both the brothers calling was away from the God of the Dead and more towards the Gods of Light and Good. However both boys learnt in their different ways. Stinky learnt about the potions used for treating and preserving the dead, but in his spare time and a little bit of experimentation, then a few small explosions later....well, it was best the boys left and found their own way in the world.

Old Character:

General Stats
HP: 15 Speed: 20ft Weight limits: 20/40/75 Current HP: 15
HP rolls (+1 per lev Con bonus)
HP +6 racial
Money 17 gp Herbs for potions 125gp
Initiative +2
Languages Gnomish, Common, Sylvan, Dwarf, Giant, Goblin
Perception +6

Daily Allowances
Extracts Made 1st level: 1/2 (Shield unused)
Bombs 0/4
Mutagens 0/1

Defense
AC 15 = 10 + 2 + 0 + 2 + 0 + 0 + 1 + 0
Touch(13) Flatfooted(13)
+ 4 AC against Giants & subtype
CMD 11 = 10 + 1 -1 + 2 -1 + 0

Attack
Base Attack 0
melee Attack -1
+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes


  • Sickle -1/1d4-1

ranged Attack +2
+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes
+1 attack & damage Point Blank Range Feat with 30ft.

  • Bomb +3/1d6+3 range 20ft (splash damage 4) DC for 1/2 splash is 13 = 10 + 0 + 3
  • Light Crossbow +2/1d6 x3

+1/+1 bonus on ranged attacks within 30ft
+1 bonus on attack rolls made with thrown splash weapons.
CMB -2 = 0 + -1 + -1

Saves

  • 3 Fort(2+1)
  • 4 Reflex(2+2)
  • 0 Will(0+0) : +2 racial saving throw bonus against illusion spells or effects

Extracts, Bombs & Mutagens
Concentration = +3
Extracts per day 1/1+1
Formula Book


  • 1 Cure Light Wounds
  • 1 True Strike
  • 1 Shield
  • 2 Cure Moderate Wounds
  • 2 Barkskin

Bombs & Discovery
Bombs/day 4=1+3

  • Standard, No Discoveries

Mutagens
Standard, +2 AC, and ability boost 10 min per level

  • +4 Str -2 Int
  • +4 Dex -2 Wis
  • +4 Con -2 Cha

Skills

Points per level 7 (4 Alchemist + 3 Int)
Total - Skill = Ability Mod + Ranks + Skill additions


  • 2 Acrobatics = 2 + 0 + 0
  • 3 Appraise = 3 + 0 + 0
  • 0 Bluff = 0 + 0 + 0
  • -1 Climb = -1 + 0 + 0
  • 8 Craft(Alchemy) = 3 + 1 + 4 (+1 Alchemeical level) (Can use to identify potions)
  • 9 Craft(Weapons) = 3 + 1 + 5 (+2 Gnome)
  • 0 Diplomacy = 0 + 0 + 0
  • 6 Disable Device = 2 + 1 + 3
  • 0 Disguise = 0 + 0 + 0
  • 2 Escape Artist = 2 + 0 + 0
  • 2 Fly = 2 + 0 + 0
  • 4 Heal = 0 + 1 + 3
  • 0 Intimidate = 0 + 0 + 0
  • 0 Knowledge Arcana = 0 + 0 + 0
  • 7 Knowledge Nature = 3 + 1 + 3
  • 6 Perception = 0 + 1 + 5 (+2 Gnome)
  • 3 Ride = 2 + 0 + 0
  • 0 Sense Motive = 0 + 0 + 0
  • 2 Sleight of Hand = 2 + 0 + 0
  • 10 Spellcraft = 3 + 1 + 6 (+3 Trait)
  • 6 Stealth = 2 + 0 + 4 (+4 Gnome)
  • 3 Survival = 3 + 0 + 0
  • -1 Swim = -1 + 0 + 0
  • 4 Use Magic Item = 0 + 1 + 3

Feats, Abilities and Talents
Feats


  • Point Blank Shot (1st Level)
    You are especially accurate when making ranged attacks against close targets.
    Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Class Abilities Alchemist

  • Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
  • Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Race Abilities Gnome

  • +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
  • Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Gnomes have a base speed of 20 feet.
  • Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Vision and Light.
  • Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
  • Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
  • Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
  • Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
  • Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
  • Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Traits

  • Accelerated Drinker
    Source Cheliax: Empire of Devils 18
    You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
  • Theoretical Magician
    Source Cheliax: Empire of Devils 19
    You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

Treasure Found or Held
Herbs for potion to value of 150gp in potions.
1 potion Cure Light Wounds

Equipment
5 gp Artisans Tools 5
10 gp Explorers Outfit 2
2 gp Backpack 0.5
1 gp Bedroll + Blankets(winter) 2
1 gp Waterskin x 1 1
1 gp Flint
---- ------
20 gp Mundane 10.5
---- ------

25 gp Leather 7.5
6 gp Sickle 1
35 gp Light Crossbow 2
2 gp Bolts x 20 0.5
------- ------
68 armor and weapons 11
------- ------

105 (starting money)
88
-------
17 gp in purse.
-------

150 Herb value total
25 Herbs used total
----
125 herbs in backpack
----

[b]Build Notes[b]
15 points build,
Str 10 Dex 15 Con 10, Int 16, Wis 10, Cha 9 (starting stats)
Gnome -2 Str, +2 Con, +2 Cha
Languages: Gnomish, Common, Sylvan, Dwarf, Giant, Goblin
Alignment: Chaotic/Neutral

Character Creation
Character creation rules are the following:

* 15-point buy.
* Core PF classes/prestige classes and APG classes allowed. PrCs from Golarion material will be considered on a case-by-case basis.
* APG playtest teamwork feats allowed.

Radiner Dravonic:

RADINER DRAVONIC CR 1
Male Gnome Cleric 2
CG Small Humanoid (Gnome)
Init +1; Senses Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 16 (+4 armor, +1 shield, +1 Dex, +1 size)
hp 15 (2d8+2)
Fort +4, Ref +1, Will +6
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Mace, Light +2 (1d4/20/x2) and
Starknife +2 (1d3/20/x3) and
Starknife +2 (1d3/20/x3) and
Unarmed Strike +2 (1d2/20/x2)
Spell-Like Abilities Bit of Luck (6/day), Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Cleric Spells Known (CL 2, 2 melee touch, 3 ranged touch):
1 (3/day) Protection from Evil (DC 14), Sanctuary (DC 14), Bless, Summon Monster I
0 (at will) Create Water, Stabilize, Light, Detect Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 13, Int 12, Wis 16, Cha 15
Base Atk +1; CMB +0; CMD 11
Feats Selective Channeling
Traits Poverty-Stricken, Sacred Conduit
Skills Acrobatics -2, Climb -3, Craft (Calligraphy) +7, Diplomacy +6, Escape Artist -2, Fly +0, Heal +7, Knowledge (Religion) +6, Perception +5, Ride -2, Sense Motive +7, Spellcraft +5, Stealth +2, Survival +8, Swim -3
Languages Celestial, Common, Gnome, Sylvan
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 14) (Su), Cleric Domain: Freedom, Cleric Domain: Luck, Gnome Magic, Hatred, Illusion Resistance, Liberty's Blessing (6/day) (Su), Spontaneous Casting
Combat Gear Armored Coat, Buckler, Mace, Light, Starknife, Starknife; Other Gear Artisan's tools: Craft (Calligraphy), Holy symbol, wooden: Desna, Holy Water Flask
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Channel Positive Energy 1d6 (5/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Freedom Associated Domain: Liberation
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Liberty's Blessing (6/day) (Su) Allow target to re-attempt a save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


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