ELTUMAL WOODSOUL
Male Elf Alchemist 2
CG Medium Humanoid (Elf)
Init +6;
Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13. . (+3 armor, +4 Dex)
hp 16 (2d8+2)
Fort +5,
Ref +7,
Will +0
Immune sleep;
Resist Elven Immunities, Poison Resistance +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Longsword +4 (1d8+3/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Bomb +6 (1d6+4 Fire) and
. . Masterwork Longbow +6 (1d8/20/x3)
Special Attacks Bomb 1d6+4 (6/day) (DC 15)
Alchemist Spells Known (CL 2, 3 melee touch, 5 ranged touch):
1 (3/day)
Cure Light Wounds (DC 15), Reduce Person (DC 15), Expeditious Retreat
--------------------
STATISTICS
--------------------
Str 14,
Dex 18,
Con 12,
Int 18,
Wis 10,
Cha 10
Base Atk +1;
CMB +3;
CMD 17
Feats Brew Potion, Elven Weapon Proficiencies, Point Blank Shot, Throw Anything
Traits Forlorn, Reactionary
Skills Acrobatics +5, Appraise +8, Craft: Alchemy +9, Knowledge: Arcana +8, Knowledge: Nature +10, Perception +7, Spellcraft +9, Stealth +9, Survival +6, Use Magic Device +4
Modifiers Alchemy +2, Woodcraft
Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ Footprint Book, Mutagen (DC 15) (Su), Poison Use, Poisoning (Standard Action) (Ex), Precise Bombs (4 squares) (Su)
Combat Gear Arrows (30), Masterwork Longbow, +1 Longsword, Masterwork Studded Leather;
Other Gear Alchemist's Kit, Artisan's tools: Craft: Bows, Backpack, Masterwork (3 @ 15 lbs), Bedroll, Eyeglasses, Flint and steel, Footprint Book, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Rations, trail (per day) (5), Wandermeal (per serving) (15), Waterskin
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/30
Bomb 1d6+4 (6/day) (DC 15) (Su) - 0/6
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Footprint Book +2 to identity a creature by its tracks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 15) (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.
Precise Bombs (4 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.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
Chosen Campaign Trait: Dino Expert : You’ve spent much of your time in the prehistoric jungles of the region and have learned how to coexist with the monstrous reptiles of these forests. You gain +1 to knowledge nature to all checks made in regard to dinosaurs and other prehistoric creatures. A +5 to stealth against them, you can grant this bonus to others in your party. Either Stealth or Knowledge Nature is a class skill for you. You can make any knowledge check regarding the Jungles of the region without needing to be trained in the skill.
Formula Book:
1st:
Cure Light Wounds
Reduce Person
Expeditious Retreat
Identify
Enlarge Person
Shield
Ant Haul