Mogmurch

Firebottomstik's page

50 posts. Alias of MJinthePitt.


About Firebottomstik

FIREBOTTOM REBUILD CR 5
Male Goblin Alchemist (Fire Bomber) 6
CN Small Humanoid (Goblinoid)
Init +3; Senses Darkvision; Perception +9

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DEFENSE
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AC 19, touch 15, flat-footed 16. . (+3 armor, +3 Dex, +1 size, +1 natural, +1 deflection)
hp 43 (6d8)
Fort +5, Ref +8, Will +2
Resist Poison Resistance +4

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OFFENSE
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Spd 30 ft.
Melee Dogslicer +1 (1d4/19-20/x2) and
. . (M) Masterwork Dagger +4 (1d4/19-20/x2) and
. . Unarmed Strike +5 (1d2/20/x2)
Ranged Bomb +9 (3d6+5 Fire) and
. . Crossbow, Light +8 (1d6/19-20/x2) and
. . (M) Pistol +4 (1d8/20/x4)
Special Attacks Bomb 3d6+5 (13/day) (DC 18), Explosive Bomb, Explosive Missile
Alchemist (Fire Bomber) Spells Known (CL 6, 5 melee touch, 8 ranged touch):
2 (4/day) False Life (DC 17), Invisibility, Fire Breath (DC 17), Fire Breath (DC 17)
1 (6/day) Comprehend Languages (DC 16), Bomber's Eye (DC 16), Expeditious Retreat (DC 16), Shield (DC 16) - 2 open slots

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STATISTICS
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Str 10, Dex 16, Con 10, Int 18/20, Wis 10, Cha 8
Base Atk +4; CMB +3; CMD 17
Feats Brew Potion, Extra Bombs, Extra Discovery, Goblin Gunslinger, Throw Anything
Traits Flounderer, Goblin Pirate (Shackles)
Skills Acrobatics +2, Appraise +9, Climb -1, Craft (Alchemy) +14, Craft (Construct) +7, Disable Device +12, Escape Artist +2, Fly +4, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (History) +7, Knowledge (Local) +11, Knowledge (Nature) +10, Knowledge (Nobility) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Perception +9, Profession (Sailor) +7, Ride +6, Sleight of Hand +10, Spellcraft +12, Stealth +19, Survival +4, Swim +5 Modifiers Alchemy +6
Languages Common, Draconic, Gnome, Goblin, Orc, Plantspeech (fungi)
SQ Fast Poisoning (Swift Action) (Ex), Fiery Cocktail (Su), Fire Bombardier (Ex) (Su), Mutagen (DC 18) (Su), Poison Use, Precise Bombs (5 squares) (Su), Smoked Goggles, Swift Alchemy (Ex)
Combat Gear Bolts, Crossbow (10), Bolts, Crossbow (20), Crossbow, Light, Dogslicer (2), Masterwork Dagger, Pistol, Wooden Armor; Other Gear Alchemist's Kit, Alchemist's lab, Alchemist's Lab, Portable, Amulet of Natural Armor +1, Backpack, Masterwork (empty), Caltrops, Vicious, Handy Haversack (30 @ 34 lbs), Headband of Vast Intelligence, +2: Craft (Alchemy), Ink (1 oz. vial, black), Inkpen, Marbles, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Poison, Drow Poison, Poison, Drow Poison, Potion of Bestow Weapon Proficiency (CL 5), Pouch, belt (1 @ 0 lbs), Ring of Protection, +1, Smoked Goggles, Thieves' tools, masterwork

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TRACKED RESOURCES
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Bolts, Crossbow - 0/10
Bolts, Crossbow - 0/20 (in Handy Haversack)
Bomb 3d6+5 (13/day) (DC 18) (Su) - 0/13
Masterwork Dagger - 0/1
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Poison, Drow Poison - 0/2
Potion of Bestow Weapon Proficiency (CL 5) - 0/1

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SPECIAL ABILITIES
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+5 (13/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Explosive Missile Use bomb with ranged weapon.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Fiery Cocktail (Su) Can split non-fire bomb's dice (half fire d6s, half original), but -2 DC for additional effects.
Fire Bombardier (Ex) (Su) Creatures take an additional 1 pt of fire splash damage per die.
Goblin Gunslinger You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
Mutagen (DC 18) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Precise Bombs (5 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.
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Swift Alchemy (Ex) You can 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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PERSONAL WEALTH
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34 GP
8 SP

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TRAITS
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Goblin Pirate
Although you might prefer life on board a ship, you often end up in the water for some odd reason. Benefit: You gain a +1 trait bonus on Profession (sailor) and Swim checks, and Swim is always a class skill for you.

Flounderer (Zogmugot)
You are adept at swimming and holding your breath. Benefit: You gain a +1 trait bonus on Swim checks, and can hold your breath for a number of rounds equal to three times your Constitution score before you risk drowning.

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ALCHEMIST NOTES
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Alchemist's Fire You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Alchemist's Fire Superior As Alchemist's Fire - 2d6 fire damage, plus 1d6 force damage as splash. DC 15 Reflex for half damage.

Wayfinder
A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.