| Full
Name |
Fisbin the hat maker |
|
| Race |
Gnome |
|
| Classes/Levels |
Alchmist 3 |
|
| Gender |
Male |
|
| Size |
Small |
|
| Age |
54 |
|
| Alignment |
NG |
|
| Deity |
Torg |
|
| Languages |
Common, Gnome, Giant, Goblin, Slivian, draconic |
|
| Occupation |
Hat Maker |
|
| Strength |
13 |
|
| Dexterity |
16 |
|
| Constitution |
14 |
|
| Intelligence |
13 |
|
| Wisdom |
9 |
|
| Charisma |
11 |
|
About Fisbin the hat maker
Fisbin The Hatmaker
Gnome Alchemist (Grenadier, Saboteur) 3
CN Small Humanoid (gnome)
Init +2; Senses low-light vision; Perception +8
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 21 (3d8+3)
Fort +4, Ref +5, Will +1
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee Masterwork Dogslicer +3 (1d4-1/19-20/x2)
Ranged Bomb +6 (2d6+3 Fire/x2)
Special Attacks bomb 2d6+3 (6/day) (dc 14), discoveries (explosive bomb), hatred
Alchemist (Grenadier, Saboteur) Spells Prepared (CL 3):
1 (4/day) Disguise Self, Cure Light Wounds, Targeted Bomb Admixture, Vocal Alteration (DC 14)
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Statistics
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Str 9, Dex 15, Con 13, Int 17, Wis 10, Cha 10
Base Atk +2; CMB +0; CMD 12
Feats Martial Weapon Proficiency (Dogslicer), Point Blank Shot, Precise Shot, Throw Anything
Traits Armor Expert, Brastlewark Businessman
Skills Acrobatics +2 (-2 jump), Appraise +8, Craft (alchemy) +13 (+16 to create alchemical items), Disable Device +8, Fly +4, Heal +5, Knowledge (arcana) +8, Knowledge (engineering) +8, Perception +8, Sleight of Hand +6, Spellcraft +8, Stealth +6, Survival +4, Use Magic Device +6 Modifiers alchemy +3
Languages Common, Draconic, Giant, Gnome, Goblin, Sylvan
SQ alchemical weapon (move action), fast poisoning (move action), precise bombs, swift alchemy
Combat Gear Wand of Cure Light Wounds; Other Gear +1 Mithral Chain shirt, Masterwork Dogslicer, Backpack, masterwork (empty), 298 GP
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Expert -1 Armor check penalty.
Bomb 2d6+3 (6/day) (DC 14) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
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
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
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.