About Gelik Brittlefinger
GELIK BRITTLEFINGER CR 11
Male Gnome Alchemist (Crypt Breaker) 12
CG Small Humanoid (Gnome)
Init +9; Senses Low-Light Vision; Perception +18
AC 23, touch 12, flat-footed 22. . (+8 armor, +1 Dex, +1 size, +3 natural)
hp 120 (12d8+24)
Fort +10, Ref +12, Will +7
Defensive Abilities Trap Sense +4; Immune poison
Spd 0 ft.
Melee +1 Guardian Morningstar +12/+7 (1d6+2/20/x2) and
. . Unarmed Strike +11/+6 (1d2+1/20/x2)
Ranged +2 Seeking Paueliel Crossbow, Light +16/+11 (1d6+2/19-20/x2) and
. . Alkahest Bomb +15/+10 (6d8+6 Acid) and
. . Smoke Bomb (12r) +15/+10 (Smoke) and
. . Tanglefoot Bomb (2d4r) +15/+10 (Entangled)
Special Attacks Alkahest Bomb 6d8/6d4 (18/day) (DC 22), Fast Bombs, Smoke Bomb (12r)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist (Crypt Breaker) Spells Known (CL 12, 11 melee touch, 14 ranged touch):
4 (4/day) Beast Shape II (DC 20), Freedom of Movement (DC 20), Restoration (DC 20), Fluid Form (DC 20)
3 (5/day) Heroism (DC 19), Fly (DC 19), Bomber's Eye/Reduce Person, Combined (DC 17), Shield/Reduce Person, Combined (DC 17), Amplify Elixir (DC 19)
2 (7/day) Restoration, Lesser (DC 18), Resist Energy (DC 18), Invisibility, See Invisibility (DC 18), Alchemical Allocation (x3) (DC 18)
1 (7/day) Crafter's Fortune (DC 17), Identify, Disguise Self (DC 18), Cure Light Wounds (x4) (DC 17)
Str 12, Dex 16/18, Con 12/14, Int 20/22, Wis 11/13, Cha 9/11
Base Atk +9; CMB +9; CMD 20
Feats Extra Discovery, Extra Discovery, Improved Initiative, Iron Will, Point Blank Shot, Rapid Shot, Throw Anything
Traits Armor Expert, Dangerously Curious, Rapscallion
Skills Acrobatics -2, Appraise +19, Climb -5, Craft (Alchemy) +24, Disable Device +21, Escape Artist -1, Fly +15, Knowledge (Arcana) +19, Knowledge (Nature) +19, Perception +18, Ride -2, Spellcraft +19, Stealth +2, Survival +16, Swim -5, Use Magic Device +16 Modifiers Alchemy +12
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Sylvan
SQ Cauldron of Brewing (empty), Combine Extracts, Crypt Breaker's Draught (Su), Eternal Hope (1/day), Fast Poisoning (Swift Action) (Ex), Gnome Magic, Illusion Resistance, Poison Use, Precise Bombs (6 squares) (Su), Quick Disable (Ex), Swift Alchemy (Ex), Tanglefoot Bomb (2d4r), Trap Spotter (Ex), Trapfinding +6
Combat Gear +1 Guardian Morningstar, +2 Seeking Paueliel Crossbow, Light, +2 Spell Resistance (13) Mithral Agile Breastplate, Bolts, Crossbow (50); Other Gear Amulet of Natural Armor +3, Belt of Physical Might, DEX & CON +2, Cauldron of Brewing (empty), Crypt Breaker’s Draught (darkvision), Handy Haversack (8 @ 2.5 lbs), Headband of Mental Superiority, +2: Perception, Potion of Displacement, Potion of Gaseous Form, Potion of Good Hope, Potion of Haste, Potion of Remove Curse, Potion of Spider Climb, Potion of Tongues, Thieves' tools, masterwork
Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bomb 6d8/6d4 (18/day) (DC 22) (Su) 6d8 acid damage to constructs and undead, 6d4 force damage to all other creatures.
Armor Expert -1 Armor check penalty.
Cauldron of Brewing (empty) A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence
bonus on Craft (alchemy) skill checks.
Requirements Craft Wondrous Item, trained in Craft (Alchemy); Cost 1,500 gp
Combine Extracts When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest level formulae placed in the extract.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
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.
Illusion Resistance +2 racial bonus to saves against illusions.
Immunity to Poison You are immune to poison.
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.
Poison Use You don't accidentally poison yourself with blades.
Precise Bombs (6 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.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Quick Disable (Ex) You can use the disable device ability to disable traps in half the normal time (minimum 1 round).
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Smoke Bomb (12r) (Su) When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4r) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 +6 to find or disable traps.