Blacksmith

Johann Erlenmeyer's page

772 posts. Organized Play character for Paladin of Baha-who?.


Full Name

Johann Erlenmeyer

Race

Gnome

Classes/Levels

Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Gender

M

Size

S

Age

50

Alignment

CN

Deity

Brigh

Languages

Abyssal, Common, Draconic, Elven, Gnome, Ignan, Kelish, Osiriani, Sylvan, Terran

Strength 11
Dexterity 14
Constitution 12
Intelligence 23
Wisdom 12
Charisma 12

About Johann Erlenmeyer

Johann Erlenmeyer
Male gnome alchemist (preservationist) 9 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 19)
CN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +15
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Defense
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AC 19, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 shield, +1 size)
hp 57 (9d8+9)
Fort +8, Ref +9, Will +7; +1 trait bonus vs. enchantment spells & effects, +2 bonus vs. poison
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Offense
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Speed 20 ft.
Melee dagger +7/+2 (1d3/19-20) or
. . mwk spiked gauntlet +8/+3 (1d3)
Ranged bomb +10/+5 (5d6+6 fire) or
. . darkwood light crossbow +10 (1d6/19-20) or
. . frost bomb +10/+5 (5d6+6 cold) or
. . tanglefoot bomb +10/+5 (entangle)
Special Attacks bomb 21/day (5d6+6 fire, DC 20)
Spell-Like Abilities (CL 9th; concentration +10)
. . 1/day—dancing lights, flare (DC 11), prestidigitation, produce flame
Alchemist (Preservationist) Extracts Prepared (CL 9th; concentration +15)
. . 3rd—displacement, remove curse, summon nature's ally IV (2)
. . 2nd—alchemical allocation[APG] (2), darkvision, lesser restoration (2), summon nature's ally II
. . 1st—enlarge person (2, DC 17), heightened awareness[ACG] (2), shield (3)
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Statistics
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Str 11, Dex 14, Con 12, Int 23, Wis 12, Cha 12
Base Atk +6; CMB +5; CMD 17
Feats Extra Bombs[APG], Extra Discovery[APG], Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Traits indomitable, mathematical prodigy
Skills Acrobatics +3 (-1 to jump), Craft (alchemy) +21 (+30 to create alchemical items), Diplomacy +13, Disable Device +13, Escape Artist +8, Fly +8, Handle Animal +5, Heal +5, Knowledge (arcana) +19, Knowledge (dungeoneering) +8, Knowledge (engineering) +13, Knowledge (history) +7, Knowledge (local) +9, Knowledge (nature) +14, Knowledge (planes) +12, Knowledge (religion) +10, Linguistics +7, Perception +15, Sleight of Hand +6, Spellcraft +18, Stealth +20, Survival +5 (+7 to avoid becoming lost), Use Magic Device +7; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Abyssal, Common, Draconic, Elven, Gnome, Ignan, Kelish, Osiriani, Sylvan, Terran
SQ alchemy (alchemy crafting +9), bottled ally, discoveries (fast bombs, frost bomb, infusion, precise bombs [6 squares], tanglefoot bomb[UM]), master tinker[APG], mutagen (+4/-2, +2 natural armor, 90 minutes), swift alchemy
Combat Gear boro bead (1st level)[UE], cold iron crossbow bolts (10), cold iron crossbow bolts w/ silver blanch (10), mutagen[APG], oil of daylight, potion of fly, potion of magic circle against evil, universal solvent, wand of cure light wounds (38 charges), wand of protection from arrows (8 charges), wand of shield (41 charges), acid (5), acid (2), alchemical grease[APG] (16), alchemist's fire (5), alchemist's fire (2), alkali flask[APG] (5), antiplague[APG] (15), antitoxin (15), bodybalm (2), holy water (6), holy water (2), hound's blood[ARG], meditation tea[UE] (5), padzahr[UE] (4), smelling salts[APG], tanglefoot bag (2), thunderstone (2), wismuth salix[UE]; Other Gear +1 slick darkleaf cloth lamellar (leather) armor[UC], mwk buckler, dagger, darkwood light crossbow, mwk spiked gauntlet, belt of incredible dexterity +2, clear spindle ioun stone, elven burial shroud +1, handy haversack, headband of vast intelligence +4, ioun torch ioun stone[APG], lenses of situational sight, lesser talisman of life's breath[OA], nexus crystal (minor artifact), wayfinder[ISWG], alchemy crafting kit[APG], bomb launcher[ARG] (20), carved wooden falcon, painted blue (worth 5.68 gp), dilettante's outfit[ARG], flint and steel, formula book[UE], hot weather outfit[APG], inkpen, masterwork thieves' tools, masterwork tool, obsession log[ARG], portable alchemist's lab[APG], silk rope (50 ft.), tindertwig (10), travelling formula book[UE], wrist sheath, spring loaded, riding dog, bedroll, blanket, military saddle, mwk studded leather barding, saddlebags, trail rations, waterskin, 622 pp, 6 gp, 3 cp
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Special Abilities
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Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+6 (21/day, DC 20) (Su) Thrown Splash Weapon deals 5d6+6 fire damage.
Bottled Ally III At 2nd level, a preservationist adds Handle Animal to his list of class skills. He adds summon nature's ally I to his formula book as a 1st-level extract. When he prepares that extract, he actually prepares a tiny, preserved specimen in a bott
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Frost Bomb (DC 20) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Infusion Create an extract can be used by anyone but takes up a slot until used.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Mutagen (DC 20) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 90 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 6 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) 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 (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Kayle's Blessing: [ ] [ ] [ ] +1 luck bonus on any saving throw against a dragon's breath weapon, may be applied after roll is made but before results are determined.

Evenhanded Investigator: +2 circumstance bonus to Diplomacy when dealing with guards and city officials of Absalom.

Fool Me Once: +2 bonus on Sense Motive against current and former Pathfinders

Demonic Scholar: +1 bonus on Knowledge (planes) checks regarding demons.

Harvestman's Bane: +2 bonus on Intimidate against worshippers of Zyphus.

Embeth Hound: Received an Embeth Hound at no cost, a riding dog who receives a +4 racial bonus on Climb and Swim checks instead of a +4 racial bonus on jumping. Trained for Combat and knows the Track trick.

Enhanced Alchemical Items: Damaged dealt is increased by half, DC of skill checks or saving throws is increased by 2.
-Enhanced Acid Flask (3/4, 20g)
-Enhanced Alchemist Fire (2/4, 40g)
-Enhanced Holy Water (2/4, 50g)
-Enhanced Tanglefoot Bag (2/4, 100g)

Discerning Wayfinder: (5PP) Casts Detect Magic instead of Light.

Time in Dreng's Vaults: Permanent +2 bonus to one knowledge type.

Owed a Favor: May gain a one-time +4 circumstance bonus on Diplomacy in future scenario set in Absalom. Cross off after use.

Faction Journal Goal: Liberate slaves, captives or hostages (2/3)

Faction Journal Goal: Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocents.

Faction Journal Goal: After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.

Faction Journal Goal: Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards. (1/5)

FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.

Formulary:

1-
Ant Haul
Anticipate Peril
Bomber's eye
Comprehend Languages
Crafter's Fortune
Cure Light Wounds
Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
Enlarge Person
Expeditious Retreat
Heightened Awareness
Identify
Jump
Keen Senses
Long Arm
Monkey Fish
Reduce Person
See Alignment
Shield
Stone Fist
Summon Nature's Ally
Targeted Bomb Admixture
Touch of the Sea
True Strike

2-
Alchemical Allocation
Alter Self
Aram Zey's Focus
Barkskin
Bear's Endurance
Bull's Strength
Cat's Grace
Darkvision
False Life
Focused Scrutiny
Fox's Cunning
Ghostly Disguise
Invisibility
Perceive Cues
Resist Energy
Restoration, Lesser
See Invisibility
Spider Climb
Summon Nature's Ally II
Vomit Swarm

3-
Cure Serious Wounds
Displacement
Draconic Reservoir
Fly
Gaseous Form
Haste
Heroism
Monstrous Physique
Remove Blindness
Remove Curse
Remove Disease
Summon Nature's Ally IV
Tongues
Undead Anatomy

4-
Death Ward
Fire Shield

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Sprocket CR –
Male riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
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Statistics
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Track
Skills Acrobatics +6 (+14 to jump), Climb +6, Perception +8, Survival +1 (+5 when tracking by scent), Swim +6; Racial Modifiers +4 Climb, +4 Survival when tracking by scent, +4 Swim
SQ combat riding, track
Other Gear mwk studded leather, bedroll, blanket[APG], military saddle, saddlebags, trail rations (4), waterskin
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

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