Talgoren

Oscar Savage's page

2 posts. Alias of Meditation.


Full Name

Oscar Savage

Race

Human

Classes/Levels

Alchemist 1

Gender

Male

Size

Medium

Age

17

Alignment

Chaotic Good

Location

Magnimar

Languages

Thassilonian

About Oscar Savage

Oscar Savage
Male Human (Varisian) Alchemist 1
CG Medium Humanoid (human)
Init +4; Senses Perception +4
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +2, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee Battle Aspergillum +4 (1d6+1/x2) and
Dagger +4 (1d4+1/19-20/x2) and
Dart +4 (1d4+1/x2) and
Sickle +4 (1d6+1/x2)
Ranged Bomb +5 (1d6+4 Fire)
Special Attacks Bomb 1d6+4 (5/day) (DC 14)
Alchemist Spells Prepared (CL 1, 1 melee touch, 4 ranged touch):
1 (2/day) Cure Light Wounds (DC 15), Shield
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Statistics
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Str 12, Dex 18, Con 10, Int 18, Wis 10, Cha 7
Base Atk +0; CMB +1; CMD 15
Feats Brew Potion, Iron Will, Throw Anything, Weapon Finesse
Traits Highlander (hills or mountains), Scholar of the Great Beyond (Knowledge [history])
Skills Acrobatics +3, Climb +0, Craft (alchemy) +8, Disable Device +7, Escape Artist +3, Fly +3,
Knowledge (arcana) +8, Knowledge (history) +9, Knowledge (nature) +8, Linguistics +9, Perception +4,
Ride +3, Spellcraft +8, Stealth +8, Swim +0, Use Magic Device +2 Modifiers Alchemy +1, Highlander
(hills or mountains)
Languages Common, Elven, Goblin, Shoanti, Thassilonian, Undercommon, Varisian
SQ Mutagen (DC 14)
Combat Gear Battle Aspergillum, Dagger, Dart (10), Sickle, Studded Leather; Other Gear Thieves' tools
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this
in hilly or rocky areas.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural
armor for 10 minutes/level.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Exchange Agent: Although you’re a relative newcomer
to Magnimar, you’re not some naive stranger. You’ve been
sent by the Pathfinder Society lodge in your home country
to learn more about Varisia by experiencing the frontier
firsthand. After arriving, you reported to the Magnimar
lodge and placed your expertise at the venture-captain’s
p1
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
disposal. To represent your experience in distant lands,
choose a country other than Varisia as your homeland
and gain one of the languages spoken in that country as
a bonus language (see Pathfinder Campaign Setting: The
Inner Sea World Guide). Additionally, choose one of
the following skills: Handle Animal,
Knowledge (geography), Linguistics,
or Survival. You gain a +1 trait bonus
on checks made with this skill and it is
always a class skill for you.