Alastir Wade

Theophilus Carter's page

2,042 posts. Alias of Dorian 'Grey'.


Full Name

Theophilus Carter

Race

Human(Varisian)

Classes/Levels

Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Gender

Male +4 circumstance (Blindness/Deafness/Curse)

Size

M

Age

17

Special Abilities

Hat making

Alignment

CG

Location

in his head

Languages

ommon, Necril, infernal, draconic, skald, varisian, orc, sign language, giant, fey, Abyssal, terran, celestial, halfling, goblin, undercommon, aklo, gnoll, Lip reading, Sasquatch ? ? ?

Strength 10
Dexterity 16
Constitution 18
Intelligence 30
Wisdom 10
Charisma 14

About Theophilus Carter

Description:
"Why is a raven like a writing desk?"

Theo wears a large top hat with a hatband reading "In this style 10/6". This is the hat's price tag, indicative of his trade, and giving the price in pre-decimal British money as ten shillings and six pence (or half a guinea).

He dresses in flamboyant, but impeccable finery. The color combinations seem to be just off; from his brown suede top coat to his black and grey pinstripped pants to his multi-colored socks;and from his bird and flower printed ruffled shirt to his bright orange-dyed mop of hair. The style also seems just late of fashion.

He has a constant big grin that doesn't always match his expressive and piercing blue eyes.

Theo stands just under 6' and weighs roughly 170 lbs.

His current state of lucidity depends upon the moment...

Prompt:
The slow, tortuous bead of perspiration sluggishly slides down his scruffy cheek; easily eager to erase any sense of his self-confidence. Lifting his top hat, he swipes his coated arm across his temples. A small victory. Replacing the hat, he leans warily upon a broken, ruined fence. His ragged breath matching his appearance, the lone gentleman warily watches as the murderous fog creeps ever closer. Glancing furtively at the indifferent sky, his faded blue eyes reflect a hopelessness that his body begins to morning. The tapping, tapping, tapping of hidden feet impress upon him a resolution to this ordeal. The choices for survival having been lessen by the moment, he peers intently at the two roads before him.
Alas, it seems they finally found me!, he whispers to the fog. With a sudden change of resolve, the lanky gentleman doffs his top hat at the ghastly fog.
Not yet, not yet!, he defiantly announces, as he stumbles up the hill....

Gift from Mad Poet:
The leaves are remarkably thin but resilient parchment that looks almost greasy, That is not dead which can eternal lie,
And with strange aeons even death may die. Theo remembers a life he never lived. Choose one: gain +2 to int, gain one hex you qualify for, or learn one spell you could cast.

Evolutions

Spells:

Cantrips
1. guidance
2. dancing lights
3. detect magic
4. stabilize

1st
1. mage armor x
2. lucky numbers 4/x
3. Unseen Servant
4. Obscuring Mist
5.
6.
7.

2nd
1. hideous laughter
2. See Invisibility x2/1
3. Web
4. Cure moderate wounds
5. Summon Monster
6.

3rd
1. Summon Monster
2. Heroism x2/1
3. Accursed Glare
4. Remove Blindness/deafness
5. lightning bolt
6.

4th
1. SM 4
2. Dimensional Door x2/2
3. Confusion
4. Lightning bolt
5.
6. Phantasmal killer

5th
1. SM 5 2/2
2. Teleport 2/2
3.
4.
5. Waves of Fatigue x
6. Bestow Curse

6th
1. Summon monster 6 x2/xx
2. Flesh to Stone
3. Dispel Magic, greater
4.

7th.
1. SM 7 x
2. Heal x2/2
3. Legendary Proportions x
4.

8th.
1. SM 8 x
2. Nine Lives x
3. Mind Blank x

Insanity (Ultimate Magic pg. 83): 2nd — memory lapse, 4th — hideous laughter, 6th — distracting cacophony, 8th — confusion, 10th — mind fog, 12th — envious urge, 14th — insanity, 16th — symbol of insanity, 18th — overwhelming presence.

Druid favored terrain (Urban) spells 1/day each

0-level
1. read magic
2. create water
3. mending

1st
1. feather step x

Crunch:
Theophilus Carter
Male Human Witch 16 Humanoid (Varisian) Init +13; Senses Low light vision; Perception +22
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 21 (+4 armor, +0 shield, +3 deflection, +3 Dex, +3 natural, +0 dodge, +4 enhancement)
hp 160(16d6+96)
Fort +15 Ref +13, Will +15

Four-Leaf Clover

--------------------
Offense
--------------------
Speed 30 ft.
Melee +4 dagger +12 1d4+4
Range
....................
Special Attacks
spells
hex evil eye Will DC 28 -4 13 rounds or 1 round, cackle, misfortune Will DC 28 3 rounds, fortune 3 rounds, flight 16/12, [dice=Healing*Hex (Su)]2d8+10[/dice], Major Ameliorating (Su), Retribution (Su) 60' Will DC 28, Regenerative Sinew (Su), Prehensile Hair (Su) 16/16
......... .....
SQ
Fey Magic
Fey Thoughts
Familiar (white rabbit)

..............
Patron; insanity
........... .
--------------------
Statistics
--------------------
Str 10, Dex 14/16, Con 14/20, Int 23/30, Wis 10 Cha 12/14
Base Atk +8; CMB +8; CMD 23
Feats improve initiative, extra hex, alertness(b), spell focus (Conjuration), Augment Summoning, Accursed Hex, Spell Penetration, greater spell penetration, split hex, Evolved Summoned Monster
The Witch's class skills are Craft (Int) hats +19(4bg), Fly (Dex)+22(16), Heal (Wis)+19(16), Intimidate (Cha)+23(16), Knowledge (arcana) (Int)+29(16), Knowledge (history) (Int)+15(1bg), Knowledge (nature) (Int)+29(16), Knowledge (planes) (Int)+34(16), Profession (Wis), Spellcraft (Int)+29(16)(1), and Use Magic Device (Cha)+21(16). Diplomacy (Cha)+21(16), bluff (Cha)+22(16), Perception (Wis) +22(16), Sleight of Hand(Dex)+20(13bg), Linguistics (Int)+27(14bg). Acrobatics (Dex)+19(16), Disable Device(Dex)+19(16)

Skill Points at each Level: 2 + Int modifier.

Favored class bonus: +1 hp x16
Traits: seeker, twitchy, diabolical dabbler, Practiced Gambler
drawback: Paranoid
Languages Common, infernal, draconic, skald, varisian, orc, sign language, giant, fey, Abyssal, terran, celestial, halfling, goblin, undercommon, aklo, gnoll, Lip reading, Sasquatch, kellish, Necril, ? ? ?

Other Gear

Headband of the Unstudious Mage (+level Spellcraft)
spell component pouch
Pathfinders kit
Sewing needle
Hat (tool mw: Intimidate)
Artisan tools(mw): craft Hats
Playing cards x5
Paper candle fireworks x17/14
Summoning book
Pearl of Power 1st 1/1
Wand of Cure light wounds 50/0
Odd Harrow Deck
Wand of Invisibility 4/0
Wand of cure moderate 34/14
Mossy Disk Ioun Stone (+5 knowledge[planes]): Cyclops
Wand of clw 50/23
scrolls: Mind Fog, Arcane Eye, Object Possession, and Phantasmal Killer.
Necklace of Adaptation
Hat (1000gp)
Wand of Endure Elements 50/28
------------------
Tracked Resources
--------------------
13, 373gp

Automatic Bonus Progression
Level Bonuses Gained
1st —
2nd —
3rd Resistance +1
4th Armor attunement +1 (clothing), weapon attunement +1
5th Deflection +1
6th Mental prowess +2 (Int)
7th Physical prowess +2. (Con)
8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
9th Armor attunement +2, weapon attunement +2
10th Deflection +2, resistance +3
11th Mental prowess +4
12th Physical prowess +4
13th Mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2
14th Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
15th Armor attunement +3/+3 or +4, mental prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4
16th Deflection +3, physical prowess +6/+2 or +4/+4, toughening +3

Automatic Bonus Progression

Class:
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

Hexes:

Major Ameliorating (Su) (Healer's Handbook pg. 17): The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the witch either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the witch’s level. Alternatively, for 24 hours the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects (witch’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the witch can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Healing* (Su)

A witch can soothe the wounds of those she touches.
Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Section 15: Copyright Notice

Flight* (Su)
The witch grows lighter as she gains power, eventually gaining the ability to fly.

Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Cackle (Su) (Advanced Player's Guide pg. 66 (Amazon)): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye (Su) (Advanced Player's Guide pg. 66 (Amazon)): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Misfortune (Su) (Advanced Player's Guide pg. 66 (Amazon)): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Fortune (Su)
Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Retribution (Su) (Advanced Player's Guide pg. 68): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.

Regenerative Sinew (Su) (Healer's Handbook pg. 17): The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Prehensile Hair (Su) (Ultimate Magic pg. 81): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows

Patron:
Insanity (Ultimate Magic pg. 1 (Amazon)): 2nd — memory lapse, 4th — hideous laughter, 6th — distracting cacophony, 8th — confusion, 10th — mind fog, 12th — envious urge, 14th — insanity, 16th — symbol of insanity, 18th — overwhelming presence.

White Rabbit Food:

1. chill touch
2. cure light wounds
3. shield
4. Summon Monster
5. obscuring mist
6. Touch of Blindness
7. mage armor
8. ill omen
9. unseen servant
10. Lucky Numbers
11. Twisted Futures

2nd
1. Web
2. See Invisibility
3. Cure Moderate Wounds
4. Summon Monster
5. Remove Disease
6. Fox's Cunning
7. Augury

3rd
1. Heroism
2. Summon Monster
3. Zone of Truth
4. Remove Blindness/Deafness
5. Lightning bolt
6. Cure Serious Wounds
7. Bestow Curse
8. Vexing Miscalculation
9. Accursed Glare
10. Hallow Blades

4th
1. SM 4
2. Dimensional Door
3. Crushing Despair
4. Black Tentacles
5. Arcane Eye
6. Phantasmal killer

5th
1. Summon Monster 5
2. Pain Strike, Mass
3.Peacebond, Greater
4, Teleport
5. Waves of Fatigue

6th
1. Summon monster 6
2. True Seeing
3. Flesh to Stone
4. Cone of Cold
5. Dispel Magic, greater

7th
1. Summon Monster 7
2. Heal
3. Plane Shift
4. Legendary Proportions

8th
1. SM
2. Nine Lives
3. Mind Blank
4. Resurrection

Feats:

Accursed Hex
You can make a second attempt at failed hexes.

Prerequisites: Hex class feature

Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

Normal: You can only target a creature with these hexes once per day.

Split Hex
Source Ultimate Magic pg. 156
You can split the effect of one of your targeted hexes, affecting another creature you can see.

Prerequisites: Witch level 10th.

Benefit: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

Evolved Summoned Monster
Source Advanced Class Guide pg. 146
The creatures you summon have evolved to have even greater abilities.

Prerequisites: Augmented Summoning, Spell Focus (conjuration), ability to cast summon monster I.

Benefit: Each time you cast a summon monster spell, you can select a 1-point evolution other than pounce or reach from those available to a summoner’s eidolon. Your summoned creature gains this evolution. The summoned creature must conform to any limitations of the evolution. (For instance, only a creature with a reach of 10 feet or more can have the pull evolution.) Evolutions that grant additional attacks or enhance existing attacks can be applied only to Medium or larger summoned creatures.

If you summon more than one creature with a single spell, only one creature gains this evolution.

Special: You can take this feat multiple times. Each time you do, select an additional 1–point evolution for one of your summoned creatures. If you summon more than one creature, you can choose to apply all the evolutions to a single summoned creature, or split them between the creatures summoned.

Traits:

Twitchy
Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s
a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive. You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves.

Seeker

Source Ultimate Campaign pg. 61 (Amazon)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Diabolical Dabbler
REPORT AD
Benefit: Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Section 15: Copyright Notice
Pathfinder Chronicles – Cheliax: Empire of Devils Copyright 2009, Paizo Publishing, LLC Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott

Practiced Gambler
Source Inner Sea Races pg. 196
Category Race
Requirement(s) Human - Varisian
Your upbringing around the Sczarni has exposed you to games with cards and dice. You gain a +1 trait bonus on Bluff and Sleight of Hand checks; for the purpose of gambling, these bonuses increase by 1.

Drawback
Paranoid

Source Ultimate Campaign pg. 65 (Amazon)
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Race:
Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Fey Thoughts
Source Heroes of the Wild pg. 5 (Amazon)
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand,Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).

Fey Magic
Source Heroes of the Wild pg. 5 (Amazon)
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.

A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.

Equipment:

PFS Legal Dilettante's outfit
Source Advanced Race Guide pg. 1 (Amazon)
Price 20 gp; Weight 8 lbs.
Category Clothing
Description
These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as "superior" from some other set of clothing, and are rife with pockets and small hidey-holes. It the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body..

Harrow deck spellbook/familiar
Source Ultimate Equipment pg. 57 (Amazon), Curse of the Crimson Throne Player's Guide pg. 12 (Amazon), Pathfinder Campaign Setting pg. 213 (Amazon), Adventurer's Armory pg. 19 (Amazon), Inner Sea World Guide pg. 293 (Amazon)
Price 100 gp; Weight —
Category Entertainment
Description
This is a traditional fortune-telling deck of cards used by soothsayers and seers. Some harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.

Cards(1gp) x5
Source Ultimate Equipment pg. 92 (Amazon)
Price 1 sp–100 gp; Weight 1 lb.
Category Entertainment
Description
Playing cards range from block-printed symbols on thick paper to elaborate, hand-painted works of art on waxed vellum, ivory, wood, or even metal.

Pathfinder's kit
Source Pathfinder Society Primer pg. 7, Pathfinder Society Field Guide pg. 47 (Amazon), Ultimate Equipment pg. 57 (Amazon)
Price 12 gp; Weight 22 lbs.
Category Kits
Description
This kit consists of a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Artisan's tools(mw)craft Hats
Source Ultimate Equipment pg. 77 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 5 gp (common), 55 gp (masterwork); Weight 5 lbs. (common), 5 lbs. (masterwork)
Description
These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.

Firework (paper candle)
Source Ultimate Equipment pg. 107 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 1 gp; Weight —
Category Alchemical Weapons
Description
This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20