Full Name |
First Lieutenant Margit Ferdninand Dastl |
Race |
Austrian |
Classes/Levels |
Alchemist 1/ Rogue (Spy) 1 |
Gender |
Weiblich |
Size |
M |
Alignment |
NG |
Deity |
Raised Roman Catholic but currently Agnostic |
Languages |
German, English, French, Hungarian |
Occupation |
Chemistry Professor, Officer, Spec Ops |
Strength |
12 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
17 |
Wisdom |
14 |
Charisma |
12 |
About 1LT Margit Dastl
1st Lt. Margit Dastl
Unnamed Hero
Female Human Alchemist 1 Rogue (Spy) 1
NG Medium Humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 14 (2d8+2)
Fort +3, Ref +5, Will +2
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Offense
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Speed 30 ft.
Ranged Bomb +2 (1d6+3 Fire/x2)
Special Attacks bomb 1d6+3 (6/day) (dc 13), sneak attack +1d6
Alchemist Spells Prepared (CL 1):
1 (2/day) Bomber's Eye, Keen Senses (DC 14)
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Statistics
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Str 12, Dex 12, Con 12, Int 17, Wis 14, Cha 12
Base Atk +0; CMB +1; CMD 12
Feats Brew Potion, Deceitful, Extra Bombs, Throw Anything
Skills Bluff +7 (+8 on opposed rolls to attempt to deceive someone (does not apply to feint attempts or attempts to pass secret messages)), Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +5, Disable Device +3, Disguise +7, Knowledge (local) +7, Knowledge (nature) +8, Knowledge (nobility) +4, Linguistics +8, Perception +7, Profession (courtesean) +6, Profession (engineer) +6, Sense Motive +6, Sleight of Hand +6, Stealth +5, Survival +7; Racial Modifiers alchemy +1, skilled liar +1
Languages Common
SQ mutagen (dc 13), poison use
Other Gear 150 GP
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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+3 (6/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Skilled Liar +1 (Ex) +1 Bluff to Deceive
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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a pocket knife in order to cut themselves out of their harness if they landed in a tree.
a spoon
razor
socks
cleaning patches
flashlight
maps
three-day supply of K-rations
an emergency ration package (four chocolate bars, a pack of Charms, powdered coffee, sugar, and matches)
ammunition
a compass
two fragmentation grenades (advanced flask of Alchemist fires. 1d6 damage in 5ft radius of landing spot.)
an anti-tank mine (1d10 damage vs armor. only activates to preasure from a vehicle, a human stepping on this won't have enough to set it off.)
a smoke grenade (throw-able obscuring mist)
a Gammon bomb (a two-pound plastic explosive for use against tanks. 1d8 damage vs armor)
your weapon
and cigarettes, two cartons per man
On his Uniform the Soldier wore:
a webbing belt and braces
a .45 pistol/.38 special
water canteen
shovel
first aid kit (5 uses of "Morophine")
bayonet (works as combat knife for 1d4 damage)
Over this went his parachute harness:
main parachute in its backpack,
reserve parachute hooked on in front.
A gas mask was strapped to his left leg and a jump-knife/bayonet to his right.
Across his chest the soldier slung his musette bag with his spare underwear and ammunition, and sometimes TNT sticks
Along with his broken-down rifle or machine-gun or mortar diagonally up-and-down across his front under his reserve chute pack, leaving both hands free to handle the risers.
Over everything he wore his Mae West life jacket.