Lonicera

1LT Margit Dastl's page

48 posts. Alias of Insnare.


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.