Full Name |
Aegarn |
Race |
Human |
Classes/Levels |
Grenadier 7 / Armored Hulk (Unchained) 1 / Master Chymist 2 |
Gender |
Male |
Size |
Medium |
Age |
29 |
Alignment |
Neutral |
Deity |
Green Faith |
Location |
Unknown |
Languages |
Common, Hallit, Polyglot, Thassilonian, Tien |
Occupation |
Mercenary, Pathfinder |
Strength |
23 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
8 |
About Aegarn Tidebourne
Male human (Kellid) alchemist (grenadier) 7/barbarian (unchained, armored hulk) 1/master chymist 2
N Medium humanoid (human)
Init +2; Senses Perception +15
Defense
AC 24, touch 12, flat-footed 23 (+12 armor, +1 deflection, +1 Dex)
hp 89 (10 HD; 7d8+2d10+1d12+27)
Fort +10, Ref +9 (+1 bonus vs. trample attacks), Will +6
Offense
Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine meteor hammer +15/+10 (1d8+10 plus 1d6 acid) or
+1 cold iron greatsword +15/+10 (2d6+10/19-20 plus 1d6 acid) or
gore +9 (1d6+3)
Ranged bomb +11 (4d6+2 Fire) or
composite longbow +10/+5 (1d8/×3) or
javelin +10 (1d6+6)
Special Attacks rage (20 rounds/day), bomb 9/day (4d6+2 fire, DC 15)
Alchemist (Grenadier) Extracts Prepared (CL 8th; concentration +10)
3rd—channel vigor, heroism
2nd—alchemical allocation (2), barkskin (2), stalwart resolve
1st—enlarge person (2), shield (3)
Statistics
Str 23, Dex 14, Con 12, Int 14, Wis 10, Cha 8
Base Atk +8; CMB +15; CMD 27 (28 vs. overrun)
Feats Exotic Weapon Proficiency (meteor hammer), Extra Discovery, Extra Rage, Extra Rage, Iron Will, Martial Weapon Proficiency (nodachi), Power Attack, Throw Anything, Toughness
Traits aid allies, berserker of the society, highlander (hills or mountains)
Skills Acrobatics +1 (-3 to jump), Climb +5, Craft (alchemy) +15 (+22 to create alchemical items), Disable Device +3, Fly +10, Heal +6, Intimidate +12, Knowledge (nature) +10, Linguistics +6, Perception +15, Ride +1 (+6 regarding elephant-like creatures), Spellcraft +8, Stealth +11 (+13 in hilly or rocky areas), Survival +6, Swim +5;
Languages Common, Hallit, Polyglot, Thassilonian, Tien
SQ advanced mutagen (extended mutation), alchemical weapon, alchemy (alchemy crafting +7), directed blast, discoveries (feral mutagen, healing touch, spontaneous healing, wings), indomitable stance, mutagen (+4/-2, +2 natural armor, 180 minutes), mutagenic form, mutate, precise bombs, swift alchemy
Combat Gear +1 arrows (10), cold iron arrows (50), deliquescent gloves, mutagen (feral), oil of bless weapon (2), oil of magic weapon (4), potion of cure light wounds, potion of cure moderate wounds, potion of darkvision (2), potion of endure elements, potion of enlarge person, potion of good hope, potion of magic fang, greater +1, potion of protection from evil (4), potion of shield of faith +3 (2), wand of cure light wounds, acid (4), air crystal (4), alchemist's fire (4), antiplague (4), antitoxin (4), bladeguard (2), caltrops (2), ghast retch flask (4), healer's kit, holy water (4), oil (4), smokestick (4), tangleburn bag (4), tanglefoot bag (4), thunderstone (4), vermin repellent (4), weapon blanch (adamantine), weapon blanch (silver) (4);
Other Gear +3 full plate, +1 adamantine meteor hammer, +1 cold iron greatsword, composite longbow, dagger, javelin, mwk kukri, mwk nodachi, belt of giant strength +2, cloak of resistance +1, furious amulet of mighty fists, handy haversack, helm of the mammoth lord, ioun torch, ring of protection +1, bandolier, bandolier, bedroll, bell, belt pouch, belt pouch, belt pouch, candle (10), canvas (sq. yd.) (4), chain (10 ft.), chalk (5), everburning torch, fishhook, flint and steel, grappling hook, hammer, ink, black, inkpen, masterwork thieves' tools, mirror, mug/tankard, paper, parchment, piton (4), sack (4), scroll case, sewing needle, signal whistle, silk rope (50 ft.), string or twine, sunrod (4), thread (50 ft.), tindertwig (10), torch (4), trail rations (7), vial, waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, light horse (combat trained), dungeoneering kit, riding kit, 2,252 gp, 8 sp, 6 cp
Special Abilities
Aid Allies The aid another action grants +3 instead of +2
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Berserker of the Society +3 rounds of Rage a day.
Bomb 4d6+2 (9/day, DC 15) (Su) Thrown Splash Weapon deals 4d6+2 fire damage.
Deliquescent gloves +1d6 acid dam to touch/weapon att. Natural/unarmed att is immune to ooze acid & doesn't split.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs one foe and rest take splash dam.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Feral Mutate: Phys Attr +4, Mental Attr -2, +2 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day.
The Helm of the Mammoth Lord Gore overcomes DR as magic, +5 to Handle An./Ride/wild empathy vs elephant like targets.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 180 minutes.
Mutagenic Form (Neutral Good) (Ex) Mutagenic form has a different alignment and personality from normal form.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Rage (Unchained, 5 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Spontaneous Healing (35 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wings (7 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min