Full Name |
Alex |
Race |
Human |
Classes/Levels |
Alchemist-2 |
Gender |
Female |
Size |
M |
Strength |
12 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
17 |
Wisdom |
12 |
Charisma |
12 |
About Alex 1
Female Human Alchemist 2
NG Medium Humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 15 (2d8+2)
Fort +4, Ref +6, Will +1; +2 bonus vs. poison
Resist poison resistance +2
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Offense
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Speed 20 ft.
Melee Quarterstaff +2 (1d6+1/x2)
Ranged Bomb +6 (1d6+3 Fire/x2) and
. . Shock Bomb +6 (1d6+3 Elec./x2)
Special Attacks bomb 1d6+3 (7/day) (dc 14), discoveries (shock bomb)
Alchemist Spells Prepared (CL 2):
1 (3/day) Shield, Cure Light Wounds (x2)
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Statistics
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Str 12, Dex 16, Con 12, Int 17, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Brew Potion, Extra Bombs, Point Blank Shot, Throw Anything
Skills Acrobatics +0 (-4 jump), Appraise +8, Climb -2, Craft (alchemy) +9 (+11 to create alchemical items), Disable Device +2, Escape Artist +0, Fly +0, Heal +8, Knowledge (arcana) +8, Perception +6, Ride +0, Sleight of Hand +5, Spellcraft +8, Stealth -2, Survival +5 (+7 to avoid becoming lost when using this), Swim -2, Use Magic Device +6; Racial Modifiers alchemy +2
Languages Common, Draconic, Elven, Gnome
SQ mutagen (dc 14), poison use, poisoning (standard action)
Combat Gear Alchemical glue, Alchemical glue accelerant, Antiplague (2), Antitoxin (2), Bloodblock, Healer's kit, Liquid blade, Mending paste, Pellet grenade, silver, Smelling salts, Smoke pellet (4), Sunrod (3), Water purification sponge; Other Gear Studded leather armor, Quarterstaff, Alchemist's kit, Backpack (empty), Bell net, Belt pouch (7 @ 2 lbs), Chalk, Chalkboard, Cloak with many pockets, Compass, Mirror, Portable alchemist's lab, Scroll case (empty), Sewing needle, Signal whistle, Silk rope, String or twine, Thread (50 ft.), Waterproof bag (empty), 392 GP, 1 SP, 7 CP
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bomb 1d6+3 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Shock Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.