HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Classes/Levels
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1
Gender
Active Effects:
Heroism(100m)
About Archaemedes Falco
Crunch:
Archaemedes Falco
Half-elf alchemist (grenadier) 8
N Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +13
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 75 (8d8+32)
Fort +12, Ref +12, Will +9; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee Mwk Rapier +7 (1d6/18-20x2)
Ranged +1 Adaptive Comp Longbow +10/+5 (1d8+1/20x3) or
Bomb +10 (4d4+6 Force) or (4d6+6 Fire) or (4d6+6 Healing)(20' range)
Special Attacks bomb 16/day(DC 20), point-blank shot (+1 hit/dam w/in 30')
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Statistics
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Str 10, Dex 16, Con 16, Int 22, Wis 12, Cha 8
Base Atk +6; CMB +6; CMD 22
Feats Extra Bombs, Extra Discovery(2), Point-blank Shot, Precise Shot, Throw Anything
Discoveries (explosive bomb, fast bombs, force bomb(reflex vs prone), healing bomb, infusion, precise bombs, wings)
Traits indomitable will, reactionary, spirit guide
Drawback pride
Skills Acrobatics +11, Appraise +9, Craft(alchemy) +25, Fly +14, Heal +12, Knowledge (arcana) +17, Knowledge(nature) +19, Knowledge(Planes) +11, Knowledge(Religion)+17, Perception +14, Spellcraft +17, Stealth +11, Survival +12; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Common, Draconic, Elven, Infernal, +1
SQ alchemy (alchemy crafting +8), elf blood, swift alchemy
Other Gear +1 mithral chain shirt, belt of dex/con +2, cloak of resistance +3, formula alembic, headband of vast intelligence +2, handy haversack, +1 adaptive comp lb, hybridization funnel, portable alchemist's lab, cold iron durable arrows(40), blunt durable arrows(20), healing kit(2), silver holy symbol of Pharasma
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Special Abilities
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Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.
Elven Immunities - Sleep You are immune to magic sleep effects.
Formula alembic Allows user to learn alchemist formula from potions. Potion is unharmed.
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen-(80m) +2 NA and either +4str/-2int, +4dex/-2wis, +4con/-2cha.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (6 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.