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About "Bottles" LazuliConsumables:
Bombs Per Day 7/8 Extracts Per Day 3/3 Reduce Person Prepared Mutagen Dex Mutagen used 3/4x Alchemist’s Fire
Wand of Cure Light Wounds (48/50) Re-roll 1s 1/day 1/1 Dancing Lights 1/1
PERSONAL:
“Bottles” Lazuli Neutral Good Male Race: Gnome Age: 103 (Middle Aged) Deity: Sarenrae Height: 3’8’’ Weight: 43 lbs. Home Region: Absalom Faction: Scarab Sages Description There is a thump at the door, and then the door slowly swings open, pushed by a gnome walking backwards, both hands holding a large tome of hieroglyphic symbols. Only once he has backed the door completely open, and it is stopped by the wall does he look up from the book, blinking magnified eyes, through thick glasses, as if finding himself somewhere unexpected. His mop of wavy blue hair surrounds his head like a nimbus. He wears simple clothing in several places marred by burns or stains. About his person, bulging out of pockets, attached to bandoleers, tied to a string around his neck, and sticking out of a boot-top are a motley assortment of little bottles, each containing something different. Some bottles contain a glowing liquid, or a shrivled flower, many contain colorful powders, or fog, or what might be water, blood, milk, and honey. 'Bottles', they call me, I don’t know why…” he says to the room, and then to himself, "Now why did I come up here…” But he quickly seems to loose intereest in the question, and sits down on a human-sized footstool, and again becomes absorbed in his book.
DEFENSE:
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, -1 Armor Check) HP 15 Fort +4, Ref +5, Will -1 (+2 vs fear and despair) CMD 12
OFFENSE:
Speed 20 ft. UNALTERED
Ranged
Bomb 20ft +6 — 20ft +4 — 40ft +3 — 60ft +1 — (1d6+5, splash 5, DC 15) Splash 10ft +6 — 20ft +4 — 30ft +2 — 40ft -1— (1d6+5, splash 5) CMB +0
DEXTERITY MUTAGEN
AC 21, T 15, FF 17 Melee
Ranged
Bomb 20ft +8 — 30ft +6 — (1d6+5, splash 5, DC 15)
Splash 10ft +8 — 20ft +6 — 30ft +4 — (1d6+4, splash 5) CMB +0
REDUCE PERSON
AC 19, T 15, FF 16 Melee
Ranged
Bomb 20ft +10 — 30ft +8 — (1d6+5, splash 5, DC 15)
Splash 10ft +10 — 20ft +8 — 30ft +6 — (1d6+5, splash 5) CMB +2
DEXTERITY MUTAGEN & REDUCE PERSON
AC 22, T 16, FF 18 Attack Bonus +2
Ranged
Bomb 20ft +10 — 30ft +8 —(1d6+5, splash 5, DC 15)
Splash 10ft +10 — 20ft +8 — 30ft +6 — (1d6+5, splash 5) CMB +4
STATISTICS:
Str 10, Dex 14, Con 13, Int 18, Wis 8, Cha 12 Initiative +2 Base Attack 1
Languages
SKILLS:
• Acrobatics +1 • Acrobatics (Jump) -3 • Appraise +4 • Bluff +1 • Climb -1 • Craft Alchemy +11 (+13 crafting) • Diplomacy +1 • Disguise -1 • Escape Artist +1 • Heal +3 • Intimidate +1 • Know: Arcana +8 • Know: Dungeoneering +5 • Know: History +5 • Know: Local +5 • Know: Nature +8 • Perception +6 • Perform -1 • Ride +1 • Sense Motive -1 • Spellcraft +9 • Stealth +10 (+11 Hilly or Rocky) • Survival -1 • Swim -1 • Use Magic Device +8 Armor Check Penalty -1 (included above)
GEAR:
Purchase History and Inventory: http://tinyurl.com/hhy3ce5 Carried on Person Formula Book
In Backpack
Hot Weather Outfit
FEATS & TRAITS:
Extra Bombs You can throw two additional bombs per day. Point Blank Shot
Throw Anything
Highlander
Pragmatic Activator
CLASS ABILITIES & DISCOVERIES:
Alchemy • When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. • In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check. Mutagen
Discovery: Precise Bombs
ARCHETYPE
RACIAL ABILITIES:
Eternal Hope
Keen Senses (Ex)
Low-Light Vision (Ex)
Pyromaniac
Dancing Lights (racial 1/day)
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. FLARE (Racial 1/day)
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. Dazzled
PRESTIDIGITATION (Racial 1/day)
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Produce Flame (racial 1/day)
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater. Weapon Familiarity
FORMULA BOOK:
Crafter's Fortune
Comprehend Languages
Cure Light Wounds
Endure Elements
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. Expeditious Retreat
Reduce Person
Shield
CHRONICLES:
1 3-1 The Frostfur Captives 2 4-1 Rise of the Goblin Guild 3 6-8 The Segang Expedition 4 7-1 Between the Lines (link) Notes to Self:
Take Linguistics! |