| Race |
Male Alchemist/Inv 3 | HP: 21/21, AC 22(13T/19 FF),CMD:14, Fort:+4*, Ref:+8*, Will:1*, Init:+4|Percep+3(+5)|SM+3| Bombs(DC15)6/8 |
| Classes/Levels |
| Active effects: heightened awareness(20m), cognatogen(20m) |
| Age |
74(appears as if in his early 20s) |
| Languages |
Aquan, Auran, Common, Tien, Varisian |
About Brinshandyr
Brinshandyr
Male sylph alchemist (internal alchemist, mindchemist) 2/investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 258, Pathfinder RPG Ultimate Magic 18, 19)
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 21 (3d8+3)
Fort +4, Ref +8, Will +1; +2 bonus vs. poison
Resist electricity 5
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Offense
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Speed 30 ft.
Melee cestus +2 (1d4+1/19-20) or
. . dagger +2 (1d4+1/19-20) or
. . dagger +2 (1d4+1/19-20)
Ranged bomb +4 (1d6+4 fire)
Special Attacks bomb 8/day (1d6+4 fire, DC 15)
Spell-Like Abilities (CL 3rd; concentration +1)
. . 1/day—feather fall
Alchemist (Internal Alchemist, Mindchemist) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—expeditious retreat, heightened awareness[ACG], shield
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, long arm[ACG]
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Statistics
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Str 12, Dex 16, Con 12, Int 19, Wis 9, Cha 7
Base Atk +1; CMB +2; CMD 15
Feats Extra Bombs[APG], Point-Blank Shot, Precise Shot
Traits clever wordplay, cunning liar (any city)
Skills heightened awareness adds +2 to Knowledge skills and perception
Acrobatics +7
Appraise +8
Bluff +8
Craft (alchemy) +13 (+16 to create alchemical items)
Diplomacy +8
Disable Device +12
Disguise +2
Escape Artist +7
Heal +3
Knowledge (arcana) +12+d6
Knowledge (dungeoneering) +12+d6
Knowledge (engineering) +12+d6
Knowledge (geography) +12+d6
Knowledge (history) +12+d6
Knowledge (local) +12+d6
Knowledge (nature) +12+d6
Knowledge (nobility) +12+d6
Knowledge (planes) +12+d6
Knowledge (religion) +12+d6
Linguistics +8+d6
Perception +3
Sense Motive +3
Sleight of Hand +7
Spellcraft +8+d6
Stealth +7
Survival +3 (+5 to avoid becoming lost)
Languages Aquan, Auran, Common, Tien, Undercommon, Varisian
SQ alchemy (alchemy crafting +3), breath mastery, cognatogen (+4/-2, +2 natural armor, 20 minutes), discovery (precise bombs [4 squares]), inspiration (4/day), mostly human, perfect recall, trapfinding +1
Combat Gear cognatogen[UM], potion of protection from evil (2), potion of shield of faith +2 (2), universal solvent (1), wand of cure light wounds (50 charges), alchemist's fire (4), antiplague[APG] (2), antitoxin (2), meditation tea[UE], rager's aid[ACG], smelling salts[APG], stillgut[ARG], tanglefoot bag (3), troll styptic;
Other Gear +1 mithral chain shirt, +1 buckler, cestus[APG], dagger, dagger, cracked dusty rose prism ioun stone, wayfinder[ISWG], alchemical tar paper, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, contracting rope, flint and steel, ink, inkpen, investigator starting formula book, masterwork thieves' tools, mess kit[UE], pot, purification pellet (3), soap, subversive vestment[UI], torch (10), trail rations (5), undeath aid kit, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 303 gp, 3 sp, 8 cp
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (8/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score. With preparation he can increase this to 1 hour per Constitution point.
Cognatogen (DC 15) (Su) Mutagen adds +4 to INT -2 to a STR, and +2 nat. armor for 20 minutes.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of 9.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Brin, as he prefers to be called, is a curious sort with a creative and artistic view toward most things, alchemy being chief among them.
He has a gifted mind for facts and figures and has always remembered virtually everything he has ever heard or read. Because of his unusual mind, knowing things has always come easy to him and he has a hard time understanding why other people have so much trouble doing the same. That said, he understands that most people don't know as much as he does and always appears eager to help those that need it.
His personality could easily grate on people, but he keeps his true thoughts to himself, and instead puts on a charmming facade to best get along with those he has dealings with.
Good at heart, he sees everyone has value and should be free to express themselves as long as it doesn't negatively impact the lives of others.