Full Name |
Buckwheat Rainbow |
Race |
Tiefling |
Classes/Levels |
Mindchemist 10 | 10/21 Bombs | Ablative Barrier (100/100), Haste |
Gender |
HP 103/103 | AC 13 T 13 FF 10 | Fort +12 Ref +11 Will +4 | CMD 18 | Init +8 | Perc +20 | See in Darkness 120ft | |
Strength |
7 |
Dexterity |
16 |
Constitution |
18 |
Intelligence |
28 |
Wisdom |
11 |
Charisma |
5 |
About Buckwheat Rainbow
Buckwheat Rainbow
Tiefling alchemist (mindchemist) 10 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 168, Pathfinder RPG Ultimate Magic 19)
CG Medium outsider (native)
Init +8; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +24
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 103 (10d8+50)
Fort +12, Ref +11, Will +4
Defensive Abilities fortification 25%; Immune poison; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Ranged bomb +9/+9/+4 (5d6+9 Fire) or
. . tanglefoot bomb +9/+9/+4 ()
Special Attacks bomb 21/day (5d6+9 fire, DC 24)
Spell-Like Abilities (CL 10th; concentration +7)
. . 1/day—darkness
Alchemist (Mindchemist) Extracts Prepared (CL 10th; concentration +19)
. . 4th—fluid form[APG], freedom of movement, greater invisibility
. . 3rd—countless eyes[UM] (DC 22), countless eyes[UM] (DC 22), cure serious wounds, heroism
. . 2nd—Ablative Barrier[UC], alchemical allocation[APG], alchemical allocation[APG], alchemical allocation[APG], alchemical allocation[APG], alchemical allocation[APG]
. . 1st—bomber's eye[APG], polypurpose panacea[UM], polypurpose panacea[UM], shield, shield, targeted bomb admixture[UC], targeted bomb admixture[UC], true strike
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Statistics
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Str 7, Dex 16, Con 18, Int 28, Wis 11, Cha 5
Base Atk +7; CMB +5; CMD 18
Feats Alertness, Extra Bombs[APG], Fiend Sight[ARG], Fiend Sight[ARG], Point-blank Shot, Precise Shot, Rapid Shot, Throw Anything
Traits accelerated drinker, pesh addict (katapesh)
Skills Acrobatics +13, Appraise +22, Bluff -2, Craft (alchemy) +22 (+32 to create alchemical items), Disable Device +18, Fly +20, Heal +4, Knowledge (arcana) +31, Knowledge (dungeoneering) +19, Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (local) +29, Knowledge (nature) +31, Knowledge (nobility) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +24, Sense Motive +18, Sleight of Hand +16, Spellcraft +13, Survival +4, Use Magic Device +10; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Hallit, Infernal, Kelish, Polyglot, Shadowtongue, Tien, Varisian, Vudrani
SQ alchemy (alchemy crafting +10), cognatogen, discoveries (fast bombs, infusion, preserve organs, tanglefoot bomb, tumor familiar), perfect recall, prehensile tail, swift alchemy
Combat Gear sandals of the lightest step; Other Gear admixture vial, belt of mighty constitution +4, cloak of resistance +1, cracked dusty rose prism ioun stone, eyes of the eagle, headband of vast intelligence +6, masterwork thieves' tools, wrist sheath, spring loaded (2), 150 gp
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Admixture vial (1/day) Combine two extracts (max 3rd level) into one, as combine extracts discovery.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+9 (21/day, DC 24) (Su) Thrown Splash Weapon deals 5d6+9 fire damage.
Cognatogen (DC 24) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +4 bonus on Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fortification 25% You have a chance to negate critical hits on attacks.
Immunity to Poison You are immune to poison.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sandals of the lightest step (5/day) Once per minute, after moving 10 ft air walk for remainder of movement.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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