Harsk

Dacar Ghrunt's page

28 posts. Alias of Kayne Rhal.


Full Name

Dacar Ghrunt

Race

Dwarf

Classes/Levels

Alchemist

Gender

Male

Size

Medium

About Dacar Ghrunt

Dacar Ghrunt
Male Dwarf Alchemist (Crypt Breaker, Trap Breaker) 1
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy pick +1 (1d6+1/×4)
Ranged bomb +3 (1d8+3 Acid)
Special Attacks bomb 4/day (1d6+3 fire, DC 13), +1 on attack rolls against goblinoid and orc humanoids
Alchemist (Crypt Breaker, Trap Breaker) Spells Prepared (CL 1st; concentration +4):
1st—cure light wounds, targeted bomb admixture
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 16, Wis 14, Cha 5
Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Ricochet Splash Weapon, Throw Anything
Traits enduring mutagen, scholar of the ancients
Skills Appraise +7 (+9 to determine the price of nonmagic items with precious metals or gemstones), Disable Device +2, Heal +6, Knowledge (dungeoneering) +4, Perception +6 (+7 to locate traps, +8 to notice unusual stonework), Spellcraft +7, Survival +6, Use Magic Device +1; Racial Modifiers alchemy
Languages Common, Dwarven, Giant, Goblin, Orc, Thassilonian
SQ crypt breaker's draught, trapfinding +1
Combat Gear acid, alchemist's fire; Other Gear hide shirt, heavy pick, alchemist's kit, bandolier, 6 gp, 5 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Enduring Mutagen (+10 minutes) Because of special training, your unique body chemistry, or the uncovering of an alchemical secret, your mutagens last longer. The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
It been years since I found a path to my goal, to rediscover many of lifes forgotten mysteries. I had been spending weeks in a ruin of the acient Thassilonian, when I hear rumors of another ruin that might lead to better results.

So I get there only to find that a celibration is about to be held. Its a nice thing to do once in awhile. While keeping my nose in a book, lets me research my favored subject, the anceint Thassilonians. My true passion comes from dungeon diving, finding a ruin that has never been found or explored before has givin me plenty of pleasure. For now I think I will rest and see what this sleepy town of Sandpoint has to offer.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.