Goblin Stickylord

Dikdik's page

16 posts. Organized Play character for Gavmania.


Full Name

Dikdik

Race

Goblin

Classes/Levels

Alchemist (Fire Bomber) 3

Gender

Male

Size

small

Age

young (and handsome)

Alignment

CN

Location

Here

Languages

Common, Draconic, Dwarven, Goblin, Orc

Occupation

Goblin

Strength 8
Dexterity 17
Constitution 12
Intelligence 18
Wisdom 12
Charisma 5

About Dikdik

Background:
As a young Goblin, Dikdik got his start in the study of Alchemy when the tribe captured an alchemist. Rummaging through the alchemists belongings, Dikdik found some alcemist's fire. The alchemist warned him that it burns, and Dikdik tested it out and found it to be so. He also discovered how long it takes for an alchemist to burn.

A few years and experiments later, Dikdik was a budding alchemist, known for his ability to make anyone who annoys him burst into flame. The local Hobgoblin liaison officer, also an alchemist, took an interest in teaching Dikdik, helping him to refine his skills, giving him some of his equipments and teaching him how long it takes for a hobgoblin to burn.

For his excellent sense Dikdik was promoted to the Elite Unit and a new Liaison Officer was appointed.

Miscellaneous:
Male Goblin alchemist 3
None small humanoid (goblinoid)
Init +3; Senses Darkvision (60 ft.), Perception +7,
Languages Common, Draconic, Dwarven, Goblin, Orc[/spoier]
[spoiler=Combat Stats] AC 18, touch 14, flat-footed 15
hp 21 (3HD)
Fort +5, Ref +7, Will +3, +2 vs. poison
Speed 30 ft. (6 squares)
Melee dagger (small) +2 (1d3-1/19-20)
Ranged dagger (small/thrown) +6 (1d3/19-20), within 30 ft. +7 (1d3)
Ranged bomb (small) +6 (1d4+1), within 30 ft. +7 (1d4+1)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +2; CMB +0; CMD 13
Special Actions Precise Bombs,

Spells:

Spell list
1st - Adhesive Spittle, Crafter's Fortune, Cure Light wounds, Endure Elements, Monkey Fish, Reduce Person, Targetted bomb admixture, True Strike
Prepared Spell List
Alchemist (CL 3rd):
1st - (4/day) targeted bomb admixture (DC ), Adhesive spittle

Special Qualities:
Alchemy, Bonus Alchemist Fire Resistance (3x), Brew Potion, Discoveries, Fast, Fire Bombardier (Su or Ex), Mutagen, Poison Resistance, Poison Use, Skilled, Swift Alchemy, Weapon and Armor Proficiency,

Feats and Traits:
Feats: Brew Potion, Point-Blank Shot, Precise Shot
Traits: Firebug, Pragmatic activator

Skills:

Acrobatics +1,
Appraise +4,
Bluff -3,
Climb -3,
Craft (Alchemy) +10,
Craft (Untrained) +4,
Diplomacy -3,
Disable Device +7,
Disguise -3,
Escape Artist +1,
Fly +3,
Heal +1,
Intimidate -3,
Knowledge (Arcana) +10,
Perception +7,
Perform (Untrained) -3,
Ride +5,
Sense Motive +1,
Spellcraft +10,
Stealth +15,
Survival +7,
Swim -3,
Use Magic Device +10,

Possessions:
dagger (small) (x3);
bomb (small)x7;
chain shirt (small);
outfit (traveler's/small);
backpack;
cloak of resistance +1;
formula book;
Hybridization funnel;
Bombchucker;
Unstable accelerantx3;
Acid Flaskx10;
Alchemist's Firex10;
Tanglefoot bagx2;
Holy Waterx2;
Antitoxinx2;
Tindertwigsx20;
Spring Loaded Sheathe (holds potion - true strike);
Bandolierx2;
Iron Vialx10;
Portable Alchemist's lab;
potion - Magic weaponx2;
potion - protection from Evil;
Potion - Monkey Fishx2;
Potion - Cure light woundsx4;
Potion - True strikex4;
potion - Shieldx4;
potion - Expeditious retreatx2;
potion - Invisibility
Formula Book
Feather token (tree)
stubborn nail
Belt pouch (101gp)

abilities:
Accelerated Drinker You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +3 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.
Bonus Alchemist Fire Resistance (3x) Alchemist: The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Darkvision Goblins can see in the dark up to 60 feet.
Fast (Ex) Goblins have a base speed of 30 ft.
Fire Bombardier (Su or Ex) When a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt. Fire bombers only add their Intelligence bonus to damage from bombs or alchemical substances that deal fire damage. This otherwise works like the alchemist's bomb and throw anything abilities.
Firebug You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 30 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison.
Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Precise Bombs 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. If the bomb misses, this discovery has no effect.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.
Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.
Weapon and Armor Proficiency A fire bomber treats torches as a simple weapon.