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About Dresden TindermaneBasics, Attack, Defence:
Dresden Tindermane Alchemist Level 1 CG Medium humanoid (elf) Init +5; Perception +7; low-light vision -------------------- Defence -------------------- AC 17, touch 13, flat-footed 14 (+3 armour, +1 shield, +3 dex) hp 10 (1d8+1) (8 + 1 con + 1 class bonus) Fort +3, Ref +5, Will +1; +2 vs. enchantment effects Defensive Abilities immune to magic sleep effects -------------------- Offence -------------------- Speed 20 ft (due to encumbrance) Melee longsword +2 (1d8+2/19-20) Ranged composite longbow (+0) +3 (1d8/x3), within 30 ft. +4 (1d8+1) . . acid (flask) +4 (1d6+4), within 30 ft. +5 (1d6+5) . . alkali (flask) +4 (1d6+4), within 30 ft. +5 (1d6+5) . . bottled lightning (ranged touch) +3 (1d8+1), within 30 ft. +4 (1d8+1) . . ghast retch (flask) +4 (none), within 30 ft. +5 (none) . . bomb +4 (1d6+4), within 30 ft. +5 (1d6+5) Alchemist Extracts Prepared (CL 1st) . . 1st—Enlarge Person, Expeditious Retreat Mutagen Prepared (+4 str, -2 int, +2 ac, 10 minute duration) -------------------- Other -------------------- Base Atk +0; CMB +2; CMD 15 Feats and Traits:
pragmatic activator (use int instead of cha to use magic device) reactionary (+2 to initiative) -- 1: proficiency in bombs, simple weapons, longswords, rapiers, longbows, and shortbows 1: light armour proficiency 1: throw anything 1: brew potion 1: point-blank shot Skills:
Acrobatics = +0*
Bluff = -1 Climb = -2* Diplomacy = -1 Disguise = -1 Disable device = +4* (1r + 3a + 3c) Escape Artist = +0* Fly = +0* Heal = +5 (1r + 1a + 3c) Intimidate = -1 Knowledge (arcana) +8 (1r + 4a + 3c) Knowledge (local) +5 (1r + 4a) Perception = +7 (1r + 1a + 3c + 2t) Ride = +0* Sense Motive = +1 Spellcraft = +8 (1r + 4a + 3c) Stealth = +0* Survival = +5 (1r + 1a + 3c) Swim = -1* Use magic device = +8 (1r + 4a+ 3c) * Includes Armour Check Penalty -3 Background skills
Racial Modifiers
Special Abilities:
Alchemy (Su) 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. Bomb (Su) (5/Day) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage. 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. Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Mutagen (Su) (1/Day for 10 mins) 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 10 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 14 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. 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. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Formulae + Elixirs:
Possesions & Wealth:
Current Encumbrance 81.35 lbs. (58 / 116 / 174 lbs; 66 / 132 / 198 with masterwork backpack) Weapons
Armour
Light Source
In (Masterwork) Backpack
In Belt Pouch
Wrist Sheaths (Spring Loaded)
In Bandoleers
Wears a traveller's outfit 158 gp, 9 sp , 7 cp
Background & Appearance:
Honestly, Dresden only took up science to rebel against his father Variel, a well respected wizard. But through years of experimenting, Dresden has come to love the meticulous nature of his work (the explosions are good fun too). Now, with the recent discovery of an elixir that makes him unnaturally quick and strong (for a short time), he has set off to uncover the secrets of the world far from his home.
Appearance
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