Adventurer

Duck Redfoot's page

2 posts. Alias of Josh Shrader.


About Duck Redfoot

Duck Redfoot
Male Kender Alchemist (Beastmorph) 6
CG Small Humanoid (halfling)
Init +3; Senses Perception +9, Darkvision
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Defense
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AC 20, touch 15, flat-footed 17 (+5 armor, +3 Dex, +1 size, +1 deflection)
hp 45 (6d8+12)
Fort +7, Ref +8, Will +1; immune to Fear
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Offense
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Speed 30 ft.
Melee 1 Darkwood Hoopak+6 (1d4+1/x2), or Dagger +5(1d3/19-20/x2)
Ranged +1 Darkwood Hoopak +9 (1d6+1/x3) and
. . Bomb +9 (3d6+4 Fire/x2)
Special Attacks bomb 3d6+4 (10/day) (dc 17)
Alchemist (Beastmorph) Spells Prepared (CL 6):
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Statistics
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Str 10, Dex 16, Con 14, Int 18, Wis 9, Cha 14
Base Atk +4; CMB +3; CMD 17
Feats Brew Potion, Martial Weapon Proficiency (Halfling sling staff), Point Blank Shot, Precise Shot, Throw Anything
Traits Bandit (River Kingdoms) (Stealth), Well-Informed (Knowledge [local])
Skills Acrobatics +7, Appraise +12, Climb -1, Craft (alchemy) +14 (+20 to create alchemical items), Diplomacy -2 (+3 to gather information), Disable Device +15, Disguise +16, Escape Artist +6, Fly +4, Heal +4, Knowledge (local) +12, Knowledge (nature) +11, Perception +9, Profession (brewer) +5, Ride +2, Sleight of Hand +16, Stealth +16, Survival +4, Swim -1 Modifiers alchemy +6
Languages Common, Dwarven, Elven, Gnome, Goblin, Halfling
SQ adaptable luck +2/+1 (3/day), discoveries (feral mutagen, infusion, precise bombs), fearless, improved beastform mutagen, mutagen (dc 17), poison use, poisoning (standard action)
Combat Gear Feral Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Alchemical solvent, Groaning bullets (10), Itching powder (3), Rusting powder, Rusting powder, Rusting powder, Scent cloak, Sling bullets, sharpstone (10), Sling bullets, spongestone (10), Sneezing powder (3), Thunderstone (3), Tindertwig (3); Other Gear +1 Chain shirt, +1 Darkwood Halfling sling staff, Dagger, Groaning bullets (10), Sling bullets (10), Sling bullets, sharpstone (10), Sling bullets, spongestone (10), All tools vest (1/day), Gloves of larceny, Handy haversack (62 @ 82.14 lbs), Hat of disguise, Muleback cords, Ring of protection +1, Sleeves of many garments, Alchemist's kit, Portable alchemist's lab, Thieves' tools, masterwork, 498 GP, 9 SP
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Special Abilities
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Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Taunt As a standard action the Kender can taunt an intelligent creature which shares a common language with him/her, The saving throw is 10+ Kenders Cha + 1/2 Kenders HD if the save fails the taunted must attack wildly for 1d10 rounds, taking -2 to hit and -2 on AC during that time. These penalties may be increased if the creature or character is adjudged by the GM to be particularly susceptible to such insults. On the other hand, the kender's long-term friends quickly develop an immunity to his barbed humor.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
All tools vest (1/day) This well-made leather vest bears numerous shiny metal buttons, which stud a number of bulging pockets. Once per day, as a standard action, the wearer can speak the vest's command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.
Construction
Requirements Craft Wondrous Item, summon instrument; Cost 900 gp
Bandit (River Kingdoms) (Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Bomb 3d6+4 (10/day) (DC 17) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Fearless +2 racial bonus vs Fear saves.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (4 squares) (Su) 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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sleeves of many garments Transform current clothes into any non-magical new form.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Well-Informed (Knowledge [local]) +1 Gather Information and Knowledge (Local), and one of these is a class skill.