Full Name |
Duende Muerde |
Race |
Human ( Tadlan ) HP : 91/91 AC : 21 (24 with shield )/ Touch :15 / Flat: 18 Fort: 11 Ref: 14 Will : 9 Bomb : 18/18 |
Classes/Levels |
Alchemist |
Gender |
Male |
Size |
Medium |
Age |
18 |
About Duende Muerde
Noramin Astborn/ El duende muerde
Male human (Taldan) alchemist (mindchemist) 10/vigilante 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Intrigue 9, Pathfinder RPG Ultimate Magic 19)
N Medium humanoid (human)
Init +4; Senses Perception +14
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Defense
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AC 21, touch 13, flat-footed 18 (+5 armor, +3 Dex, +2 natural, +1 shield)
hp 91 (11d8+33)
Fort +15, Ref +18, Will +13
Immune poison
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Offense
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Speed 30 ft.
Melee cestus +9/+4 (1d4/19-20) or
mwk cold iron dagger +10/+5 (1d4/19-20)
Ranged bomb +14/+9 (5d6+9 fire) or
force bomb +14/+9 (5d4+9 force) or
frost bomb +14/+9 (5d6+9 cold)
Special Attacks bomb 21/day (5d6+9 fire, DC 24)
Alchemist (Mindchemist) Extracts Prepared (CL 10th; concentration +19)
4th—freedom of movement, monstrous physique II[UM], viper bomb admixture[UC]
3rd—fly, heroism (2)
2nd—aram zey’s focus, false life, investigative mind[ACG], resist energy, see invisibility (2)
1st—ant haul[APG] (DC 20), reduce person (2, DC 20), shield (2), targeted bomb admixture[UC] (3)
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Statistics
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Str 10, Dex 16, Con 14, Int 28, Wis 10, Cha 8
Base Atk +8; CMB +9; CMD 21
Feats Extra Bombs[APG], Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Splash Weapon Mastery, Throw Anything, Toughness
Traits firebug, student of philosophy
Skills
Acrobatics +17,
Appraise +14,
Bluff +16 (+26 to lie (as a result of using Int instead of Cha)),
Climb +4,
Craft (alchemy) +13 (+23 to create alchemical items),
Diplomacy +14 (+24 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +19,
Disguise +7 (+27 to appear as part of polite society while in your social identity),
Escape Artist +7,
Fly +10,
Heal +4,
Intimidate +2,
Knowledge (arcana) +23,
Knowledge (dungeoneering) +22,
Knowledge (engineering) +22,
Knowledge (geography) +20,
Knowledge (history) +20,
Knowledge (local) +23,
Knowledge (nature) +25,
Knowledge (nobility) +38,
Knowledge (planes) +21,
Knowledge (religion) +19,
Linguistics +14,
Perception +14,
Sense Motive +14,
Sleight of Hand +17,
Spellcraft +16,
Stealth +7,
Survival +4,
Swim +4,
Use Magic Device +14
Languages Aklo, Ancient Osiriani, Azlanti, Common, Cyclops, Draconic, Elven, Goblin, Jistka, Polyglot, Thassilonian, Tien, Undercommon
SQ alchemy (alchemy crafting +10), cognatogen (+4/-2, +2 natural armor, 100 minutes), discoveries (explosive bomb, fast bombs, force bomb, frost bomb, precise bombs [9 squares]), dual identity, perfect recall, social grace, social talent (social grace[UI]), swift alchemy, vigilante specialization (avenger[UI])
Combat Gear acid (3), alchemical glue[UE], alchemical solvent[APG], alchemist's fire (3), alkali flask[APG], antiplague[APG], antitoxin, defoliant[UE]; Other Gear +1 mithral chain shirt, mwk buckler, cestus[APG], mwk cold iron dagger, circlet of persuasion, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), handy haversack, headband of vast intelligence +4, mossy disk ioun stone, sleeves of many garments[UE], alchemist starting formula book, alchemy crafting kit[APG], bomb launcher[ARG] (24), masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), sunrod (3), wrist sheath, spring loaded (2), 2,195 gp
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Special Abilities
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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) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 100 minutes.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Force Bomb (DC 24) (Su) Bombs deal 1d4 damage per die and knock foes prone (Ref neg.)
Frost Bomb (DC 24) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Immunity to Poison You are immune to poison.
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 Bombs (Su) Exclude up to 9 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Social Grace (Knowledge [nobility]) +4 circumstance bonus to selected skill while in your social identity.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.