Cruel Instructor

"Elray" Leo Raines's page

36 posts. Alias of BinkyBo.


Race

Male Human Mecha Pilot

About "Elray" Leo Raines

Spoiler:
.......
Feral Accuser (Hybrid Form)
Human werewolf ranger 4
CE Medium humanoid (human, shapechanger)
Init +7 (+9 in forest); Senses low-light vision, darkvision 60', scent; Perception +8
(+10 in forest)

DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +2 natural, +2 armor)
hp 42 each (4d10+16)
Fort +7, Ref +7, Will +2
DR 5/silver

OFFENSE
Speed 30 ft.
Melee longsword +8(+9) (1d8+4(+5)/19-20x2),
or claws +6 (1d4+4) and longsword +6 (1d8+4(+5))
Special Attacks combat style (two weapon fighting), curse of
lycanthropy, favored enemy (humans +2)
Ranger Spells Prepared (CL 1st; concentration +3)
1st--magic weapon

TACTICS
Before Combat the Feral Accusers cast magic weapon on their longswords.

During Combat The werewolves charge on the first round of combat, then
attack with claws and sword. They will not bite, unless Ferocity
is triggered.

Morale With nowhere to run to, the Feral Accusers fight to the death.

STATISTICS
Str 18, Dex 16, Con 17, Int 10, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 21
Feats Aspect of the Beast (claws of the beast), Endurance, Improved
Initiative, Two weapon fighting, Double Slice.
Skills Climb +11, Intimidate +5, Knowledge (local) +3, Knowledge
(nature) +6, Perception +8 (+10 in forest), Stealth +10 (+12 in
forest), Survival +8 (+10 in forest), Swim +9
Languages Common, Infernal
SQ change shape (human, hybrid, and wolf; polymorph), favored terrain
(forest +2), hunter’s bond (companions), lycanthropic empathy (wolves
and dire wolves), track +2, wild empathy +2

SPECIAL ABILITIES
Ferocity (Ex)
Once per day, when a Feral Accuser is brought below 0 hit points but
not killed, he can fight on for 1 more round with natural attacks as if
disabled. At the end of his next turn, unless brought to above 0 hit
points, he immediately falls unconscious and begins dying.

Change Shape (Su)
The Feral Accuser has three forms—a humanoid form, an animal form, and
a hybrid form. Equipment does not meld with the new form between
humanoid and hybrid form, but does between those forms and animal form.
The Feral Accuser can shift to any of its three alternate forms as a
move-equivalent action. If slain, he reverts to its humanoid form, but
remains dead.

Smell Magic (Su)
As detect magic, but by scent in a 15' radius.

Leo Raines
Human Valkyrie Pilot (REF)
call sign: Elray
Init+3 Perc+1

Str 13
Dex 16
Con 14
Int 16
Wis 12
Cha 8

Fort +2 Ref +5 Will +1; BAB +1
HP 10/10 AC 17 tch13 ff14 (+4 armor, +3 dex)

:--Combat--:
>Raffica SF9 machine pistol (30' range, 18 round clip, ballistic damage)
...Single fire +8(1d8/20x2)
...3 round burst +6(2d8/20x3)

>Combat Knife +2(1d4+1/20x2)

:--Skills--:
+4 Acrobatics 1(+3)
+7 Computer Use 1(+3/+3)
+7 Demolitions 1(+3/+3)
+4 Gun Combat 1(+3)
+7 Drive 1(+3/+3)
+7 Know(Electronics) 1(+3/+3)
+7 Know(Mechanics) 1(+3/+3)
+4 Know(Phys sciences) 1(+3)
+7 Navigate 1(+3/+3)
+7 Pilot 1(+3/+3)
+7 Repair 1(+3/+3)
+4 Research 1(+3)
Languages: English, German, Japanese, Zentraedi

:--Attributes--:
>Attack Combat Mastery 1 (3pts)
Each rank raises BAB by 1
>Item - Computer Scanner 2 (4pts)
The Attribute Rank determines the maximum distance in which scanning can take place. (10 feet)
>Item - Goggles and Ear Protection (1pt)
listed in gear
>Highly Skilled 1 (1pt)
The character gains an additional 4 Skill Points/Rank
>Mechanical Genius 2 (4pts)
The character can build/repair machines at 5 times normal speed.
>Personal Gear 1 (1pt)
listed in gear

:--Defects--:
>Activation Time (Computer Scanner)(1BP)
takes a few rounds to warm up
>Unpredictable (Computer Scanner)(2BP)
Must roll 12 or higher to use. Failure require 1-10 minutes before another attempt.
>Concentration (Mechanical Genius)(1BP)
requires slight concentration. The character can still perform other non-combat actions,
but cannot engage in combat or use other Attributes that also require Concentration.
>Special Requirement (Mechanical Genius)(1BP)
needs his ego stroked before he is truly effective... and say it like you mean it!

:--Class + Feats--:
Mecha Weapon Proficiency(Gunnery)
Personal Firearms Proficiency
Mecha Operation (Valkyrie)
Steady Hand
Block Ranged Attack

:--Gear--:
>Issued Gear
  • REF Flight suit
  • REF Valkyrie
  • Sidearm (Beretta 93r equivalent machine pistol) select-fire (semi-auto or burst) Inaccurate with burst
    18 round clip, 30' range, concealable only when holstered without clip

>Personal Gear (one major.. four minors)

  • Light Tactical Vest 4 -2 on physically-oriented Skill checks
  • Mecha repair tools
  • Survival Knife
  • Laptop computer
  • Camouflage netting

>Other Items

  • Computer Scanner
  • Flash Goggles and ear protection
    (+6 vs flash bangs, laser blinding, and similar audio and/or visual attacks
    can't hear normal conversation other than radio when worn)

23CP on stats + 14CP on attributes - 5PB defects = 32CP

VF-2SS:

VF-2SS from Macross II

Type: Transformable Fighter (Fighter -> Guardian -> Battloid)
Class:Variable Space Fighter
Size: Huge
Hit Points: 47 points
Occupants: 1 Pilot (operator)
Armor: 9
Defense: +6
Strength: 26
Air Speed: 750 mph (6,600’)
Dramatic Spaceflight: 1 G
Ceiling: 60,000’
Handling: -4/+9 (65 mp)

Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Life Support, Laser Designator, Re-entry Shield
Exotic Abilities: Transformation
Defects: Hanger Queen, Very Noisy, Organizational Ties (REF), Reduced Endurance (a few days), Stall Speed 160 mph, Startup Time - 5 minute, Volatile, Windows

Guardian Mode Stats

Type: Transformable Fighter (Fighter -> Guardian -> Battloid)
Class: Variable Space Fighter
Size: Huge
Hit Points: 47 points
Occupants: 1 Pilot (operator)
Armor: 9
Defense: +6
Strength: 26
Air Speed: 750 mph (6,600’)
Land Speed, running: 120 mph
Dramatic Spaceflight: 1 G
Ceiling: 60,000’
Handling: -4/+9

Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Life Support, Laser Designator, Re-entry Shield
Exotic Abilities: Transformation
Defects: Hanger Queen, Very Noisy, Organizational Ties (REF), Stall Speed 160 mph, Reduced Endurance (a few days), Startup Time - 5 minutes, Volatile, Windows

Soldier/Battloid Mode Stats

Type: Giant Robot
Class: Variable Space Fighter
Size: Huge
Hit Points: 47 points
Occupants: 1 Pilot (operator)
Armor: 9
Defense: +6
Strength: 26
Land Speed, running: 120 mph
Dramatic Spaceflight: 1 G
Ceiling: 60,000’
Handling: -4/+9

Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Hover, Life Support, Laser Designator, Re-entry Shield
Exotic Abilities: Transformation
Defects: Hanger Queen, Very Noisy, Organizational Ties (REF), Stall Speed 160 mph, Reduced Endurance (a few days), Startup Time - 5 minutes, Volatile

2 x semi-fixed anti-aircraft laser cannons (mounted center ventral section in Fighter/GERWALK mode, becomes head turret in Battloid mode)
Damage: 4d6
Critical: 20
Type: Laser (energy)
Increment: 6,400’
Magazine: Effectively Unlimited
Notes: Fixed Arc of Fire (front), Unlimited

1 x medium-sized rail gun
Damage: 4d8
Critical: 20
Type: Ballistic
Increment: 160’
Magazine: 515
Notes: Automatic x2, Extra Ammo x3 (515 shots); Fixed Arc of Fire (front); Alternative weapon

Hand-to-Hand Combat: 1d6 damage/x2 Critical.

This is without the point values.


nature/behavior:
(known actor fit to portray... Joaquin Phoenix)
Whether or not he is aware of it, Leo has always "attached" himself to those who are better with people. His self esteem and efficacy are dependent upon support and validation from others. Since that is difficult for him evoke from others (due to his ego and frustrated demeanor), he does everything he can for those few he (or fate) chooses to be his allies. His loyalty hardens while cozy in that dynamic.
Leonard is reserved around those he does not know well, and he becomes more introverted the more people there are about. When flying he becomes intense and animated. During stressful combat training he has found that he sits pitched forward in the cockpit like he is leaning into the wind... absently making faces like he is trying to scare a baby.
background:
Leo was hired directly after graduating from a community college with a triple major. He worked in military jet research and development. He was assigned to a project on advancements in propulsion, but the work for which he had been hired dealt with piloting controls. It was not in his job description, but it also somehow became his duty to corral the incorrigible test pilots. Leo learned more than he realized in those hours spent in Barking Duck bar - listening to the stories of the washed-up pilot clientele while waiting for his charge to have a few "one last drink"s... six or eight hours before their morning test-flights.

After an inexplicable accident and resulting explosion, the project was scrapped and all but the most senior staff was terminated. The entire county was nothing but a flat empty land. It was perfect for jet R&D, but after the workforce of hundreds was reduced to a skeleton crew - who never set foot off the compound, it was just empty.

Leo spent a few years doing freelance repair work, and spent many evenings at the Barking Duck. It wasn't until the existence of variable fighters was leaked, that Leo knew what direction to go in life. He tried to learn everything he could on the subject at night, and took flying lessons by day.
After a couple years he left for the Academy.

appearance:

Leo only trims his hair when his helmet no longer fits. He is average height with a fairly broad shouldered but lean frame.
He has stubborn indentations under his expressive eyes caused by his welding goggles... which are always on hand if not on his head.
He has stern features, his resting face is a sour expression, and he has a dry wit.

ClatClewT1:

Barndoor
Fey-touched Human
Arcane Sorcerer 5/Carnivalist 2
Str12 AC15 tch13 ff12
Dex14 HP37 CMB+4
Con13 BAB+3 CMD 16
Int 10 Fort+3
Wis 9 Ref+7 DR1/cold iron
Cha16 Will+5 Low-light vision
Icicle dagger +6(1d4+2) [+1d6 sneak attack]
Weapon Finesse, Dodge, Mobility, Sidestep

CL5 conc +8
Detect magic
Read Magic
Detect Poison
Mage hand
Message
Ray of Frost

Ant Haul
Icicle Dagger
Disguise Self
Silent Image

Invisibility
Minor Image

Acrobatics +11, Appraise +8, Bluff +13, Climb +6, Disable D +11, Disguise +15, Intimidate +11, Kn(local)+8, Kn(nature)+6, Perception +8, Perform(drawing) +5, Sleight of Hand +11, Stealth +14, Swim +10, UMD +8
Bracers of armor +2
Cloak of resistance +1
Potions: Cure light Wounds(2), Cure Moderate Wounds, Bestow Insight Know(local)+3
Mwk Backpack
Disguise kit
"Sketchbook"
Bingo viper familiar

Mossberg
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
hp 63 (6d8+36); regeneration 5 (acid or fire, only when in contact with water)
Fort +11, Ref +4, Will +3
OFFENSE
Speed 20 ft., swim 40 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)
STATISTICS
Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +9, Perception +8
Languages Giant, Pidgin-Common
SQ amphibious

"Stroke his hungry ego or stoke his blind rage,
his playbook - scribed double-spaced - would not fill a page.
One thing the Foul King has... all the troops that he needs,
but food is more scarce than the mouths they're to feed.
"

"On their own they are.. those outside the lair,
To forage and hunt more than the lands meant to bare.
He keeps all the strongest well pampered within
while the forces without tend to wear paper thin.
"


SkM:

CE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 14, touch 11, flat-footed 14 (+1 Dex, +3 natural)
hp 26 (3d8+6)
Fort +3, Ref +3, Will +4
Defensive Abilities channel resistance +2; DR 2/bludgeoning and good; Immune undead traits
OFFENSE
Speed 30 ft.
Melee +1 Profane Scourge +6 (1d6+3/19-20) or 2 claws +6 (1d4+2)
STATISTICS
Str 14, Dex 13, Con --, Int 10, Wis 14, Cha 14
Base Atk +2; CMB +4; CMD 15
Feats Weapon Focus (scourge)
Languages: Aklo, Common

His face completely breaks apart, and dissolves into the oily black underneath.
In a burst of speed, his arms lengthen ... the plates of his armor separate revealing the same glossy black form underneath...
The transforming commander slashes at Varian with his sword - even enlarged it looks small and awkward in disproportionately long-fingered hand.
His sword tumbles from his hand as he strikes.
His other aberrant arm reaches past Varian. The black fingertips swing past Anumil's face - as the commander steps forward, and coil firmly around Varian's waist.

[dice=longsword]1d20+8+2[/dice]
[dice=slam grab]1d20+2+2[/dice]
[dice=slam grab crit confirm?]1d20+2+2[/dice]
[dice=slam damage]1d8+4[/dice]
[dice=grab vs CMD]1d20+11[/dice]

Boabdil the Hornless Minotaur
Human Warpriest
NG Medium Humanoid CL4
Init +2; Senses Perception +3
--------------------
AC 18, touch 12, flat-footed 17 (+2 Dex, +6 armor)
hp 35
Fort +6, Ref +3, Will +4;
--------------------
Str 14, Dex 15, Con 14, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 17
Speed 30 ft. (20 ft. armored)
--------------------
Melee
Gauntlet +7 (1d6+2) [+1 enhancement 4rds/day]

-or (two weapon fighting)
Snag Net (10'reach) +4 vs touch (entangled)
+ Gauntlet +5(1d6+2) (add +2 damage if foe is entangled)

-or (if foe is entangled)-
Snag Net +7 trip vs entangled foe's CMD to trip or deal 4 damage.
+ Gauntlet +5(1d6+4)

Skills + languages:

+5 Climb 3(+3,+2)-3ACP
+8 Heal 2(+3,+3)
+8 Sense Motive 2(+3,+3)
+8 Survival 2(+3,+3)
+5 Swim 3(+3,+2)-3ACP

Languages: Common.

Feats + Traits:

Unarmed Strike (bonus - deity favored weapon Gauntlet)
Exotic Weapon Proficiency (net)
Two Weapon Fighting
Weapon Focus - gauntlet (bonus)
Net Adept: You can treat a net as a one-handed melee reach
weapon with a 10-foot reach. Further, you take no penalty on melee
attack rolls for using an unfolded net, and you can use one full-round
action or two move actions to fold a net.
Net and Trident (bonus): You can treat a net as a one-handed
ranged weapon, allowing you to wield a light or one-handed melee weapon
and still make ranged attacks with your net. When you use your light
or one-handed melee weapon to attack an entangled opponent, you gain a
+2 bonus on damage rolls and on attack rolls to confirm a critical hit.

Rich Parents: +900gold at creation.

Against the Technic League: +2 damage rolls vs foes related to Technic League.

Warpriest Abilities:
Prepared Spells (Spontaneous Cure Casting)
0-Create Water, Light, Mending, Stabilize
1-Bless, Deadeye's Lore, Divine Favor, Shield of Faith
2-Bull's Strength, Ironskin

Fervor (5/day): 1d6
>Channel Energy (uses 2 Fervor)

Blessings (5/day)
>Knowledge Blessing
Lore Keeper (minor): At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 15 + your warpriest level + your Wisdom modifier.

>Weather Blessing
Storm Strike (minor): At 1st level, you can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. This additional damage doesn't stack with the additional damage from the shock or shocking burst weapon special abilities.

Sacred Weapon (Gauntlet) 1d6 damage
+1 equivalent enhancement 4 rds/day as a swift action.
(+1, Flaming, Frost, Shock, or Ghost Touch)

Worn Gear (42 lbs.) +1 Griffon Mane Snag Net, Adamantine Gauntlet, Masterwork Breastplate
Masterwork Backpack (21 lbs.) Bedroll, Silk Rope, Soap, Tinderbox, Waterskin, Mess Kit.
Encumbrance 63/66 lbs. Wealth 100ish
Net Rules (Typical + Snag Net):
Typical Net: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

Snag Net: A snag net works like a typical net exotic weapon, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a trip combat maneuver check against that opponent; if you succeed, you may trip the opponent or deal 1 point of piercing damage to the opponent.

The concentration DC to cast while entangled in a snag net is 17 + the spell's level.

The Escape Artist DC to escape a snag net is 22.


[/spoiler]

RTL:

Red Tuft Lizardfolk
N Medium humanoid (reptilian)
Init +1; Senses Perception +3

AC 16, touch 11, flat-footed 16 (+5 natural, +1 dex)
hp 17 (3d8+3)
Fort +4, Ref +1, Will +2

Speed 30 ft., swim 15 ft.
Melee Hand axe +3 (1d6+1), bite +1 (1d4), or claw +3 (1d4+1), bite +3 (1d4+1)
Ranged Shortbow +3 (1d6+1)

Str 13, Dex 13, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 14
Feats Point-blank shot, Skill Focus: Stealth
Skills Acrobatics +6, Craft (weapons) +4, Perception +3, Stealth +8,
Swim +10.
Languages Draconic
SQ hold breath, sound imitation.

SPECIAL ABILITIES
Hold Breath (Ex)
A lizardfolk can hold its breath for a number of rounds equal to
4 times its Constitution score before it risks drowning.

Sound Imitation (Ex)
Red Tuft Lizardfolk can imitate sounds made by any creature they have
previously encountered, including monsters with special vocal attacks.
They cannot, however, mimic the special vocal attack powers or damage
dealt by such attacks. A successful DC 14 Will save made by a listener
detects the falsehood. The save DC is Constitution-based and includes a
+2 racial bonus.
~~~~~ ~~~~~ ~~~~~

Black Ring Lizardfolk
N Medium humanoid (reptilian)
Init +0; Senses Perception +2

AC 16, touch 10, flat-footed 16 (+5 natural, +1 buckler)
hp 17 (3d8+3)
Fort +4, Ref +1, Will +1

Speed 30 ft., swim 15 ft.
Melee shortspear +3 (1d6+1), bite +1 (1d4), or claw +3 (1d4+1), bite +3 (1d4+1)
Ranged shortspear +2 (1d6+1)

Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 13
Feats Multiattack, Dodge
Skills Acrobatics +4(+8*), Perception +2, Swim +8; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ hold breath, Guarded Mobility
SPECIAL ABILITIES
Hold Breath (Ex)
A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning

*Guarded Mobility(Ex) Black Ring Lizardfolk receive a +4 racial bonus on
Acrobatics checks to move through a threatened square without provoking
an AoO.

Flaudeshrog
Male fiendish gnome alchemist (devilmorph) 2/fighter (unarmed fighter) 3
NE Small humanoid (gnome)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 size)
hp 43 (5 HD; 2d8+3d10+12)
Fort +8, Ref +6, Will +1; +2 vs. illusions, +2 bonus vs. poison, +1 vs. exhausted, fatigued, staggered, or temporary penalties to ability scores
Defensive Abilities defensive training, fortification 25%, harsh training; DR 1/lethal, 5/good; Resist cold 10, fire 10, poison resistance; SR 10
--------------------
Offense
--------------------
Speed 25 ft.
Melee unarmed strike +8 (1d2+1)
Ranged bomb +8 (1d6+2)
Special Attacks bomb 4/day (1d6+2 fire, DC 13), hatred, smite good
Spell-Like Abilities (CL 5th; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 2nd; concentration +4)
. . 1st—negate aroma[APG] (DC 13), negate aroma[APG] (DC 13), shield
--------------------
Statistics
--------------------
Str 12, Dex 14(18), Con 14, Int 14, Wis 10(8), Cha 12
Base Atk +4; CMB +4; CMD 17
Feats Dodge, Weapon Finesse, Fleet, Footslasher, Improved Unarmed Strike, Snapping Turtle Style[UC], Throw Anything
Skills Acrobatics +2 (-2 to jump), Appraise +7, Climb +5, Craft (alchemy) +8 (+10 to create alchemical items), Craft (glass) +4, Disable Device +6, Disguise +2, Handle Animal +5, Heal +4, Intimidate +7, Knowledge (engineering) +6, Knowledge (nature) +6, Perception +2, Profession (brewer) +5, Profession (engineer) +5, Sleight of Hand +6, Spellcraft +6, Survival +4, Swim +5, Use Magic Device +5; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Sylvan
SQ alchemy (alchemy crafting +2), Demonform Mutagen, discovery (preserve organs), gnome magic, poison use, trapfinding +1
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Demonform Mutagen +4Dex, -2Wis, +2 Natural AC, Scent.
Damage Reduction (1/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
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.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Footslasher Pierce/slash weapon attack vs larger foe at -2 penalty affects speed as caltrop.
Fortification 25% You have a chance to negate critical hits on attacks.
Harsh Training +1 (Ex) +1 Will save vs. effects that cause exhausted, fatigued, or staggered conditions or temporary penalties to ability scores
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Smite Good (1/day) (Su) +1 to hit, +5 to damage when used.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Spell Resistance (10) You have Spell Resistance.
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.