Full Name |
Fitch Entmire (Flash) |
Race |
dwarf |
Classes/Levels |
lvl 1 alchemist grenadier |
Gender |
M |
Alignment |
CG |
Deity |
Atheist |
Strength |
12 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
15 |
Wisdom |
16 |
Charisma |
8 |
About Flash_PFS
Flash_PFS
Male dwarf alchemist (grenadier) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide; Pathfinder RPG Advanced Player's Guide 26)
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
hp 9 (1d8+1)
Fort +3 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +5, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee heavy pick +1 (1d6+1/×4)
Ranged bomb +3 (1d6+2 Fire)
Special Attacks ancient enmity, bomb 5/day (1d6+2 fire, DC 12)
Alchemist (Grenadier) Spells Prepared (CL 1st; concentration +3)
. . 1st—bomber's eye{super}APG{/super}, shield
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Statistics
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Str 12, Dex 14, Con 13, Int 15, Wis 16, Cha 8
Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Extra Bombs[APG], Martial Weapon Proficiency (heavy pick), Throw Anything
Traits deft dodger, iron liver
Skills Appraise +6 (+8 to assess nonmagical metals or gemstones), Heal +7, Knowledge (arcana) +6, Knowledge (nature) +6, Perception +7 (+9 to notice unusual stonework), Spellcraft +6, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome, Undercommon
SQ alchemy, mutagen
Combat Gear mutagen, oil (10); Other Gear chain shirt, heavy pick, flint and steel, 390 gp, 9 sp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Bomb 1d6+2 (5/day, DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
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.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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