***Bestial Form bonus to DEX added into the following***
Fletch Two-Fangs
Werebat-Kin Skinwalker (Bloodmarked) Alchemist (Beastmorph) 3
NE Medium humanoid (shapechanger, skinwalker)
Init +3; Senses low-light vision; Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex)
hp 15 (2d8+2)
Fort +4, Ref +6, Will -1
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Offense
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Speed 30 ft.
Ranged:
- Bomb +6 (2d6+5 Fire/×2 +2 trait fire damage on a critical hit with a fire attack) 20 ft. range increment
- Msw. Lt. Crossbow +6 (1d8/19-20/x2) 80 ft. range increment
- Dagger +4 (1d4-1 19-20/x2) 10 ft. range increment
Melee:
- Dagger +1 (1d4-1 19-20/x2) 10 ft. range increment
- Bite (Beast Shape) +1 (1d6-1/x2)
Special Attacks: Bomb
Spell-Like Abilities
1/day—obscuring mist
Alchemist (Beastmorph) Spells Prepared (CL 1st; concentration +8):
1st (5/day)— Cure Light Wounds, Shield, Touch of the Sea, (Unprepared=2)
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Statistics
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Str 8,
Dex 17,
Con 12,
Int 20,
Wis 6,
Cha 14
Base Atk +1;
CMB 1;
CMD 14
Feats: Point Blank Shot, Brew Potion, Throw Anything, Bat Shape
Traits: arson, traumatic shift, quiet as death
Skills: - -Acrobatics +4
- -Appraise +9
- -Bluff +9
- -Craft (alchemy) +11 (+14 to create alchemical items)
- -Disable Device +11(w/MSW Tool)
- -Disguise +2(+12 to be a bat)
- -Fly +11
- -Knowledge (nature) +11
- -Perception +4 (+6 at night)
- -Sleight of Hand +9
- -Spellcraft +10
- -Stealth +8
- -Use Magic Device +8
Racial Modifiers +2 Fly, alchemy
Languages: Common, Infernal, Elven, Dwarven, Goblin, Draconic, Drow Sign Language
SQ: animal-minded, change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), mutagen
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TRACKED RESOURCES
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Bomb: 2d6+5 (8/day) (DC 16) (Su)
Change Shape: (4/day) (Su)
Obscuring Mist: (1/day) (Sp)
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Special Abilities
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Alchemy: +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal-Minded: +2 to Perception checks at night.
Arson: +2 bonus on a critical hit with a fire attack.
Bat Shape: Take the form of a bat, as beast shape II.
Beastform Mutagen: Mutagen gives beastial features but grants one alter self ability.
Bomb: 2d6+5 (8/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+5 fire damage.
Change Shape: (+4 Perception) (Su) You can choose to gain a +4 racial bonus to Perception when shifting into bestial form.
Change Shape: (4/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape: (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape: (Falls) (Su) You can choose to treat falling damage as 20 feet less while bestial form.
Change Shape: (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Mutagen: (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Point Blank Shot: You get a +1 on attack and damage rolls with ranged weapons within 30 ft.
Poison Use: You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex): Apply poison to a weapon as a standard action.
Quiet as death: +2 trait bonus to Stealth checks.
Throw Anything: Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Discovery: Precise Bombs Benefit: 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. If the bomb misses, this discovery has no effect.
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Formulae Book
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1st Level
-Cure Light Wounds
-Expeditious Retreat
-Targeted Bomb Admixture
-Disguise Self
-Keen Senses
-True Strike
-Enlarge Person
-Shield
-Touch of the Sea
2nd Level
-Bull's Strength
-Invisibility