About GablaGALBA CR 1
DEFENSE AC 13, touch 13, flat-footed 10 (+3 Dex, )
------------------------------------------------------------------------
Speed 30 ft. Melee Torch +1 (1d3+1, +1 Fire)
Special Attacks Bomb, Precise Bombs, Throw Anything, Alchemist: Spells per Day: (0/3/0/0/0/0/0/0/0/ DC:15+spell level),
Spellbook (Wizard's/Blank) Prepared Spell List
-----------------------------------------------------------------------
Str 13, Dex 16, Con 10, Int 18, Wis 13, Cha 14
Feats Armor Proficiency, Light, Brew Potion, Torch Handling, Simple Weapon Proficiency, Throw Anything Skills Acrobatics +3, Appraise +9, Bluff +2, Climb +1, Craft (Alchemy) +9, Craft (Alchemy/Create item) +11, Craft (Untrained) +4, Diplomacy +7, Disguise +2, Escape Artist +3, Fly +3, Heal +1, Intimidate +2, Knowledge (Arcana) +12, Knowledge (Geography) +9, Knowledge (Local) +9, Knowledge (Nature) +12, Perception +7, Perform (Untrained) +2, Profession (Driver) +6, Profession (Merchant) +6, Ride +4, Sense Motive +2, Spellcraft +9, Spellcraft (Identify magic item) +11, Stealth +3, Survival +1, Swim +1, Languages Common, Draconic, Elven, Gnome, Orc, Sylvan Archetypes Mindchemist, Special Qualities Alchemy, Brew Potion, Cognatogen, Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Perfect Recall, Poison Resistance, Weapon Familiarity, Possessions outfit (artisan's); waterskin (filled); bomb; Backpack [ Alchemist's Kit; Bedroll; Flint and Steel; Spellbook (Wizard's/Blank); Ink (1 oz. Vial); Inkpen; Torch (x2); Vial (x4); ]; Vial ; Vial ; Pouch (Belt) [ Coin (Copper Piece) (x10); Coin (Gold Piece) (x4); Coin (Silver Piece) (x9); ]; Horse (Heavy) ; Wagon [ Chest, Large; ]; Chest, Large [ Lock (Superior); Alchemist's Lab, Portable; Pot (Iron); Rations (Trail/Per Day) (x5); Soap (per lb.); Torch (x8); Vial (x6); ]; Pot (Iron) ; -----------------------------------------------------------------------
Adopted - Human You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race. Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +2 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check. Bomb (Su) You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use 6 bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst - you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 15 Reflex save for half damage. Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat. Cognatogen (Ex) You learn how to create a cognatogen, as the cognatogen discovery. Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. House Lebeda Your family's history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is "Success through Grace." Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks. Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Noble Born You claim a tangential but legitimate connection to one of Brevoy's noble families. If you aren't human, you were likely adopted by one of Brevoy's nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you've had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you've found your name to be more of a burden to you than a boon in many social situations. You've recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title "noble." Perfect Recall (Ex) You havehoned your memory. When making a Knowledge check, you may add +4 on the check. You can also use this ability when making an Intelligence check to remember something. Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison. Precise Bombs 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. Savanna Child (plains) (Handle Animal) You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna's secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. World Traveler (Diplomacy) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Diplomacy, and it is always a class skill for you. |
