Galmar Stavian's page

36 posts. Organized Play character for Yasumoto.

Full Name

Galmar Stavian




Alchemist 9








Chaotic Good






Common, Draconic, Gnome, Goblin, Osiriani, Sylvan, Varisian



Strength 8
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 10
Charisma 14

About Galmar Stavian

Galmar wrote:

I'm convinced! It makes sense that my brother would be Grand Prince Stavian III since we have the same name!

I'm so happy to join the Pathfinder Society- nobles of all countries must work together and Explode, Report, Cooperate!

Galmar Stavian

Male gnome alchemist 9 (Pathfinder RPG Advanced Player's Guide 26)
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +14
AC 22, touch 15, flat-footed 20 (+7 armor, +2 deflection, +2 Dex, +1 size)
hp 57 (9d8+9)
Fort +9, Ref +10, Will +5; +2 vs. illusions, +6 bonus vs. poison
Defensive Abilities defensive training; Resist poison resistance
Speed 20 ft. (15 ft. in armor)
Melee club +6/+1 (1d4-1)
Ranged bomb +12/+7 (5d6+5 Fire)
Special Attacks bomb 15/day (5d6+4 fire, DC 18), hatred
Spell-Like Abilities (CL 9th; concentration +11)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 9th; concentration +13)
. . 3rd—cure serious wounds, fly, haste, heroism
. . 2nd—cat's grace, fox's cunning, invisibility, see invisibility, see invisibility
. . 1st—crafter's fortune[APG] (DC 15), cure light wounds, disguise self, enlarge person (DC 15), expeditious retreat, keen senses[APG] (DC 15)
Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 14
Base Atk +6; CMB +4; CMD 18
Feats Extra Bombs[APG], Master Alchemist[APG], Point-Blank Shot, Precise Shot, Splash Weapon Mastery, Throw Anything, Weapon Focus (bomb)
Traits alchemical adept, friend in every town
Skills Acrobatics -1 (-9 to jump), Craft (alchemy) +20 (+29 to create alchemical items, +22 to craft alchemical items), Diplomacy +3 (+5 vs. people from chosen country), Disable Device +13, Intimidate +2 (+4 vs. people from chosen country), Knowledge (arcana) +16, Knowledge (local) +17, Knowledge (nature) +16, Perception +14, Spellcraft +16, Survival +12 (+14 to avoid becoming lost), Use Magic Device +14; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Gnome, Goblin, Osiriani, Sylvan, Varisian
SQ alchemy (alchemy crafting +9), discoveries (fast bombs, infusion, precise bombs [4 squares], spontaneous healing[UM]), gnome magic, mutagen (+4/-2, +2 natural armor, 90 minutes), poison use, swift alchemy
Combat Gear wand of cure light wounds, wand of magic missile, alchemical grease[APG], ambrosia (per vial)[ARG], antiplague[APG], bottled lightning[UE] (2), holy water (4), weapon blanch (ghost salt); Other Gear +4 parade armor[UE], club, cloak of resistance +2, ring of feather falling, ring of protection +2, wayfinder[ISWG], alchemist's kit[UE], alchemist's lab, alchemy crafting kit[APG], cold weather outfit, masterwork thieves' tools, silk rope (50 ft.), 5,860 gp
Special Abilities
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+4 (15/day, DC 18) (Su) Thrown Splash Weapon deals 5d6+4 fire damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +6 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (4 squares) (Su) 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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spontaneous Healing (20 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.