Grindtooth

Ghukar's page

222 posts. Organized Play character for Ed Birnbryer.


Full Name

Ghukar

Race

Wayang

Classes/Levels

Alchemist(Grenadier) 9 HP 75/75 AC:21(29)/FF17/T15 F+11/R+13/W+6,

Gender

Stealth +21/22(Swamps),+6 Init, +18 Perception, Bombs left-16 of 16

Size

S

Age

67

Special Abilities

Bomb,

Alignment

CG

Languages

Abyssal, Ancient Osiriani, Aquan, Azlanti, Celestial, Common, Cyclops, Draconic, Goblin, Infernal, Shadowtongue, Tengu, Terran, Thassilonian, Tien, Undercommon, Wayang

Occupation

Alchemist

Strength 10
Dexterity 18
Constitution 14
Intelligence 24
Wisdom 10
Charisma 8

About Ghukar

GHUKAR
CR 8
Male Wayang alchemist 9
Small humanoid (wayang)
Init +6; Senses Perception +18,
Languages Abyssal, Ancient Osiriani, Aquan, Azlanti, Celestial, Common, Cyclops, Draconic, Goblin, Infernal, Polyglot, Shadowtongue, Tengu, Terran, Thassilonian, Tien, Undercommon, Wayang

AC 21, touch 15, flat-footed 17
hp 75 (9HD)
Fort +11, Ref +13, Will +6
Speed 30 ft. (6 squares)

Ranged tanglefoot bag +10/+5 (/none/x0), within 30 ft. +11/+6 ()
Ranged acid (flask) +10/+5 (1d6+8), within 30 ft. +11/+6 (1d6+8)
Ranged longbow (small) +11/+6 (1d6/x3), within 30 ft. +12/+7 (1d6+1)
Melee dagger (small) +7/+2 (1d3/19-20)
Ranged dagger (small/thrown) +11/+6 (1d3+1/19-20), within 30 ft. +12/+7 (1d3+1)
Melee dagger (cold iron) +5/+0 (1d4/19-20)
Ranged dagger (cold iron/thrown) +9/+4 (1d4+1/19-20), within 30 ft. +10/+5 (1d4+1)
Ranged bomb +12/+7 (1d6+8), within 30 ft. +13/+8 (1d6+8)
Face 5 ft. Reach 5 ft.
Base Atk +6; CMB +5; CMD 19

Special Actions Bomb, Explosive Bomb*, Fast Bombs, Frost Bomb*, Precise Bombs, Tanglefoot Bomb*, Throw Anything

Prepared Spells Prepared Spell List
Alchemist (CL 9th): 7/6/5
3rd - displacement (DC 20), fly (DC 20), Channel Vigor, Open
2nd - alchemical allocation (2) (DC ) , barkskin, invisibility (DC 19) , see invisibility (DC ). Open
1st - comprehend languages (DC ) , expeditious retreat (DC ) , identify (1) , shield (DC ), Endure Elements, open (x1)
Wayfinder Spell-Like Abilities: light (at will) Abilities Str 10, Dex 18, Con 14, Int 24, Wis 10, Cha 8

Special Qualities Alchemical Weapon, Alchemy, Directed Blast, Dissolution's Child, Formulae, Infusion, Light and Dark, Lurker, Martial Weapon Proficiency, Mutagen, Precise Bombs, Shadow Resistance, Swift Alchemy.

Feats Amateur Investigator, Extra Discovery, Martial Weapon Proficiency (Longbow), Point-Blank Shot, Precise Shot, Splash Weapon Mastery, Throw Anything

Skills Acrobatics +4, Acrobatics (Jump) +9, Appraise +11, Bluff -1, Craft (Alchemy) +19, Craft (Alchemy) (Create item) +28, Craft (Untrained) +7, Diplomacy -1, Disable Device +15, Disguise -1, Escape Artist +4, Fly +18, Intimidate -1, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +17, Knowledge (Nobility) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Ancient Osiriani, Azlanti, Celestial, Cyclops, Polyglot, Shadowtongue, Terran, Thassilonian, Undercommon) +16, Perception +18, Perform (Untrained) -1, Ride +4, Sleight of Hand +15, Spellcraft +18, Stealth +21, Stealth (In swamps) +22, Use Magic Device +10

Possessions headband of vast intelligence +4; eyes of the eagle; belt of incredible dexterity +2; outfit (explorer's/small); cloak of resistance +3; mithral shirt +2 (small); boots of striding and springing; dagger (cold iron); bomb; Handy Haversack [ Tanglefoot Bag (x2); Acid (Flask) (x3); Formula Alembic; Hybridization Funnel; Thieves' Tools (Masterwork); Longbow (Small); Arrows (20) (Small); Elixir of Dragon Breath; Dagger (Small) (x2); Formula Book; ]; Longbow (Small) ; Bandolier (Small) [ Acid (Flask); Tanglefoot Bag; ]; Wayfinder ; Dog (Riding) ;
Formula Book

Alchemical Weapon (Su) At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +9 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 can use 16 bombs each day. 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+7 points of fire damage. Your bombs also inflict an additional 4d6 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 (12). Those caught in the splash damage can attempt a DC 21 Reflex save for half damage.

Darkvision Wayangs can see in the dark up to 60 feet.

Directed Blast (Su) At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

Dissolution's Child Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal-only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.

Explosive Bomb* The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Fast Bombs 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 attacks. This functions just like a full-attack with a ranged weapon.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

1st - Ant Haul, Bomber's Eye, Comprehend languages, Cure lt wounds, Disguise Self, Expeditious retreat, Identify, Reduce Person, Shield, True Strike, Crafter's fortune, Endure elements, Enlarge person
2nd - Alchemical allocation, Barkskin, Cure Moderate Wounds, Detect Thoughts, Fire Breath, Invisibility (DC 19), See invisibility, Alter self, Blur, Bull's strength, Cat's grace, False life, Resist energy, Spider climb
3rd - Fly, tongues, Channel Vigor, Displacement, Gaseous form, Haste, Water breathing
4th - Fire shield, Invisibility (Greater)

Frost Bomb* When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Headband of Intellect Skill Selection (Fly, Linguistics)

Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Light and Dark Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Lurker (Ex) Wayang have a +2 racial bonus on Perception and Stealth checks.

Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 90 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 21 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)

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.

Precise Bombs (Ex) At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Shadow Resistance Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.

Swamp Rebel You grew up hiding in the swamps from the monstrous overlords who enslaved you and your people. You gain a +2 trait bonus on Stealth checks in swampy terrain, and Stealth becomes a class skill for you.

Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Tanglefoot Bomb* (Su) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

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.