Harsk

Gildin Bazeft's page

6 posts. Alias of Rizzym Jaderenai.


About Gildin Bazeft

Male Dwarf Alchemist 1
NG Medium humanoid (dwarf, dwarf)
Init +4; Senses Darkvision (60 ft.), Perception +6,
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DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather, )
hp 10 (1d8)+2
Fort +4, Ref +4, Will +2, +2 vs. poison, spells, and spell-like abilities
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OFFENSE
Speed 20 ft.
Melee warhammer +0 (1d8/x3)
Ranged Bomb +4 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Bomb, Throw Anything,
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STATISTICS
Str 10, Dex 14, Con 14, Int 16, Wis 14, Cha 9
Base Atk +0; CMB +0; CMD 12 (16 vs bullrush) (16 vs trip)
Feats Brew Potion, Throw Anything, Splash Weapon Mastery
Skills Acrobatics -1, Acrobatics (Jump) -8, Appraise +7, Appraise (Natural stones or metals) +10, Appraise (Precious metals and gemstones) +10, Bluff -1, Climb -3, Craft (Alchemy) +7, Craft (Armor) +7, Craft (Untrained) +3, Craft (Weapons) +7, Diplomacy -1, Disguise -1, Escape Artist -1, Fly -1, Heal +2, Intimidate -1, Knowledge (Arcana) +7, Knowledge (Arcana/ID monster) +10, Perception +6, Perception (Blindsense) +9, Perception (Notice unusual stonework) +11, Perception (Trapfinding) +9, Perception (Underwater) +9, Perform (Untrained) -1, Ride -1, Sense Motive +2, Spellcraft +7, Spellcraft (Identify magic item) +10, Stealth -1, Survival +2, Swim -3, Use Magic Device +3,
Languages Common, Dwarven, Giant, Orc, Undercommon
Special Qualities Craftsman, Hardy, Hatred, Mutagen, Stability, Steady, Stonecunning, Weapon Familiarity,
Possessions artisan's outfit; scroll case; studded leather; warhammer; waterskin (filled); Backpack [ Rope (Hemp/50 ft.); Alchemist's Kit; ]; Cart [ Sack; Sack (x2); Bedroll; Blanket; Wheat (per lb.) (x5); Sack; ]; Donkey ; Pouch (Belt) [ Acid (Flask) (x5); ]; Sack [ Meat (Chunk) (x5); ]; Sack [ Cheese (Hunk) (x5); ]
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FEATS/SPECIAL ABILITIES

FEAT: Throw Anything (Ex) All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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.

FEAT: Splash Weapon Mastery (Ex) When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.

TRAIT : 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.

TRAIT: Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand.

Bomb (Su) 4/Bombs per day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, the bomb inflicts 1d6+3 points of fire damage. Splash damage 4 points with Reflex save DC 13 for half damage.

Craftsman (Ex) Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Mutagen (Su) At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time - if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a -2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) 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.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.