Goblin with Beehive

Gurmire's page

1 post. Organized Play character for BretI.


Full Name

Gurmire

About Gurmire

Gurmire

Male Goblin Chaotic Good Alchemist 1
CG Small humanoid (Goblin)
Senses Perception +3 T; Darkvision
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Defense
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HP 14
AC 18 (10 +3 Dex +2 Studded Leather +2 Trained +1 Level)
Speed 25’
Fort +5 E Reflex +8 E Will +3 T; Fire Resist 1
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Offense
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Alchemist Class DC 17

Melee
Dagger +6 (d4+1 P) Agile, Finesse, thrown 10’, versatile S
Light Mace +6 (d4+1 B) Agile, Finesse, Shove

Ranged
Sling +6 (1d6 B) 50’ reload 1 propulsive
Alchemical Bomb +6 (varies) 30’

Lesser Alchemist’s Fire 1d8+1 fire damage, 1+1 persistent fire damage, and 1+1 fire splash damage.
Lesser Bottled Lightning 1d6 electricity damage and 1 electricity splash damage. On a hit the target is flat footed until the beginning of your next turn.
Lesser Tanglefoot –10-foot penalty, and the Escape DC is 17.
Lesser Thunderstone 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.

Reactions

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Statistics
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Str 12 Dex 16 Con 10 Int 18 Wis 10 Cha 12

Skills

Athletics T +4
Crafting T +7
Diplomacy T +4
Intimidate T +4
Lore (Library) T +7
Lore (Underworld) T +7
Medicine T +3
Nature T +3
Perform (Sing) T +4
Religion T +3
Society T +7
Survival T +3

Languages: Common, Goblin, Varisian, Shoanti, +2 more
Background: Detective
Pathfinder Training: 3 scrolls
Patron Deity: Sarenrae
Home Region: Varisia (Magnimar), Saga Lands

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Gear
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Adventurer's pack
Alchemist’s Tools
Dagger
Light Mace
Repair Kit

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Formula book
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6 common
Minor Elixir of Life
Lesser Antidote
Lesser Antiplague
Lesser Tanglefoot
Sunrod
Lesser Thunderstone

2 1st level bombs
Lesser Alchemist’s Fire
Lesser Bottled Lightning

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Feat and Class Abilities
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Burn It!: Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.

Far lobber: You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.

Streetwise: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Alchemical Crafting: You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Infused Reagents: 5 infused reagents/ day for quick alchemy or advanced alchemy.

Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy: If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.
[A] Quick Alchemy
Cost 1 batch of infused reagents
Requirements You have alchemist's tools (page 287), the formula for the alchemical item you're creating, and a free hand.
You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

Character Creation:

Str 12 F
Dex 16 ABF
Con 10
Int 18 ABCF
Wis 10 -AF
Cha 12 A

Ancestry: Goblin (Charhide)
Burn It!
Background: Detective
Society, Underworld Lore
Streetwise skill feat.
Pathfinder Training: 3 scrolls
Lore (Library) T +7
Class: Alchemist (Bomber)
Far Lobber

Alchemical Formulas

Lesser Antidote
Usage held in 1 hand; Bulk L
Activate [one-action] Interact
An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.
Type lesser; Level 1; Price 3 gp You gain a +2 item bonus.

Lesser Antiplague
Usage held in 1 hand; Bulk L
Activation [one-action] Interact
Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.
Type lesser; Level 1; Price 3 gp You gain a +2 item bonus.

Minor Elixir of Life
Usage held in 1 hand; Bulk L
Activate [one-action] Interact
Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.
Type minor; Level 1; Price 3 gp The elixir restores 1d6 Hit Points, and the bonus is +1.

Sunrod
Usage held in 1 hand; Bulk L
Activate [one-action] Interact
This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).

Lesser Alchemist’s Fire
Activate [one-action] Strike
Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.
Type lesser; Level 1; Price 3 gp The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.

Lesser Bottled Lightning
Usage held in 1 hand; Bulk L
Activate [one-action] Strike
Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. Many types grant an item bonus to attack rolls.
Type lesser; Level 1; Price 3 gp It deals 1d6 electricity damage and 1 electricity splash damage.

Lesser Tanglefoot
Usage held in 1 hand; Bulk L
Activate [one-action] Strike
A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. Many types of tanglefoot bag also grant an item bonus on attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water. The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.
Type lesser; Level 1; Price 3 gp The target takes a –10-foot penalty, and the Escape DC is 17.

Lesser Thunderstone
Usage held in 1 hand; Bulk L Activate [one-action] Strike When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls.
Type lesser; Level 1; Price 3 gp The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.