Goblin with Beehive

Gurmire's page

285 posts. Organized Play character for BretI.


Full Name

Gurmire

Race

| HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8

Classes/Levels

| Hero Points: 1| Exploration: Scouting | Status:

Gender

Male goblin alchemist 4 | 25’

About Gurmire

Gurmire

Male Goblin Chaotic Good Alchemist 4
CG Small humanoid (Goblin)
Senses Perception +6 T; Darkvision
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Defense
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HP 38
AC 21 (10 +3 Dex +2 Studded Leather +2 Trained +4 Level)
Speed 25’
Fort +8 E Reflex +11 E Will +6 T; Fire Resist 2
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Offense
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Alchemist Class DC 20

Melee
Dagger +9 (d4+1 P) Agile, Finesse, thrown 10’, versatile S
Light Mace +9 (d4+1 B) Agile, Finesse, Shove

Ranged
Sling +9 (1d6 B) 50’ reload 1 propulsive
Alchemical Bomb +9 (varies) 30’
Moderate Alchemical Bomb +10 (varies) 30’

Moderate Alchemist’s Fire 2d8+1 fire damage, 2+1 persistent fire damage, and 2+1 fire splash damage.
Moderate Bottled Lighting 2d6 electricity damage and 2 electricity splash damage. On a hit the target is flat footed until the beginning of your next turn.
Moderate Crystal Shards (APG) 2d4 piercing damage and 4 piercing splash damage. Fills splash area with caltrops.
Moderate Frost Vial 2d6 cold damage and 2 splash damage. On hit the target takes -10 ft penalty to speed until end of its next turn.
Moderate Ghost Charge (APG) 2d8 positive damage and 2 positive splash damage. The primary target is enfeebled 1 until the start of my next turn.
Moderate Tanglefoot Bag –15-foot penalty, and the Escape DC is 19.
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.
Lesser Frost Vial 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty.

Reactions

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

Skills

Acrobatics T +9
Athletics T +7
Crafting E +12 +1 item crafter’s eyepiece
Diplomacy T +7
Lore (Arson) E +12
Lore (Library) T +10
Lore (Underworld) T +10
Medicine T +6
Nature T +6
Perform (Sing) T +7
Religion T +6
Society T +10
Survival T +6
Thievery T +9 +1 Infiltrator’s Tools pick locks and disable devices

Languages: Common, Goblin, Varisian, Shoanti, Mwangi +1 more (want Ignan and Undercommon)
Background: Detective
Pathfinder Training: 3 scrolls
Patron Deity: Sarenrae
Home Region: Varisia (Magnimar), Saga Lands

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Gear
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Studded Leather Armor
Sling
20 bullets
Dagger
Light Mace
Adventurer’s Pack
Bandolier
Sheath
Healer’s Tools
Alchemist's Tools
Formula Book
Explorer’s clothing
Writing Set
Repair Kit
Pup Tent
Alchemist's Lab
Winter Clothing
Silver religious symbol of Sarenrae

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Invested items
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Crafter’s Eyepiece
Wayfinder

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Formula book
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Cat’s Eye Elixir
Lesser Antidote
Lesser Antiplague
Minor Elixir of Life
Sinew-Shock Serum (APG)

Sunrod

Lesser Alchemist’s Fire
Lesser Bottled Lightning
Lesser Frost Vial
Lesser Thunderstone
Lesser Tanglefoot

Moderate Alchemist’s Fire
Moderate Bottled Lightning
Moderate Crystal Shards (APG)
Moderate Frost Vial
Moderate Ghost Charge (APG)
Moderate Tanglefoot Bag

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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.

Smoke Bomb:
[F] Smoke Bomb
ADDITIVE 1 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.
You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target's space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.

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.

Courtly Graces: You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren't one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.

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: 8 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.

Calculated Splash
You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.

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Character Creation
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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
Class: Alchemist (Bomber)
Far Lobber
Smoke Bomb
Calculated Splash
Skill: Additional Lore (Arson)
Courtly Graces
General: Skill Training (Acrobatics)

Boons slotted:

Envoy's Alliance (Faction)
Touched by the Storm (General)
Promotional Vestments (Promotional)
Nexian Researcher

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Pathfinder Items:
Potion of Water Breathing Used
Feather Token: Ladder

Reagents used at Daily Prep: 5
Moderate Alchemist Fire x2
Moderate Bottled Lightning x2
Moderate Ghost Charge x4 used 1
Minor Elixir of Life x2

Character records