Goblin with Beehive

Gurmire's page

286 posts. Organized Play character for BretI.


Full Name

Gurmire

Race

| HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6

Classes/Levels

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

Gender

Male goblin alchemist 8 | 30’

About Gurmire

Gurmire

Male Charhide Goblin Alchemist 8
Small humanoid (Goblin)
Senses Perception +10 T; Darkvision
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Defense
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HP 78 (6+(8+1)*8)
AC 26; special modifiers (10 +4 Dex cap + 1 leather armor + 1 runes +2 Trained +8 Level)
Speed 30’
Fort +14 E Reflex +17 E Will +13 E
Resist Fire 4
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Offense
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Alchemist Class DC 26 E
Investigator Class DC 24 T

Expert with simple weapons, alchemical bombs, and unarmed attacks.

Melee
Dagger +16 (d4+1 P) Agile, Finesse, thrown 10’, versatile S
Light Mace +16 (d4+1 B) Agile, Finesse, Shove

Ranged
Sling +16 (1d6 B) 50’ reload 1 propulsive
Alchemical Bomb +16 (varies) 30’
Moderate Alchemical Bomb +17 (varies) 30’

Acid Flask 1 Acid + 4 Acid Splash +2d6 persistent acid
Alchemist’s Fire 2d8+1 Fire + 5 Fire Splash +4 persistent Fire damage
Blasting Stone 2d4 So + 4 So Splash, DC 26 Fort or deafened til start next turn
Bottled Lightning 2d6 E + 4 E Splash, off-guard on hit
Crystal Shards 2d4 P + 4 P Splash +1 persistent bleed, -5 Speed while bleeding
Frost Vial 2d6 C + 4 C Splash, target -10 speed
Ghost Charge 2d8 Vitality +4 Vitality Splash, target enfeebled til start next turn
Glue Bomb -15 Speed, Escape DC 26
Skunk Bomb 2d4 Poison +4 Poison Splash, Fort DC 26 S Sickened 1, F Sickened 1 Slowed 1, CF blinded 1 round, sickened 2, slowed 1

Reactions

Clue In

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Statistics
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Str +1 Dex +4 Con +1 Int +4* Wis +0 Cha +2

Skills

Acrobatics +14
Athletics +11
Craft +19 M Includes Crafter’s Eyepiece
Diplomacy +12
Lore Arson +18 M
Lore Pathfinder Society +14
Lore Underworld +14
Medicine +10 Assurance 20
Nature +10
Performance +12
Religion +10
Society +16 E Streetwise, can use for Gather Information, Courtly Graces can use to Make an Impression on a Noble
Survival +10
Thievery +14 Infiltrator’s Tools pick locks and disable devices +1 item

Languages: Common, Goblin, Varisian, Shoanti, Draconic, Sakvroth (Undercommon), Orcisn, Pyric (Fire), Necril
Background: Detective
Patron Deity: Sarenrae
Home Region: Magnimar, Varisia

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Gear
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+1 resilient Leather Armor
Sling
17 bullets
Dagger
Light Mace
Adventurer’s Pack
Healer’s Tools
Alchemist's Tools
Formula Book
Explorer’s clothing
Writing Set
Repair Kit
Pup Tent
Alchemist's Lab
Cold Weather Outfit
Silver religious symbol of Sarenrae
Basic Crafter's Book
Infiltrator's Tools
Clothing, high-fashion fine (
Periscope

Bag of Holding Type II

Feather Token: Chest (consumable)
Blast Boots (consumable) x2
Infiltrator's picks x3
Holy Water x3

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Invested items
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Crafter’s Eyepiece
Wayfinder with Pearly White Spindle Aeon Stone
+1 Leather Armor

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Invested items
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Crafter’s Eyepiece
Wayfinder

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Formula book
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Acid Flask, Alchemist Fire, Blasting Stone, Bottled Lightning, Crystal Shards 4, Frost Vial, Ghost Charge, Glue Bomb, Skunk Bomb (Legacy)

Antidote, Antiplague, Cat’s Eye Elixir 2, Comprehension Elixir 2, Cooling Elixir 4, Drakeheart Mutagen, Elixir of Life, Sea Touch Elixir 5th, Surging Serum 2, Witchwarg Elixir 4

Absolute Solvent 5, Bloodhound Mask 2 (Legacy), Glow rod

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Class Abilities and Feats
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Alchemy
You understand the reactions between all manner of reagents and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use specially prepared chemicals that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.

You gain the Alchemical Crafting feat, and you can automatically identify alchemical items that you have the formula for.

Formula Book
An alchemist keeps meticulous formulas for every item they can create. You start with a standard formula book for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to any formulas you gained from Alchemical Crafting and your research field.

Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to select the Inventor skill feat so you can invent them.

As normal, having the base formula is sufficient when Crafting upgraded types of the item—you don't need to learn higher-level formulas. For instance, if you have the 1st-level formula for a minor elixir of life, you can create a minor, lesser, moderate, greater, major, or true elixir of life as long as you meet the level and other prerequisites. Items with type entries that have widely varied functions require separate formulas, but most alchemical items have a structure similar to elixir of life.

Advanced Alchemy 8 consumable alchemical items
During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Versatile Vials 6 vials
You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you're below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn't prevent you from participating in other exploration activities.

Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy and your research field can add to the ways you can use a vial.

You can store all your versatile vials within your alchemist's toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can't be duplicated or preserved in any way.
Versatile Vial
Acid Alchemical Bomb Consumable Infused Splash

Usage held in 1 hand; Bulk —
Activate [one-action] Strike
Type moderate; Level 4 You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage.
Bomber Field Vials When you Strike with a versatile vial, you can choose to have it deal cold, electricity, or fire damage instead of acid damage.

Quick Alchemy
You gain the Quick Alchemy action to make the items you need on the fly.

Quick Alchemy [one-action]
Alchemist Manipulate

Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand.
You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
• Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
• Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.

Research Field Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research.

Bomber You specialize in explosions and other violent reactions.
Formulas Two common 1st-level alchemical bombs.
Field Benefit When throwing an alchemical bomb with the splash trait, you can choose to deal splash damage to only your primary target instead of the usual splash area.
Field Vials When you Strike with a versatile vial, you can choose to have it deal cold, electricity, or fire damage instead of acid damage.
Field Discovery (5th) 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 1) instead of the normal amount.
Advanced Vials (11th) You can mix special ingredients into your vials, such as magical dust or flakes of precious minerals. When you create a versatile vial, you can choose to have it treated as one special material of your choice, chosen from adamantine, cold iron, and dawnsilver. If you're wearing or wielding an item of a different precious material when you make the vial, you can choose that material instead.
Greater Field Discovery (13th) You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.

Powerful Alchemy 5th
Alchemical items you infuse are particularly potent. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

On the Case (Investigator Dedication)
As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.

Pursue A Lead
Concentrate Exploration Investigator

You name one detail you've identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either obvious or something you've already discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action. After the minute passes, the GM either confirms there's a larger mystery or tells you there's nothing more to learn (the detail is inconsequential or you know all the information already). If there is in fact a larger mystery at play, you can't Pursue a Lead again for 10 minutes, but you can choose to open an investigation. To do so, define the question at the heart of the mystery, such as “Where has the priceless work of art that was supposed to hang here been taken?” or “Who or what killed this priest?” Work with your GM to refine the question if need be. You can also give your investigation a name to better keep track of it (such as “The Case of the Cheated Goblin” or “The Skinsaw Murders”).
Investigation Bonus Whenever you attempt a Perception check or skill check to attempt to get closer to answering the question at the heart of an active investigation, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
Active Investigations You can maintain two active investigations at a time. If you Pursue another Lead after that, the case must be different from any of your current investigations (as far as you are aware), and you give up on a current investigation of your choice. Once you've given up pursuit of an investigation, you can't Pursue a Lead into it again until after the next time you make your daily preparations.
Solving an Investigation If you answer the question at the heart of your investigation, the GM tells you that you've done so. You don't lose the bonus or other benefits until you choose to close the investigation by Pursuing a Lead again or voluntarily Dismissing it. If what you discover points to an even larger mystery, you can work with the GM to adapt the question and name of the investigation to the new information.

Clue In [reaction]
Concentrate Investigator

Frequency once per 10 minutes
Trigger Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.

You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Far Lobber Feat 1
Alchemist

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.

Quick Bomber [one-action] Feat 1
Alchemist

You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.

Smoke Bomb Feat 2
Additive Alchemist

You can add a tarry additive to an alchemical bomb to make it emit smoke. When thrown, in addition to its normal effects, the bomb creates a cloud of smoke in a 10-foot 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.

Investigator Dedication Feat 2
Archetype Dedication Multiclass

Prerequisites Intelligence +2
You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC.

Sticky Bomb Feat 8
Additive Alchemist

You can mix in a sticky additive to an alchemical bomb to make its contents adhere and continue to deal damage. A creature hit by a sticky bomb also takes persistent damage equal to and of the same type as the bomb's splash damage. If the bomb already deals persistent damage, combine the two amounts.

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Skill and General Feats
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Additional Lore Feat 1
General Skill

Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
Lore Arson

Alchemical Crafting Feat 1
General Skill

Prerequisites trained in 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.

Assurance Feat 1
Fortune General Skill

Prerequisites trained in at least one skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Assurance Medicine

Courtly Graces Feat 1
General Skill

Prerequisites trained in Society
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. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.

Multilingual Feat 1
General Skill

Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. Special You can select this feat multiple times. Each time, you learn additional languages.

Read Lips Feat 1
General Skill

Prerequisites trained in Society
You can read lips of others nearby who you can clearly see. The language read must be one that you know. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and off-guard during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips.

Streetwise Feat 1
General Skill

Prerequisites trained in Society

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.

Fleet Feat 1
General

You move more quickly on foot. Your Speed increases by 5 feet.

Diehard Feat 1
General

It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

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Ancestry and Background
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Charhide Goblin Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Detective
Background

You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You're trained in the Society skill and the Underworld Lore skill. You gain the Streetwise skill feat.

Burn It! Feat 1
Goblin

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

Goblin Song [one-action] Feat 1
Goblin

You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check to sing (page 243). You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round.
Critical Failure The target is temporarily immune to Goblin Song for 1 hour.

Character creation:

Future: Pick up Sign Language

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Character Creation
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Str +1 F
Dex +4 ABF5
Con +1 5
Int +4.5 ABCF5
Wis +0 -AF
Cha +2 A5

Ancestry: Goblin Charhide
Burn It!, Goblin Song
Background: Detective
Society, Underworld Lore
Streetwise skill feat.
Skill:
Additional Lore (Arson), Courtly Graces, Read Lips, Multilingual
Class:
Far Lobber, Quick Bomber, Smoke Bomb, Investigator Dedication, Sticky Bomb
General
Fleet