Master Astrologer

Harrold Bathshforth's page

425 posts. Alias of J4RH34D.


Full Name

Harrold Bathshforth

Race

Human

Classes/Levels

23 HP init +9 Perception +8

Gender

M

Size

M

Age

Late 50's

Alignment

NG

Homepage URL

Character sheet

Strength 12
Dexterity 16
Constitution 10
Intelligence 19
Wisdom 13
Charisma 10

About Harrold Bathshforth

An old man, with graying hair.
He is surprisingly lithe for his age but certainly not overly strong. He tries to be kind to people, hoping to make their days, and lives better for his passing through them.

He is a widower with 2 children, Maxine, and Bernadine.
They are both in their mid 30's and both have children of their own.
They moved away from Ravengro in their 20's to find jobs in the cities.
Harrold stayed in Ravengro but goes to visit his daughter's families as often as he can.

He liked and respected Professor Lorrimor, having spent their childhoods together.

He worked as a hunter, until his age made it difficult, at which point he turned his knowledge of nature to helping provide the herbs and such needed by the apothecary.

Character Sheet:
Harrold Bathshforth
Male Human alchemist 7 Archetypes Mindchemist,
NG Medium humanoid (human)
Init +9, Senses Perception +11
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex, )
hp 37 ((7d8))
Fort +5, Ref +8, Will +3, +4 vs. poison

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OFFENSE
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Speed 30 ft.
Ranged bomb +9 (1d6+6), within 30 ft. +10 (1d6+6)
Special Attacks Bomb, Precise Bombs, Throw Anything,

Prepared Spells
Alchemist (CL 7th; concentration +12)
2nd-barkskin, fox's cunning(DC 17)
1st-cure light wounds(2)(DC 16), enlarge person(DC 16), long arm(DC ), shield(DC )
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TACTICS
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STATISTICS
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Str 12, Dex 16, Con 10, Int 21, Wis 13, Cha 10,
Base Atk +5; CMB +6; CMD 19
Feats Brew Potion, Extra Discovery (2x), Improved Initiative, Point-Blank Shot, Precise Shot, Throw Anything
Skills Appraise +10, Craft (Alchemy) +15, Craft (Alchemy) (Create item) +22, Disable Device +14, Fly +7, Heal +10, Knowledge (Arcana) +20, Knowledge (Dungeoneering) +11, Knowledge (Engineering) +11, Knowledge (Geography) +11, Knowledge (History) +11, Knowledge (Local) +11, Knowledge (Nature) +20, Knowledge (Nobility) +11, Knowledge (Planes) +11, Knowledge (Religion) +11, Perception +11, Profession (Herbalist) +6, Profession (Woodcutter) +5, Sense Motive +12, Sleight of Hand +8, Spellcraft +15, Stealth +4, Survival +8, Use Magic Device +10,
Traits Reactionary, Suspicious,
Languages Common, Dwarven, Elven, Halfling, Ignan, Terran
SQ alchemy, bonus feat, brew potion, cognatogen, enhance potion, formulae, infusion, mutagen, perfect recall, poison resistance, skilled, swift alchemy, swift poisoning, wings,
Combat Gear
Other Gear headband of vast intelligence +2 (knowledge (nature)), chain shirt (mithral), thieves' tools (masterwork), surgeon's tools, footprint book, bomb (2), 569.99 gp
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SPECIAL ABILITIES
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Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +7 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 12 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+5 points of fire damage. Your bombs also inflict an additional 3d6 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 (9). Those caught in the splash damage can attempt a DC 18 Reflex save for half damage.

Bonus Feat Humans select one extra feat at 1st level.

Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.

Cognatogen (Ex) You learn how to create a cognatogen, as the cognatogen discovery.

Enhance Potion A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.

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.

Headband of Intellect Skill Selection (Knowledge (Arcana))

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.

Mutagen (Su) You gain the mutagen class ability, as described in the Advanced Player's Guide.

No Racial Subtype You have chosen no racial subtype.

Perfect Recall (Ex) You have honed your memory. When making a Knowledge check, you may add +5 on the check. You can also use this ability when making an Intelligence check to remember something.

Poison Resistance (Ex) You gain a +4 bonus on all saving throws against poison.

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.

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.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always 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.

Swift Poisoning (Ex) You can apply a dose of poison to a weapon as a swift action.

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.

Wings (Ex) You gain batlike, birdlike, or insectlike functional wings, allowing you to fly as the Fly spell for 7 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You can select this discovery multiple times; each time you do so, you add your caster level to the number of minutes per day that you can fly with the wings. This flight is an extraordinary ability.