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Ice Melts Quietly in Sunlight's page
650 posts. Alias of Silbeg.
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Full Name |
Ice Melts Quietly in Sunlight |
Race |
| HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 |
Classes/Levels |
| Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield |
Gender |
Male CG Snow Goblin Trap Breaker Alchemist 9 |
Size |
M |
Age |
14 |
Alignment |
CG |
Deity |
Zarongel |
Languages |
Aklo, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Hallit, Ignan, Russian, Skald, Sylvan |
Strength |
13 |
Dexterity |
20 |
Constitution |
12 |
Intelligence |
23 |
Wisdom |
8 |
Charisma |
6 |
About Ice Melts Quietly in Sunlight
Ice Melts Quietly in Sunlight
Male goblin alchemist (trap breaker) 9 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 156)
CG Small humanoid (goblinoid)
Hero Points 3
Init +6; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 31, touch 18, flat-footed 25 (+5 armor, +1 deflection, +6 Dex, +4 natural, +4 shield, +1 size)
hp 72 (9d8+24)
Fort +10 (+5 circumstance bonus vs. cold weather), Ref +15, Will +5
Resist cold 20, fire 8
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Offense
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Speed 60 ft., fly 60 ft. (good)
Melee mwk morningstar +10/+5 (1d6)
Ranged bomb +16/+11 (5d6+7 Fire) or
. . dispelling bomb +16/+11 () or
. . mwk sling +16 (1d3) or
. . shock bomb +16/+11 (5d6+7 Elec.)
Special Attacks bomb 18/day (5d6+7 fire, DC 21)
Alchemist (Trap Breaker) Extracts Prepared (CL 9th; concentration +16)
. . 3rd—displacement, fly, heroism (2), tongues
. . 2nd—alchemical allocation[APG] (4), false life, see invisibility
. . 1st—cure light wounds (2), expeditious retreat, reduce person (DC 18), shield, targeted bomb admixture[UC], targeted bomb admixture[UC]
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Statistics
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Str 11, Dex 22, Con 12, Int 24, Wis 8, Cha 6
Base Atk +6.75; CMB +7; CMD 22
Feats Brew Potion, Extra Bombs[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Lookout[APG], Ricochet Splash Weapon[UM], Throw Anything
Traits clever wordplay, ease of faith, pragmatic activator
Skills Acrobatics +8 (+20 to jump), Appraise +13, Bluff +9, Climb +2, Craft (alchemy) +21 (+30 to create alchemical items), Diplomacy +22, Disable Device +26, Disguise +0, Escape Artist +13, Fly +27, Heal +6, Intimidate +0, Knowledge (arcana) +21, Knowledge (nature) +21, Linguistics +15, Perception +17, Ride +8, Sense Motive +1, Sleight of Hand +15, Spellcraft +21, Stealth +24, Survival +13, Swim +2, Use Magic Device +21
Languages Aklo, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Hallit, Ignan, Russian, Skald, Sylvan
SQ affirmation: chaotic, affirmation: good, alchemy (alchemy crafting +9), dependent, discoveries (dispelling bomb, enhance potion, explosive bomb, fast bombs, infusion, precise bombs [7 squares], shock bomb), explosive disarm, hero points, land mine, mutagen (+4/-2, +2 natural armor, 90 minutes), swift alchemy, trapfinding +4
Combat Gear boro bead (1st level)[UE], boro bead (2nd level)[UE], cold iron sling bullets (40), mutagen[APG], oil of magic weapon, potion of cure light wounds (8), potion of cure moderate wounds (4), potion of cure serious wounds, potion of endure elements (2), potion of enlarge person, potion of fly, potion of lesser restoration (2), potion of neutralize poison, potion of pass without trace, potion of protection from cold, potion of reduce person (2), potion of tongues (2), scroll of remove sickness, alchemist's fire (4); Other Gear +1 mithral chain shirt, +1 slick mithral chain shirt, mwk morningstar, mwk sling with 10 cold iron sling bullets, amulet of natural armor +2, cloak of resistance +1, handy haversack, headband of vast intelligence +2, hex nail, ring of lifebleed[UE], ring of protection +1, alchemy crafting kit[APG], backpack, bedroll, belt pouch, cold weather outfit, flint and steel, ink, inkpen, masterwork thieves' tools, mess kit[UE], pot, smoked goggles[APG], snowshoes[APG], soap, torch (9), trail rations (5), waterskin, 4,738 gp, 5 sp
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Tracked Resources
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Affirmation: Chaotic - 0
Affirmation: Good - 0
Alchemist's fire - 3/4
Bomb 5d6+7 (18/day, DC 21) (Su) - 0/18
Boro bead (1st level, 1/day) - 0/1
Boro bead (2nd level, 1/day) - 0/1
Cold iron sling bullets - 0/40
Cold iron sling bullets - 0/10
Enhance Potion (7/day) - 0/7
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 1/1
Oil of magic weapon - 0/1
Potion of cure light wounds - 0/8
Potion of cure moderate wounds - 0/4
Potion of cure serious wounds - 0/1
Potion of endure elements - 0/2
Potion of enlarge person - 0/1
Potion of fly - 0/1
Potion of neutralize poison - 0/1
Potion of pass without trace - 0/1
Potion of protection from cold - 0/1
Potion of reduce person - 0/2
Potion of restoration, lesser - 0/2
Potion of tongues - 0/2
Torch - 0/9
Trail rations - 0/5
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Special Abilities
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Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2
Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+7 (18/day, DC 21) (Su) Thrown Splash Weapon deals 5d6+7 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Dispelling Bomb (CL9) (Su) When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster l
Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (8) You have the specified Energy Resistance against Fire attacks.
Enhance Potion (7/day) 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.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Explosive Disarm (Ex) Use 1 bomb to disarm a trap in 20 ft with attack vs. trap DC (failure sets it off).
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Flight (60 feet, Good) You can fly!
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Land Mine (DC 21) (Ex) As a full rd action, use 2 bombs to create land mine that lasts for +9 days.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Mutagen (DC 21) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
Precise Bombs (7 squares) (Su) 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.
Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square
Shock Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
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Brimstone
An inordinate amount of powdered cold iron.
Magnesium
Sulfur
Phosphorus
Mugwart extract
Shrooms
Tamarind root
Quicksilver sprigs
Wolfsbane leaves
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