Fadil Ibn-Kazar

Kem Het's page

41 posts. Alias of scranford.


Race

AC 17, (18) / HP 35/35

About Kem Het

Character Sheet

Spoiler:

KEM HET CR 4
Male Human (Garundi) Alchemist (Crypt Breaker) 5
CG Medium Humanoid (Human)
Init +4; Senses Perception +12
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DEFENSE
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AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 35 (5d8+5)
Fort +6, Ref +9, Will +5
Resist Poison Resistance +4
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OFFENSE
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Spd 20 ft.
Melee +1 Spear +4 (1d8+1/20/x3) and
. . Hanbo +3 (1d6/20/x2) and
. . Sickle +3 (1d6/20/x2) and
. . Unarmed Strike +3 (1d3/20/x2)
Ranged Alkahest Bomb +8 (3d8+3 Acid) and
. . Crossbow, Light +7 (1d8/19-20/x2)
Special Attacks Alkahest Bomb 3d8/3d4 (8/day) (DC 15)
Alchemist (Crypt Breaker) Spells Known (CL 5, 3 melee touch, 7 ranged touch):
2 (3/day) Barkskin, Cure Moderate Wounds (DC 15), Acute Senses (DC 15)
1 (5/day) Shield (DC 14), Comprehend Languages (DC 14), Identify, Cure Light Wounds (DC 14), Bomber's Eye (DC 14)
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STATISTICS
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Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Iron Will, Point Blank Shot, Precise Shot, Skill Focus: Perception, Throw Anything
Traits Accelerated Drinker, Cosmopolitan
Skills Acrobatics +1, Appraise +11, Climb -3, Craft (Alchemy) +12, Craft (Locks) +6, Disable Device +18, Escape Artist +1, Fly +1, Heal +9, Knowledge (Arcana) +8, Knowledge (Nature) +8, Linguistics +8, Perception +12, Profession (Cook) +6, Ride +1, Sleight of Hand +5, Spellcraft +11, Stealth +1, Survival +6, Swim -3, Use Magic Device +7 Modifiers Alchemy +5
Languages Abyssal, Common, Draconic, Infernal, Osiriani, Osiriani, Ancient
SQ Crypt Breaker's Draught (Su), Fast Poisoning (Move Action) (Ex), Ioun Torch, Mutagen, Mutagen (DC 15) (Su), Poison Use, Swarmsuit, Swift Alchemy (Ex), Trap Spotter (Ex), Trapfinding +2
Combat Gear +1 Spear, Crossbow, Light, Hanbo, Mithral Chain Shirt, Sickle; Other Gear Adventurer's Sash (13 @ 10 lbs), Alchemical Grease, Alchemist's Fire Flask (2), Alchemist's Lab, Portable, Bag of Holding I (10 @ 46 lbs), Bedroll, Cloak of Resistance, +1, Dungeoneering Kit, Deluxe, Flint and steel, Fuse Grenade, Goggles of Minute Seeing, Healer's kit (10 uses), Ioun Torch, Oil of Bless Weapon, Potion of Enlarge Person, Potion of Hide From Undead, Potion of Protection From Evil, Potion of Sanctuary, Potion of Shield of Faith +2, Pouch, belt (3 @ 2.5 lbs), Smokestick, Swarmsuit, Tanglefoot bag (2), Thieves' tools, masterwork, Thunderstone, Wand of Cure Light Wounds, Waterskin, Weapon Blanch, Adamantine, Weapon Blanch, Cold Iron, Weapon Blanch, Ghost Salt, Weapon Blanch, Silver
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SPECIAL ABILITIES
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bomb 3d8/3d4 (8/day) (DC 15) (Su) 3d8 acid damage to constructs and undead, 3d4 force damage to all other creatures.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 15) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
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.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 +2 to find or disable traps.

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Rewards

Spoiler:

XP: 20,800 / 23,000 - Medium Progression
HP: 1