Kaigon the Miscreant

Khuzdac "Sooty" Firebreath's page

85 posts. Alias of The Dorf.


Full Name

Khuzdac "Sooty" Firebreath

Race

Dwarf

Classes/Levels

Alchemist 4- Grenadier

Gender

Male

Age

50

Alignment

N

Languages

Aquan, Common, Dwarven, Tien

Strength 10
Dexterity 15
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Khuzdac "Sooty" Firebreath

ON DEX MUTAGEN

Hit Points: 24 of 24
(1d8+1)2,1,8 (+1 from favorite class)
Initiative: +3 +5
Senses:
Darkvision (60 feet)
Perception: +11 +10
Spd 20 ft.

Feats, Traits, and Discoveries:

Feats
Martial Weapon Proficiency (Boarding Axe)
Deadly Aim
Throw Anything
Rapid Reload
Traits
Wharf Rat
Ilizmagorti Native
Discoveries
Smoke Bomb
Stink Bomb
Precise Bomb

SPECIAL ABILITIES:

Alchemy + Level (Su) +Level to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Alchemical Weapon (Su) A grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
Bomb 2d6+4 (8/day) (DC 12) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Greed +2 to Appraise checks to determine the price of nonmagical treasure found in or under the water.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Ilizmagorti Native You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.
Mutagen (DC 12) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
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.
Saltbeard Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. +Int to splash damage
Wharf Rat You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

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DEFENSE
--------------------
Armor Class:16 20, touch 12 14, flat-footed 14 16

CMD: 15 17

Fort: +5 Ref: +6 +8 Will: +2 +1

Defensive Abilities:
Saltbeard: +2 AC vs Creatures with Aquatic subtype
Hardy: +2 to saves vs Poison, Spells and Spell-Like effects
Stability: +4 to avoid being bull rushed or tripped while standing.

--------------------
OFFENSE
--------------------
Base Atk +3
CMB +3

Melee
Boarding Axe +3 (1d6/x3) and
Unarmed Strike +3 (1d3/20/x2)
Ranged
Bomb +7 +9 (2d6+4 Fire)
Crossbow, Heavy MW +7 +9 (1d10/19-20/x3) (+1 attack from Bracers)

Special Attacks Bomb 2d6+4(8/day) (DC 16)

Alchemist Extracts Prepared:
First Level: (4/day)
Cure Light Wounds
Touch of the Sea
Expeditious Retreat

Second Level: (2/day)
Alchemical Allocation
Animal Aspect

Formulae Known:

First Level
Crafter's Fortune
Cure Light Wounds
Enlarge Person
expeditious retreat
Polypurpose Panacea
Reduce Person
Shield
Touch of the Sea
True Strike
Second Level
Alchemical Allocation
Animal Aspect

--------------------
SKILLS
--------------------
35/35 (+3 from favored class bonus)

Appraise +8 (1)
Climb +2 (+2 trait bonus)
Craft (Alchemy) +12 (4,+1 Portable Alchemy Lab)
Craft (Ship) +11 (4)
Disable Device +11 13 (4,+2 MW Thieves Tools)
Heal +5 +4 (1)
Knowledge: Arcana +8 (1)
Knowledge: Engineering +8 (1)
Knowledge: Local-Pirate and Shackles +4 (0, untrained)
Knowledge: Nature +8 (1)
Perception +11 +10 (4, +3 Bracers)
Profession: Sailor +6 (1, +2 trait bonus)

Sense Motive +9 +8 (4, +1 trait bonus)
Slight of Hand +6 +8 (1)
Spell Craft +11 (4)
Survival +7 +6 (4)
Use Magic Device +6 (4)

Modifiers:
+Level to Craft:Alchemy to create alchemical items
+2 to Use Rope Checks
+4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods
+2 to Appraise checks to determine the price of nonmagical treasure found in or under the water

Combat Gear::

Bolts, Crossbow (20)
Crossbow, Heavy Master Work
Dagger
Mithral Shirt
Bracers of Falcon's Aim- You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.
Bandolier x 2
-Acid 12
-Alchemist Fire 2
-Tanglefoot Bag 0
Potions
-Protection from Evil
-Protection from Good
-Remove Sickness

Other Gear:

Backpack ( @ lbs)
-Alchemist Kit
-Bedroll
-Grappling bolt
-Silk Rope
-Shaving Kit
-Waterskin x 2
-Bag, Waterproof (2 @ 1 lbs)
--Case, map or scroll (empty)
--Spellbook
--Ink (1 oz. vial, black)
--Inkpen
Pouch, belt (1 @ 1 lbs)
-Thieves' tools
-String (50')
-Whetstone
Pouch, belt ( @ lbs)
-2 pp 2gp 3sp 7cp
Spell Component Pouch
Portable Alchemist Kit (on ship)

BACKGROUND:

Sooty grew up on the wharfs and in the seaside taverns of Ilizmagorti under the long reaching shadow of the Crimson Citadel. His natural inclination towards destruction and his intelligence eventually led to him coming under the tutelage of a local alchemist, Tesher "Half-Hand" Darcy. After his training Sooty did not have enough money to open a shop of his own, but was soon contracted by a pirate captain known as The Blackhand who wanted a large quantity of alchemist fire. Sooty thought that the captain just wanted the substance to help defend his ship against possible pursuers. After all, catching a pursuing ship on fire was a great way to cause it to break it's pursuit. It turned out that The Hand had a grudge against a local merchant and used the alchemist fire to burn down the man's warehouse. Sitting in a bar after the arson, one of Sooty's friends came in and told him the bad news: the merchant had connections to the Red Mantises and that they may not appreciate Sooty's role in the fire. Shorty realized he needed to leave port quickly and joined the first crew he could, eventually ending up in Port Peril. Upon arrival Sooty quickly settled himself in a tall bar stool at a seedy sailors tavern. After several hours a strangely quiet man bought him a drink and against his better judgement the already drunk dwarf accepted. He began to feel a little woozy and stumbled his way out the back door of the tavern to empty his stomach. Although his dwarven constitution was proof against the mickey he had been slipped by the press gang, the blackjack to the back of his thick skull did the job just fine.

Status cut and paste:
Status
Hit Points: 24 of 24
Armor Class:20, touch 14, flat-footed 16
Fort: +5 Ref:+8 Will: +1
Effects: Dex Mutagen (+4 Dex, -2 Wis, +2 AC) 40 Mins

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