Mogmurch

Klinken's page

No posts. Organized Play character for Azil.


Full Name

Klinken

Race

Charhide Goblin

Classes/Levels

Bomber Alchemist 1 | Hp: 16/16 | Ref+8 Fort+7 Will+2| Ac: 17 FF: 14 |

Resources:
Reagents: 5/5

Gender

Male

Size

Small

Age

11

Special Abilities

Advanced Alchemy, Fire Resistance 1

Alignment

Chaotic Neutral

Location

Absalom

Languages

Common, Goblin, Draconic, Gnoll, Orcish

Occupation

Alchemist

Strength 12
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 8
Charisma 8

About Klinken

Gabblebax
Male Goblin Alchemist
CN Small Goblinoid/Humanoid
Age: 11 Ht:3'4" Wt: 36 lbs
Init: +3, Perception: +2, Darkvision
Background: Scholar of the Sky Key
Pathfinder Training: Field Commission

Basics:

Defense:
AC 18
HP 16/16
Fort +7, Ref +8, Will +2

Offense:
Dagger +6 1d4P+1 Thrown 10ft, Finesse, Versatile
Lesser Alchemist Fire: 1d8 fire+ 1 persistent fire damage + 1 splash
Lesser Bottled Lightning: 1d6 electricity+1 splash+ Flatfooted
ClassDC:17

Speed: 25ft
Languages: Common, Goblin, Draconic, Gnoll, Orcish

Stats:

Str: 12
Dex: 16
Con: 14
Int: 18
Wis: 8
Cha: 8

Feats & Traits:

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.

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

Quick Repair
You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Quick Bomber-One action
You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.

Alchemical 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.

Training:

Equipment
Simple Weapons:+2
Alchemical Bombs:+2
Unarmed Strikes:+2
Light Armor:+2
Medium Armor +2
Unarmored Defense:+2
Alchemist Class DC:+2

Skills
(int)Crafting:+7(BG)
(int)Engineering Lore:+7(BG)
(int)Society:+7(Class swapped from crafting to Society)
(int)Underworld Lore:+7(Pathfinder Training-Field Commission)
(3+Int)
(Dex)Acrobatics +6
(Int)Arcana +7
(Int)Occultism +7
(int)Legal Lore:+7
(int)Genealogy Lore:+7
(dex)Stealth:+6
(dex)Thievery:+6
(wis)Perception:+2

Spells & Abilities:

Common Level 1 Formula
Lesser Alchemist Fire(Signature)
Lesser Bottled Lightning(Signature)

Lesser Elixir of Life
Oil of Unlife
Potion of Shared Memories
Predictable Silver Piece
Sunrod
Ration Tonic

Infused Reagents
You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy
During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements.

Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy
Quick Alchemy [one-action]
Alchemist, Manipulate
Cost: 1 batch of infused reagents

Requirements You have alchemist’s tools, the formula for the alchemical item you’re creating, and a free hand.

You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check.

This item has the infused trait, but it remains potent only until the start of your next turn.

Field Signature
"Your research field adds a number of formulas to your formula book(2 bombs for Bomber); these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items."

Equipment:

Bulk limit 6
Current bulk 2+2light

Weapons and Armor:
Dagger 1d4P, Agile, Finesse, Thrown 10ft, Versatile S, L
Studded Leather +2AC, +3max dex, STR 12(-1 Armor Check) 1Bulk

Magic Items:

Various:
Backpack(worn 1.2/4) -2
Basic crafting Book L
Bedroll L
Formula Book(Starter) L
50 Feet of Rope L
2 Weeks’ Rations 2L
5 Torches 5L
Waterskin L

Bandolier(worn toolset) -
Alchemists' tools 1

2 Belt Pouches(worn 0/8L) -
10 Pieces of Chalk -
Flint and Steel -
Soap -

Sheath(worn) -
Dagger L

Fine Clothing(worn) L
Studded Leather(worn) 1

Cash: 5gp, 0sp, 9cp

Backstory:

Quirks:

Boons:

Chronicles & Wealth:

Starting: 5gp, 0sp, 9cp

Current wealth: 5gp, 0sp, 9cp

Misc:

PFS # 180851-2001
XP: 0
PP: 0/0

Header: Alchemist 1 [ HP 16/16 | AC 17| Fort +7 Ref +8 Will +2 |Init +3 | Perc +2 | Effects: none ]

Magical equipment:

Errata:

Alchemist DC scaling is highly dependent on the feat Powerful Alchemy, so we decided to make it an automatic class feature instead to free up more feats. Add powerful alchemy to the class features at 5th level, and remove it from the list of alchemist class feats.

Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items."

Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."