![]()
About KlinkenGabblebax
Basics:
Defense: AC 18 HP 16/16 Fort +7, Ref +8, Will +2 Offense:
Speed: 25ft
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!
Quick Repair
Quick Bomber-One action
Alchemical Crafting
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
Spells & Abilities:
Common Level 1 Formula Lesser Alchemist Fire(Signature) Lesser Bottled Lightning(Signature) Lesser Elixir of Life
Infused Reagents
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
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
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
Equipment:
Bulk limit 6 Current bulk 2+2light Weapons and Armor:
Magic Items: Various:
Bandolier(worn toolset) -
2 Belt Pouches(worn 0/8L) -
Sheath(worn) -
Fine Clothing(worn) L
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."
|