Rolan

Klothar Banndyrson's page

15 posts. Alias of Lictor Fedryn Mannorac.


About Klothar Banndyrson

KLOTHAR BANNDYRSON CR 1/2
Male Dwarf Alchemist 1
LN Medium Humanoid (Dwarf)
Init +0; Senses Darkvision; Perception +5
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DEFENSE
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AC 13, touch 10, flat-footed 13. . (+3 armor)
hp 14 (1d8+6)
Fort +5, Ref +2, Will +1
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Battleaxe +2 (1d8+2/20/x3) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Bomb +1 (1d6+3 Fire) and
. . Crossbow, Light +0 (1d8/19-20/x2)
Special Attacks Bomb 1d6+3 (4/day) (DC 13)
Alchemist Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Cure Light Wounds (DC 14), Identify
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STATISTICS
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Str 14, Dex 10, Con 16, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 12
Feats Brew Potion, Throw Anything, Toughness +3
Traits Clearheaded, Defensive Strategist
Skills Acrobatics -1, Climb +1, Craft (Alchemy) +7, Disable Device +3, Escape Artist -1, Fly -1, Heal +5, Knowledge (Arcana) +7, Perception +5, Ride -1, Spellcraft +7, Stealth -1, Survival +5, Swim +1, Use Magic Device +3 Modifiers Alchemy +1
Languages Common, Dwarven, Gnome, Terran, Undercommon
SQ Greed, Hardy +2, Hatred +1, Mutagen (DC 13) (Su), Slow and Steady, Stability +4, Stonecunning +2
Combat Gear Battleaxe, Bolts, Crossbow (20), Crossbow, Light, Studded Leather; Other Gear Backpack (1 @ 1 lbs), Thieves' tools
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SPECIAL ABILITIES
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Clearheaded You see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff
and Disguise skills and a +1 trait bonus on saving throws
against illusion effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Mutagen (DC 13) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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