Full Name |
Lleylo |
Race |
| HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | |
Classes/Levels |
| Speed 25 ft | Alchemist 1 | Reagents 1/5 |
Gender |
Male |
Size |
Small |
Age |
22 |
Alignment |
CN |
Languages |
Common, Draconic, Goblin, Jotun, Orcish, Osiriani |
Strength |
10 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
12 |
About Lleylo
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Character
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Lleylo Alchemist 1 - Charhide Goblin - Tinker
Speed: 25 ft
Perception: +3 (T), Darkvision
Chaotic Neutral
Languages: Common, Draconic, Goblin, Jotun, Orcish, Osiriani
PFS: 261133-2001, Scrolls 3, Horizon Hunters, 4 XP, 4 Fame
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Stats
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Str: 10 (+0)
Dex: 16 (+3)
Con: 12 (+1)
Int: 18 (+4)
Wis: 10 (+0)
Cha: 12 (+1)
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Strikes
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MELEE:
one-action] dagger +6 (agile, finesse, thrown 10 feet, versatile), 1d4 piercing
RANGED:
[one-action] bomb +6 (thrown 20 feet), effect varies
[one-action] sling +6 (range 50 feet, 20 bullets), 1d6 bludgeoning
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Skills
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Acrobatics: +6 T
Arcana: +7 T
Athletics: +3 T
Crafting: +7 T
Deception: +1
Diplomacy: +1
Intimidation: +1
Lore (Engineering): +7 T
Lore (Library): +7 T
Medicine: +3 T
Nature: +0
Occultism: +4
Perception: +3 T
Performance: +1
Religion: +0
Society: +7 T
Stealth: +6 T
Survival: +0
Thievery: +6 T
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Feats and Abilities
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ANCESTRY ABILITIES: darkvision, charhide goblin, burn it!
CLASS FEATS: Quick Bomber
SKILL FEATS: Specialty Crafting, Alchemical Crafting
CLASS FEATURES: advanced alchemy, quick alchemy, formula book, infused reagents, research field (bomber)
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Defenses
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HP: 15
AC: 17
Restistance: Fire 1
Fortitude: +6
Reflex: +8
Will: +3
Charhide: 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.
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Equipment
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BULK: 4.9
WORN: backpack, leather armor
WEAPONS: dagger, sling
STOWED: alchemist’s tools, backpack, bedroll, formula book, 3 weeks rations, torch
PFS: feather token - ladder, sunrod, wayfinder
PREPARED: lesser acid flask (2), lesser alchemist’s fire (4), minor elixir of life (2), 1 reagent batch left
WEALTH: 5 gp, 7 sp, 6 cp
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Feats and Abilities
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Bomber: When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
Formula Book: You have a book of alchemical formulas for six different alchemical items. These appear in the Alchemical Items section below.
Charhide Goblin: Your flat check to remove any 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. Goblin Weapon Familiarity: You are trained with the dogslicer and horsechopper.
Infused Reagents: You have 5 daily batches of infused reagents that can be used to Craft 2 alchemical items of a single type, or 1 item using quick Alchemy. Fumbus has already spent 4 batches of this ability to craft his alchemical bombs and items for the day, and has 1 remaining.
Quick Alchemy [one-action] Cost 1 batch of infused reagents; Requirements You have a free hand; Effect You create a single alchemical item of your 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.
Quick Bomber [one-action] You keep your bombs in easy-to-reach pouches and have learned to draw them without thinking. You Interact to draw a bomb then Strike with it.
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.
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Formula book
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Lesser Antiplague (alchemical, consumable, elixir) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect Upon drinking an antiplague, you gain a +2 item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease’s progression.
Lesser Acid Flask (acid, alchemical, bomb, consumable, splash) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect This flask filled with corrosive acid deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage.
Lesser Alchemist’s Fire (alchemical, bomb, consumable, fire, splash) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect Alchemist’s fire is combination of several volatile liquids, typically stored in a sealed flask, that ignite when exposed to air. Alchemist’s fire deals 1d8 +1 fire damage, 1+1 persistent fire damage, and 1+1 fire splash damage.
Lesser Bottled Lightning (alchemical, bomb, consumable, electricity, splash) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect Bottled lightning is packed with volatile reagents that create a blast of electricity when exposed to air. Bottled lightning deals 1d6 electricity damage and 1 persistent electricity damage, and on a hit, the target becomes flat-footed until the start of your next turn.
Lesser Cheetah’s Elixir (alchemical, consumable, elixir) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a +5-foot status bonus to your Speed for 1 minute.
Lesser Eagle-Eye Elixir (alchemical, consumable, elixir) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect After you drink this elixir, you gain a +1 item bonus to Perception checks (+2 to find secret doors and traps) for the next hour.
Lesser Frost Vial (alchemical, bomb, cold, consumable, splash) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect A frost vial deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot status penalty to its Speeds until the end of its next turn.
Lesser Elixir of Life (alchemical, consumable, elixir, healing) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect Elixirs of life accelerate the body’s natural healing processes and immune system. Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.