Palaveen

Maruf the Cobbler's page

244 posts. Alias of Mike Tuholski.


Full Name

Maruf the Cobbler

Race

Tiefling

Classes/Levels

Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Gender

Male

Size

Medium

Alignment

Chaotic Good

Deity

Nethys

Location

Formerly from Thuvia

Languages

Common, Abyssal, Infernal, Draconic, Dwarven

Occupation

Makin' shoes and kickin' ass

Strength 15
Dexterity 16
Constitution 14
Intelligence 17
Wisdom 14
Charisma 5

About Maruf the Cobbler

Maruf the Cobbler
Male tiefling alchemist 3 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 168)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 27 (3d8+9)
Fort +5, Ref +6, Will +3 (+2 to saves vs. emotion and fear); +2 bonus vs. poison
Resist cold 5, electricity 5, fire 5, poison resistance
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . mwk longspear +5 (1d8+3/×3) or
. . quarterstaff +4 (1d6+3) or
. . silver dagger +5 (1d4+1/19-20) or
. . 2 claws +0 (1d4+1)
Ranged bomb +6 (2d6+3 Fire) or
. . shock bomb +6 (2d6+3 Elec.)
Special Attacks bomb 6/day (2d6+3 fire, DC 14)
Alchemist Extracts Prepared (CL 3rd; concentration +6)
. . 1st—cure light wounds, enlarge person (DC 14), shield, stone fist[APG]
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Statistics
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Str 15, Dex 16, Con 14, Int 17, Wis 14, Cha 5
Base Atk +2; CMB +5; CMD 17
Feats Agile Maneuvers, Amateur Gunslinger[UC], Brew Potion, Catch Off-guard, Combat Expertise, Deadly Aim, Extra Discovery[APG], Point-blank Shot, Power Attack, Throw Anything, Weapon Finesse
Traits artisan, meticulous concoction, skymetal smith
Skills Acrobatics +0 (-4 to jump), Craft (alchemy) +9 (+12 to create alchemical items), Craft (shoes) +11, Disable Device +6, Fly +8, Heal +6, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +8, Spellcraft +7, Survival +6, Use Magic Device +1; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Dwarven, Infernal
SQ alchemy (alchemy crafting +3), deed: quick clear, discoveries (precise bombs [3 squares], shock bomb), mutagen (+4/-2, +2 natural armor, 30 minutes), poison use, prehensile tail, swift alchemy
Combat Gear potion of cure light wounds (2), alchemist's fire; Other Gear +1 chain shirt, cold iron dagger, dagger, dagger, dagger, dagger, dagger, mwk longspear, quarterstaff, silver dagger, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, formula book, hemp rope (50 ft.), ink, black, inkpen, mess kit, pot, skymetal shoes (+2 trait will), soap, torch (10), trail rations (5), waterproof bag, waterskin, 22 gp, 5 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Bomb 2d6+3 (6/day, DC 14) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Meticulous Concoction (1/day) Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneou
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Bombs (3 squares) (Su) 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.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Shock Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Skymetal Smith (Kept the item) +2 to Will saves vs. emotion and fear.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

found gear:

bang grenade
flash grenade
soft grenade