Full Name |
Misforstått |
Race |
Tiefling |
Classes/Levels |
Alchemist (Chirurgeon) 3 | HP: 21/21 | AC: 12 (16); Tch: 12 (14); FF: 10 (12) | Init: +4 | Perc: +6 (+5) | Fort +4; Ref +6; Will +3 (+2); +2 bonus vs. poison |
Gender |
Male |
Size |
Medium |
Alignment |
NG |
Deity |
Sarenrae |
Languages |
Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Tien |
Strength |
10 |
Dexterity |
15 |
Constitution |
10 |
Intelligence |
20 |
Wisdom |
10 |
Charisma |
8 |
About Misforstått
"Misforstått" means "misunderstood"
Misforstått
Male tiefling alchemist (chirurgeon) 3 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 168, Pathfinder RPG Ultimate Magic 18)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +3; +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.
Melee quarterstaff +2 (1d6)
Ranged bomb +5 (2d6+5 Fire) or
. . tanglefoot bomb +5 ()
Special Attacks bomb 10/day (2d6+5 fire, DC 16, Range Increment 20 feet)
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—darkness
Alchemist (Chirurgeon) Extracts Prepared (CL 3rd; concentration +8)
. . 1st—comprehend languages, cure light wounds, expeditious retreat, targeted bomb admixture[UC], true strike
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Statistics
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Str 10, Dex 15, Con 10, Int 20, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 14
Feats Extra Bombs[APG], Point-blank Shot, Precise Shot, Throw Anything
Traits indomitable faith, reactionary
Skills Appraise +9, Bluff +1, Craft (alchemy) +11 (+14 to create alchemical items), Disable Device +6, Heal +5, Knowledge (arcana) +11, Knowledge (dungeoneering) +6, Knowledge (nature) +11, Knowledge (planes) +6, Perception +6, Spellcraft +11, Stealth +4, Survival +6, Use Magic Device +5; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Tien
SQ alchemy (alchemy crafting +3), discovery (tanglefoot bomb), infused curative, mutagen (+4/-2, +2 natural armor, 30 minutes), swift alchemy
Combat Gear wand of cure light wounds, acid (5), alkali flask, holy water (2), liquid ice, tanglefoot bag; Other Gear quarterstaff, cloak of resistance +1, backpack, blackfire clay (worth 20 gp), chalk (10), ink, black, inkpen, parchment (5), scroll case, signal whistle, thieves' tools, trail rations (4), waterskin, wooden holy symbol of Sarenrae, 1,482 gp
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Tracked Resources
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Acid - 1/5
Alkali flask - 0/1
Bomb 2d6+5 (10/day, DC 16) (Su) - 4/10
Darkness (1/day) - 0/1
Holy water - 0/2
Liquid ice - 0/1
Tanglefoot bag - 0/1
Trail rations - 0/4
Wand of cure light wounds - 15/50
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+5 (10/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). This ability replaces poison use.
Mutagen (DC 16) (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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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PFS Scenarios/Modules Completed
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- First Steps (1XP, 2PP, 08/13/2014)
- Master of the Fallen Fortress (1XP, 1PP, 09/29/2014)
- Murder's Mark (3XP, 4PP, 01/21/2015)
- From Under Ice (1XP, 2PP, 05/29/2015)
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PFS Scenarios/Modules Currently in Play
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- Scions of the Sky Key, Part 2