Journeyman Carpenter

Molitor Rask's page

476 posts. Alias of JoshB.


Classes/Levels

Lump:
Hedgehog Familiar(protector) Hp22/22 | AC21 T17 FF18 | F+2 R+7 W+2 | CMD 5 | Init+3 |Per+9
WotR Loot Spreadsheet

Gender

1/2Orc Alch6 Trick1|| HP:44/44 | AC16/19 T11/11 FF15/18 | CMD17 | F+8 R+8 W+8 | Init+1 | Per+11(+2traps) | 30'speed | MP:4/5

About Molitor Rask

Molitor Rask

background:

Molitor grew up in the lands adjacent to the World-Wound and took to rambling as a child. Several years ago he ended up lost in the Badlands, forced to feed himself on wierdly mutated plants and drink from tainted waters. He ended up in the clutches of demonic cultists and would have been gone forever except for the intervention of a bow wielding woman who wore the symbol of Desna. After returning to Kenabres he apprenticed himself to a former thief who works as a lock and trapsmith. He was clever enough with his hands and smart enough when he could pay attention, but often distracted and jittery. Molitor has found that he can salve these symptoms by ingesting some of the same tainted materials he fed upon while in the badlands. He has taken up a part-time study of alchemy to learn more about the strange influences the tainted water, dust, plants, and meat can have upon normal folk.

Half-orc alchemist (trap breaker, vivisectionist) 6
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 16/19, touch 11/11, flat-footed 15/18 (+5 armor, +1 Dex)(+3 Nat) (enlarged -2, mutagen +2)
hp 44 (6d8+6)
Fort +8, Ref +8, Will +8
Defensive Abilities sacred tattoo
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Offense
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Speed 30 ft.
Melee dagger +8 (1d4+4/19-20) or
. . +1 cold iron greataxe +9 (1d12+7/×3) or
. . unarmed strike +8 (1d3+4 nonlethal)
. . +1 cold iron greataxe(enlarged) +9 (3d6+8/×3)
. . +1 cold iron greataxe(mutagen) +11 (1d12+10/×3)
. . +1 cold iron greataxe(enlarged/&mutagen) +11 (3d6+11/×3)

. . +1 adamantine morningstar +9 (1d8+7/×2)
. . +1 morningstar(enlarged) +9 (2d6+8/×2)
. . +1 morningstar(mutagen) +11 (1d8+10/×2)
. . greataxe(enlarged/&mutagen) +11 (2d6+11/×2)

..mutagen claws & bite +9 (1d6/1d8+6) (mutagen)

..trogolodyte claws & bite +9 (1d4+5) (alter self)
..trogolodyte claws & bite +11 (1d4+7) (alter self,mutagen)
Ranged sling +5 (1d4+4)
Special Attacks sneak attack +3d6
Alchemist (Trap Breaker, Vivisectionist) Extracts Prepared (CL 1st; concentration +3)
. . 2nd—alchemical allocation, fire breath, barkskin, cure moderate
. . 1st—cure light wounds (3), enlarge person (DC 13), shield
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Statistics
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Str 18, Dex 12, Con 13, Int 15, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Brew Potion, Iron Will, Throw Anything, Power Attack (M)
Traits chance encounter, fate's favored
Skills
Acrobatics +5 (5 Rank, +1 dex, -1acp)
Climb +4 (1 rank, +4 str, -1acp)
Disable Device +12 (6rank,+3class,+1dex,-1acp,+3trapfinding)
Heal +8
Intimidate +6 (4rank,-1cha,+2race) (+2 feral)
Knowledge (arcana) +7 (2rank,+3class,+2int)
Knowledge (nature) +8 (3rank,+3class,+2int)
Knowledge (local) +3 (1rank,+2int)
Knowledge (planes) +3 (1rank,+2int)
Knowledge (religion) +3 (1rank,+2int)
Perception +11 (6rank,+3class,+2ascension)(+3 for traps)
Spellcraft +7 (2rank,+3class,+2int)
survival +4 (1rank, +3class)
Use Magic Device +6 (3 ranks, +3 class skill)

Appraise +7 (2 rank, +3 class skill, +2int)
Craft (alchemy) +11 (+10 to create alchemical items) (6 rank, +3class, +2int)
Craft (traps) +5 ( 2 rank, +3class, +2int,-2tools)
Knowledge (history) +3 (1rank,+2int)
Racial Modifiers +2 Intimidate

Languages Abyssal, Common, Giant, Orc
SQ alchemy (alchemy crafting +2), mutagen (+4/-2, +2 natural armor, 60 minutes), orc alchemist, orc blood

Combat Gear
mutagen[APG]
alchemist's fire (2)
tanglefoot bag (1)
caltrops(2)
Potion: Cure Light Wounds (x2)
Potion: Lesser Restoration
Potion: Invisibility
Potion: Greater Magic Fang

Other Gear
+1 adamantine morningstar
silver dragon scale (alter self 3/day)
+1 chain shirt
dagger
greataxe
sling, sling bullets (20)
alchemist starting formula book, alchemy crafting kit[APG], masterwork backpack, bandolier, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), iron vials (5), mess kit[UE], piton (10), pot, thieves' tools, trail rations (15), waterskin, two flasks of oil, 352 gp, 9 sp, 1 cp

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Special Abilities
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Alchemist:/b]
[b]Alchemy +2 (Su)
+2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Preserve Organs: 25% Fortification

Half-Orc Racial:
+60 minutes to mutagen duration. Add +60 minutes to the duration of the alchemist's mutagens.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.

Feats:
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Mythic:
Acension Bonus: +5 hp and +2 to Perception
Hard to Kill:
Mythic Power: 3+ 2 x tier = 5
Surprise Strike: flat footed and bypass DR for 1 MP
Mythic Spellcasting: Barkskin

Lump
Hedgehog (protector) (Pathfinder RPG Ultimate Magic)
CG Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +8
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Defense
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AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 13 (1d8-2)
Fort +1, Ref +6, Will +1
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Offense
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Speed 20 ft.
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +3; CMB +2; CMD 7 (11 vs. trip)
Feats Athletic, Bodyguard[APG], Combat Reflexes
Skills Acrobatics +3 (-1 to jump), Appraise -1, Climb +5, Disable Device +3, Intimidate -1, Perception +8, Spellcraft +0, Stealth +19, Swim +5, Use Magic Device +0
SQ loyal bodyguard, spiny defense
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While r

Alter Self (Troglodyte): bite/claw/claw attacks, darkvision, +2 strength

Mutagen (Stength): +2 Natural Armor, +4 strength, -2 intelligence