Classes/Levels |
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
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