Scarvinious

Nuktik's page

151 posts. Alias of RePete.


Race

HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 |

Classes/Levels

25ft | Active Conditions: None

Gender

Hobgoblin Alchemist 2

About Nuktik

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Race: Hobgoblin (Humanoid, Goblinoid)
Gender: Male
Age:
Alignment: Neutral
Class: Alchemist
Senses Perception +3 (Darkvision)

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Class DC 17
~Prepped Items~


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OFFENSE
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Speed 25

Melee
[dice=Gauntlet]1d20+4[/dice] for [dice=Bludgeoning]1d4+1[/dice] Agile, Free-Hand
[dice=Dagger]1d20+6[/dice] for [dice=Piercing or Slashing]1d4+1[/dice] Agile, Finesse, Thrown 10ft, Versatile S

Ranged
[dice=Bomb]1d20+6[/dice] for Determined by Bomb
[dice=Hand Crossbow]1d20+6[/dice] for [dice=Piercing]1d6[/dice]
[dice=Sling]1d20+6[/dice] for [dice=Bludgeoning]1d6[/dice]

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Special Abilities
Alchemy: You gain the Alchemical Crafting feat, even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.

Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Infused Reagents: You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. (5 Reagents) You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk

Quick Alchemy: You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy 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.
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STATISTICS
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Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 10
AC Calc: 3 Dex; 2 Studded Leather, 3 Trained = 18
HP Calc 8 Race + 8 Class + 1 Con = 17
Ancestry Feats: 1) Alchemical Scholar (Gain 4 1st level alchemical formula. Each time you gain a level, gain a common formula of that level)
Skill Feats: 1) Specialty Crafting (Alchemy); 2) Crafter's Appraisal
Class Feats: 1) Quick Bomber (Draw and throw bomb in same action); 2) Smoke Bomb
Heritage: Smokeworker Hobgoblin (See through Smoke and FR = ½ level Minimum 1)
Background: Artisan - As an apprentice, you practiced a particular form of building or crafting, developing specialized skill. Gain Specialty Crafting in that skill

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Skills:

[dice=Acrobatics(Trained)]1d20+6[/dice]
[dice=Arcana(Trained)]1d20+7[/dice]
[dice=Athletics(Trained)]1d20+4[/dice]
[dice=Crafting(Trained)]1d20+7[/dice]
[dice=Deception(Untrained)]1d20+0[/dice]
[dice=Diplomacy(Untrained)]1d20+0[/dice]
[dice=Intimidation(Untrained)]1d20+0[/dice]
[dice=Lore (Guild)(Trained)]1d20+7[/dice]
[dice=Lore (other)(Untrained)]1d20+4[/dice]
[dice=Medicine(Trained)]1d20+3[/dice]
[dice=Nature(Untrained)]1d20+0[/dice]
[dice=Occultism(Trained)]1d20+7[/dice]
[dice=Performance(Untrained)]1d20+0[/dice]
[dice=Religion(Untrained)]1d20+0[/dice]
[dice=Society(Untrained)]1d20+4[/dice]
[dice=Stealth(Trained)]1d20+6[/dice]
[dice=Survival(Trained)]1d20+3[/dice]
[dice=Thievery(Trained)]1d20+6[/dice]

Languages: Common, Draconic, Gnoll, Goblin, Halfling, Jotun
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EQUIPMENT AND GOLD
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On person: Adventurer’s Pack, Alchemist’s Tools, Bandolier, Formulae Book, Caltrops (2), Sheath, Sling Bullets (20)
Worn: Studded Leather, Hand Crossbow, Dagger, Gauntlet, Sling
Left at Lodge: None
Starting GP: 2g 1s
Purchased: None Yet
Gained In Session: None Yet
Weight Carried: 4.8
Capacity:
Encumbered: 6; Maximum: 11
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APPEARANCE
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