Ratfolk Troubleshooter

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Full Name

Joji Shadowblaster

Race

Wayang

Classes/Levels

Alchemist 9

Strength 11
Dexterity 20
Constitution 14
Intelligence 22
Wisdom 8
Charisma 12

About Joji Shadowblaster

Stat block:
Joji Shadowblaster
Male Wayang Alchemist 9 (Pathfinder RPG Advanced Player's Guide 26; Pathfinder RPG Bestiary 4 0)
CN Small humanoid (wayang)
Init +5; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 24, touch 18, flat-footed 19 (+6 armor, +5 Dex, +1 size, +2 deflection)
hp 73 (9d8+25)
Fort +9, Ref +12, Will +3; +6 bonus vs. poison, +2 vs. shadow spells, +2 trait bonus vs. fear
Resist poison resistance
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Offense
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Speed 20 ft.
Melee +1 adamantine sickle +8/+3 (1d4+1) and
. . cold iron longspear +7/+2 (1d6/×3) and
. . masterwork sickle +8/+3 (1d4)
Ranged acid bomb +13/+8 (5d6+6 Acid) and
. . bomb +13/+8 (5d6+6 Fire) and
. . force bomb +13/+8 (5d4+6 Force) and
. . frost bomb +13/+8 (5d6+6 Cold)
Special Attacks bomb 17/day (5d6+6 fire, DC 20), discoveries (acid bomb, fast bombs, force bomb, frost bomb, precise bombs)
Wayang Spell-Like Abilities (CL 9th; concentration +10)
. . 1/day—ghost sound (DC 11), pass without trace, ventriloquism (DC 12)
Alchemist Spells Prepared (CL 9th; concentration +15):
. . 3rd—fly, haste, heroism (2)
. . 2nd—cure moderate wounds (3), see invisibility, spider climb (2)
. . 1st—comprehend languages, enlarge person (DC 17), expeditious retreat, shield (3), targeted bomb admixture{super}UC{/super}
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Statistics
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Str 11, Dex 20, Con 14, Int 22, Wis 8, Cha 12
Base Atk +6; CMB +5; CMD 22
Feats Extra Bombs[APG], Extra Discovery[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Shadowy Dash[ARG], Throw Anything
Traits courageous, suspicious
Skills Acrobatics +14, Appraise +10, Craft (alchemy) +11 (+20 to create alchemical items), Disable Device +19, Fly +11, Heal +3, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +12, Knowledge (religion) +11, Linguistics +8, Perception +13, Sense Motive +4, Sleight of Hand +10, Spellcraft +18, Stealth +20, Survival +3, Use Magic Device +11; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Goblin, Infernal, Tien, Wayang
SQ alchemy, fast poisoning, light and dark, mutagen, poison use, shadow magic, swift alchemy
Combat Gear wand of cure light wounds, acid (2), alchemical grease (5), alchemist's fire (2), alkali flask (4), holy water (5); Other Gear +2 mithral chain shirt, +1 adamantine sickle, cold iron longspear, masterwork sickle, belt of incredible dexterity +4, cloak of resistance +1, handy haversack, headband of vast intelligence +4, ring of feather falling, ring of protection +2, spell component pouch, thieves' tools, masterwork, 197 gp, 5 sp
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Special Abilities
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Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+6 (17/day, DC 20) (Su) Thrown Splash Weapon deals 5d6+6 fire damage.
Courageous +2 save vs. fear.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +6 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (6 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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Shadow Magic (Ex) Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs shadow spells.
Shadowy Dash Move full speed in areas of dim light or darkness with no Stealth penalty
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.

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