Alchemist

Professor Trey Hurtubize's page

143 posts. Organized Play character for TriOmegaZero.


Race

Tiefling Alchemist (Crypt Breaker) 10 HP 67/63 AC28 TC15 FF23 F+13 R+17 W+9 (+1 vs traps) Init+5 Perc+19 (+5 vs traps) Bombs10/15 Buffs: Barkskin, Tongues, See Invisibility, Shield, Greater Invisibility

Gender

Male

About Professor Trey Hurtubize

Trey Hurtubize
Male daemon-spawn tiefling alchemist (crypt breaker) 10 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264)
LN Medium outsider (native)
Init +5; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +19
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex; +2 deflection vs. evil)
hp 63 (10d8+10)
Fort +13, Ref +17, Will +9; +1 Luck bonus vs. traps; +2 resistance vs. evil
Defensive Abilities fortification 25%; Immune poison; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee mwk hanbo +9/+4 (1d6+1)
Ranged bomb +13 (5d8 acid or 5d4 force) or
. . tanglefoot bomb +13 (entangle)
Special Attacks bomb 16/day (5d6+6 fire, DC 21)
Spell-Like Abilities (CL 10th; concentration +10)
. . 1/day—death knell (DC 12)
Alchemist (Crypt Breaker) Extracts Prepared (CL 10th; concentration +16)
. . 4th—greater invisibility, persistent vigor[ACG]
. . 3rd—displacement, protection from energy, remove blindness/deafness, tongues
. . 2nd—barkskin, blur, false life, invisibility, see invisibility, vomit swarm[APG]
. . 1st—comprehend languages, cure light wounds (2), expeditious retreat, shield (2), targeted bomb admixture[UC]
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Statistics
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Str 12, Dex 20, Con 12, Int 22, Wis 12, Cha 10
Base Atk +7; CMB +8; CMD 23
Feats Additional Traits, Fiend Sight[ARG], Fiend Sight[ARG], Point-Blank Shot, Precise Shot, Throw Anything
Traits honeyed tongue, pragmatic activator, student of philosophy, tomb raider
Skills Appraise +10, Bluff +0 (+6 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +19 (+29 to create alchemical items), Diplomacy +12 (+18 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +27 (+32 to disarm traps), Fly +17, Heal +14, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +16, Knowledge (planes) +16, Knowledge (religion) +7, Linguistics +7, Perception +19, Sleight of Hand +12 (+14 to conceal the ring in a search), Spellcraft +15, Survival +5, Use Magic Device +18; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Abyssal, Common, Draconic, Infernal, Kelish, Osiriani, Polyglot, Thassilonian, Undercommon
SQ alchemy (alchemy crafting +10), crypt breaker's draught, discoveries (holy bombs, precise bombs [6 squares], preserve organs[UM], tanglefoot bomb[UM], wings[UM]), poison use, prehensile tail[ARG], swift alchemy, trapfinding +5
Combat Gear crypt breaker’s draught (scent), wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds, alchemist's fire (4), alkali flask[APG], holy water (4); Other Gear +1 mithral chain shirt, mwk hanbo, aegis of recovery[UE], belt of incredible dexterity +4, cloak of resistance +5, eyes of the eagle, handy haversack, headband of vast intelligence +4, trapspringer's gloves[UE], wayfinder[ISWG], alchemy crafting kit[APG], backpack, bedroll, belt pouch, custom gear (worth 586 gp), flint and steel, ink, inkpen, masterwork thieves' tools, silk rope (50 ft.), smoked goggles[APG], thieves' ring, waterskin, 8,036 gp
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Special Abilities
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Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bomb 5d8/5d4 (16/day, DC 21) (Su) 5d8 acid damage to constructs and undead, 5d4 force damage to all other creatures.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Darkvision (120 feet) You can see in the dark (black and white 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.
Fortification 25% You have a chance to negate critical hits on attacks.
Holy Bombs Bomb does divine dam & staggers Evil foes for 1 rd (Fort neg). Half/no dam vs. Neutral/Good.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (Su) Exclude up to 6 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Swift Alchemy (Ex) 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
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Wings (10 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

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