Bard

Quartz Fizzlebang's page

315 posts. Organized Play character for Vahanian 89.


Full Name

Quartz Fizzlebang

Race

Gnome

Classes/Levels

Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

Gender

Male

About Quartz Fizzlebang

Character Sheet:

Quartz Fizzlebang
Male gnome alchemist (grenadier) 7 ( Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG
Monster Codex)
N Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +13
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 45 (7d8+7)
Fort +7, Ref +9, Will +4
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee mwk heavy mace +8 (1d6) or
mwk lucerne hammer +8 (1d10)
Ranged acid bomb +11 (4d6+5 Acid) or
bomb +11 (4d6+5 Fire) or
frost bomb +11 (4d6+5 Cold) or
mwk light crossbow +11 (1d6/19-20)
Special Attacks bomb 15/day (4d6+5 fire, DC 18), hatred
Alchemist (Grenadier) Extracts Prepared (CL 7th; concentration +12)
3rd—fly, heroism
2nd—cat's grace , fire breath APG (DC 17), invisibility, resist energy
1st—bomber's eyeAPG, comprehend languages , crafter's fortune APG (DC 16), longshotUC, monkey
fishACG, true strike
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Statistics
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Str 10, Dex 16, Con 12, Int 20, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 17
Feats Martial Weapon Proficiency (lucerne hammer), Point-Blank Shot, Precise Shot, Rapid Shot, Splash
Weapon Mastery, Throw Anything
Traits excitable, insider knowledge
Skills Acrobatics +3 (-1 to jump), Appraise +9, Craft (alchemy) +17 (+24 to create alchemical items),
Diplomacy +8, Disable Device +14, Handle Animal +2, Heal +5, Knowledge (arcana) +13, Knowledge
(local) +7, Knowledge (nature) +10, Knowledge (planes) +7, Knowledge (religion) +6, Linguistics +12,
Perception +13, Sleight of Hand +7, Spellcraft +13, Stealth +8, Survival +7 (+9 to avoid becoming lost),
Use Magic Device +10; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal,
Kelish, Osiriani, Sylvan, Tien, Undercommon
SQ alchemical weapon, alchemy (alchemy crafting +7), directed blast, discoveries (acid bomb, explosive
missileUC, frost bomb), mutagen (+4/-2, +2 natural armor, 70 minutes), precise bombs, swift alchemy
Combat Gear adamantine crossbow bolts (5), cold iron crossbow bolts (6), wand of barkskin (12
charges), wand of cure light wounds (44 charges) , wand of endure elements (47 charges) , wand of shield
(46 charges), acid (2), alchemical glue UE, alchemist's fire (13), bottled lightning UE, holy water (10), pellet
grenade, iron UE (2); Other Gear darkleaf cloth lamellar (leather) armor UC, mwk heavy mace, mwk light
crossbow, mwk lucerne hammer APG, belt of incredible dexterity +2 , cracked dusty rose prism ioun stone ,
cracked orange prism ioun stone (detect magic) UE, cracked pale green prism ioun stone (attack) , cracked
pale green prism ioun stone (saves) , headband of vast intelligence +2 , hybridization funnelUE, muleback
cordsAPG, wayfinderISWG, belt pouch, flint and steel, glass cutter UE, masterwork thieves' tools, sunrod (2),
wrist sheath, spring loaded, donkey, acid, alchemist's lab, alkali flask, backpack, bedroll, bit and bridle,
feed (per day), folding ladder, folding ladder, holy water, ink, inkpen, mess kit, pack saddle, pellet
grenade, iron, pot, soap, torch, trail rations, waterskin, 1,560 gp, 4 sp, 6 cp
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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.
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+5 (15/day, DC 18) (Su) Thrown Splash Weapon deals 4d6+5 fire damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Missile Use bomb with ranged weapon.
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.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for
70 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
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.
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.