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Ralosh Flashburn's page
19 posts. Organized Play character for imimrtl.
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Full Name |
Ralosh Flashburn |
Race |
Tiefling |
Classes/Levels |
Alchemist (Mindchemist)/ 1 hp 8/8 AC 16, 13, 13, fort +2 refl +5, will +0, bab 0, melee +0, ranged 3, cmb -2 cmd 11, init +3, perc +4 |
Gender |
Male |
Size |
Medium |
Age |
22 |
Alignment |
Chaotic Good |
Deity |
Nethys |
Languages |
Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Osiriani, Ancient |
Strength |
10 |
Dexterity |
17 |
Constitution |
10 |
Intelligence |
20 |
Wisdom |
10 |
Charisma |
5 |
About Ralosh Flashburn
Ralosh Flashburn
Tiefling Alchemist (Beastmorph, Mindchemist) 1
CG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +5, Will +0
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee Bite (Maw or Claw (Bite)) -5 (1d6/x2) and
. . Unarmed strike +0 (1d3/x2)
Ranged Bomb +4 (1d6+5 Fire/x2) and
. . Light crossbow +3 (1d8/19-20/x2)
Special Attacks bomb 1d6+5 (8/day) (dc 15)
Alchemist (Beastmorph, Mindchemist) Spells Prepared (CL 1):
1 (3/day) Shield, Ant Haul (DC 16)
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Statistics
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Str 10, Dex 17, Con 10, Int 20, Wis 10, Cha 5
Base Atk +0; CMB +0; CMD 13
Feats Extra Bombs, Point Blank Shot, Throw Anything
Traits Accelerated Drinker, Child of the Temple (Knowledge [religion])
Skills Acrobatics +2, Bluff -1, Climb -1, Craft (alchemy) +5 (+6 to create alchemical items), Disable Device +6, Escape Artist +2, Fly +2, Knowledge (arcana) +9, Knowledge (dungeoneering) +6, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +10, Perception +4, Ride +2, Sleight of Hand +6, Spellcraft +9, Stealth +4, Swim -1; Racial Modifiers +2 Bluff, +2 Stealth, alchemy +1
Languages Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Osiriani, Ancient
SQ cognatogen (dc 15), prehensile tail
Combat Gear Cognatogen: +4 INT, -2 STR, +2 Nat AC, Acid (3); Other Gear Studded leather armor, Crossbow bolts (30), Light crossbow, Flint and steel, Ink, black, Inkpen, Travelling spellbook, 4 GP, 3 SP
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TRACKED RESOURCES
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Acid - 0/3
Bomb 1d6+5 (8/day) (DC 15) (Su) - 0/8
Cognatogen: +4 INT, -2 STR, +2 Nat AC - 0/1
Crossbow bolts - 0/30
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+5 (8/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Cognatogen (DC 15) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Mr. Mephistopheles
Mule
N Medium Animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee Hooves x2 (Mule) +2 x2 (1d3+1/x2) and
. . Unarmed strike +2 (1d3+1/x2)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Skills Acrobatics +1 (+5 to jump with a running start, +5 jump), Perception +5, Swim +1 (+5 to resist nonlethal damage from exhaustion)
Languages
Other Gear Alchemy crafting kit, Bedroll, Blanket, winter, You have no money!
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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