About Rathis Thrice-Scorned[dice=Perception]1d20+17[/dice] [ spoiler=Status]
--- Favored Class: Alchemist Hit Points: 178 (Base 122; Non-mutagen 150)
Stats:
Base: Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 10 Belt of Physical Perfection: +4 Dex, Con Greater Mutagen: +6 Str, +4 Con, -2 Int, -2 Cha Attacks:
BAB: +10/+5 Melee: +17/+12 Ranged: +13+8 CMB: +17 Full attack
[dice=Claw, power attack, amulet]1d20+16[/dice]
[dice=Bite, power attack, amulet]1d20+15[/dice]
[dice=Claw, power attack, amulet]1d20+11[/dice]
[dice=Claw, power attack, amulet]1d20+10[/dice]
[dice=Bite, power attack, amulet]1d20+10[/dice]
[dice=Boar style rend (if two or more unarmed strikes hit) bleed damage]2d6[/dice] Bomb
Defense:
AC: 30(+3 Dex, +10 armor, +4 natural, +2 deflection, +1 insight) Touch: 16 Flat-footed: 27 CMD: 30 Armor: +3 stanching Mithril agile breastplate (Armor Bonus: +9; Max Dex: +5; Check Penalty: 0; Type: Light; Weight: 12.5 lbs.) Fortitude save: [dice=Fortitude]1d20+16[/dice] (8 base, 6 Con, +2 cloak)
Immune to poison
Class abilities:
Weapon/armor proficiencies: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. Bomb: 7d6+2 Greater Mutagen: +4 natural armor; +6 Str, +4 Con; -2 Int, Cha for 14 hours Alchemical Discoveries
Poison resistance: Immune to poison Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action. Persistent Mutagen (Su): At 14th level, the effects of a mutagen last for 1 hour per level.
Extracts:
Concentration check: [dice=Concentration check]1d20+7[/dice] Extracts Known:
Extracts/Day
Feats:
1st: Toughness: +14 hp Bonus: Brew Potion Bonus: Throw Anything 3rd: Iron Will: +2 to Will saves 5th: Power Attack: -3 to hit/+6 damage 7th: Combat Reflexes 9th: Improved Unarmed Strike 11th: Boar Style: You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack. 13th: Weapon Focus: Claws: +1 to hit Trait 1:
Skills:
Skill Ranks per Level: 7 Appraise (1 rank, +3 class skill, +3 Int)
Acrobatics (14 ranks, +1 Dex)
Climb (1 rank, +4 Str)
Craft (poison) (10 ranks, +3 class skill, +3 Int)
Disable Device (6 ranks, +3 class skill, +1 Dex)
Fly (6 rank, +3 class skill, +1 Dex)
Heal (1 rank, +3 class skill, +0 Wis)
Intimidate (3 ranks, +2 competence, +1 Cha)
Knowledge (arcana) (5 ranks, +3 class skill, +3 Int)
Knowledge (nature) (5 ranks, +3 class skill, +3 Int)
Perception (14 ranks, +3 class skill, +0 Wis)
Sense Motive (1 ranks, +0 Wis)
Sleight of Hand (1 rank, +3 class skill, +1 Dex)
Spellcraft (14 ranks, +3 class skill, +3 Int)
Stealth (7 ranks, +1 Dex)
Survival (1 rank, +3 class skill, +0 Wis)
Use Magic Device (8 ranks, +3 class skill, -1 Cha)
Gear:
Magical gear +1 holy amulet of mighty fists (45,000) +4 stanching Mithril agile breastplate (29,400) Belt of Physical Might +4 (40,000) Boots of springing and striding (5,500) Ring of protection +2 (8,000) Ring of foe focus (10,000): The wearer of the ring can, at will, designate any one opponent she can see as a particularly dangerous foe. She gains a +2 bonus to her AC and saving throws against attacks made by that opponent until she designates a new enemy Stalker's mask (3,500): When worn, the mask desaturates the wearer's color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a full-round action, the wearer can cause the mask's features to take on the appearance of any creature of the wearer's basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature's appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rolls and weapon damage rolls made against the creature he is disguised as, as the mask builds upon the wearer's rage and jealousy of the target's appearance. +2 cloak of resistance (4,000) Handy Haversack (2,000) Glove of storing (10,000) 2 wands of Cure Light Wounds, 50 charges (1,500 gp) (33 charges used) Dusty rose ioun stone (+1 insight bonus to AC) (5,000 gp) Potions
Poisons
Mundane gear
185,000 (spent 179,847)
Racial abilities:
+2 to One Ability Score: +2 to Int Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Toothy: Some half-orcs' vestigial tusks are massive and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. Background:
Advances:
1st: +1 hp 2nd: +1 hp 3rd: +1 hp 4th: +1 hp; +1 Con 5th: +1 hp 6th: +1 hp 7th: +1 hp 8th: +1 hp; +1 Str 9th: +1 hp 10th: +1 hp 11th: +1 hp 12th: +1 hp; +1 Str 13th: +1 hp 14th: +1 hp |