Ripsnorter the Riproarer's page

41 posts. Organized Play character for Tech5bb.

Full Name

Ripsnoter the riproarer


Skinwalker (wereboar)


Alchemist 3


HP 20/27 | AC 18/12T/16FF | Fort +5, Ref +5, Will +1 | Init +4 | Perception +7 | CMD 19 | Feral Mutagen +4 str, -2int, +2 Nat AC, 1 Bite + 2 claw attacks extra]





Strength 18
Dexterity 14
Constitution 15
Intelligence 14
Wisdom 10
Charisma 7

About Ripsnorter the Riproarer


Ripsnorter the riproarer
Male wereboar-kin skinwalker wereboar-kin skinwalker (pf alchemist (beastmorph, eldritch poisoner) 3

CN Medium humanoid (shapechanger, skinwalker)

Init +4; Senses low-light vision; Perception +7
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 27 (3d8+9) (currently 10)
Fort +5, Ref +5, Will +1
Speed 30 ft.
Melee gore +7 (1d6+5 plus 1d6 sneak attack), 2 hooves +2 (1d4+3 plus 1d6 sneak attack)

Special Attacks arcanotoxin, sneak attack +1d6

Spell-Like Abilities (CL 3rd; concentration +1)
3/day—speak with animals (pigs and boars only)
Alchemist (Beastmorph, Eldritch Poisoner) Extracts Prepared (CL 3rd; concentration +5)
1st—enlarge person (DC 13), firebelly (DC 13), heightened awareness[ACG], shield
Str 18, Dex 14, Con 15, Int 14, Wis 10, Cha 7
Base Atk +2; CMB +6; CMD 18

Feats Extra Discovery[APG], Extra Feature, Skill Focus (Disable Device)
Traits boar resilience, reactionary

Acrobatics +3, Appraise +7, Craft (alchemy) +7 (+10 to create alchemical items, +9 to create poisons and antitoxin), Disable Device +10, Knowledge (arcana) +7, Knowledge (nature) +7, Linguistics +3, Perception +7, Sleight of Hand +6, Spellcraft +6, Survival +4, Use Magic Device +2; Racial Modifiers +2 Perception

Languages Boggard, Common, Ghol-gan, Goblin

SQ alchemy (alchemy crafting +3), arcanotoxin enhancement (cure saves increase), beastform mutagen, change shape, change shape (+10 speed), change shape (gore), change shape (hooves), change shape (scent), discoveries (feral mutagen, mutagen[UM]), mutagen (+4/-2, +2 natural armor, 30 minutes), poison use, toxicologist
Combat Gear mutagen (feral)[APG]; Other Gear mithral chain shirt, amulet of mighty fists +1, belt of giant strength +2, alchemist starting formula book, 1,012 gp
Special Abilities
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Arcanotoxin (Injury poison, 1d2 Dexterity dam, 2 save, 1/rd for 2 rds, 5/day, DC 13) (Su) Create a magical toxin.

Beastform Mutagen Mutagen gives beastial features but grants one alter self ability.

Change Shape (+10 speed) (Su) You choose to gain a +10 bonus to base speed when shifting into bestial form.
Change Shape (Gore) (Su) You can choose to gain a gore attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Hooves) (Su) You can choose to gain 2 hoof attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.

Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.

Extra Feature Gain additional feature in bestial form.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide.
(This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toxicologist (Ex) +2 to Craft (alchemy) to create poison/antitoxin, and require half time.