Cave Wizard

Rogar "Doc" Ironsail's page

427 posts. Alias of -Karma-.


Full Name

Rogar "Doc" Ironsail

Race

| HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60'

Classes/Levels

| Speed 20ft | Bombs: 10/16 | Active conditions:

Gender

Male N Dwarf Alchemist (Toxicant) 10

Size

M (4'4", 160lbs)

Age

57

Special Abilities

Bomb, Mutagen, Extracts

Alignment

N

Deity

Besmara

Languages

Common, Dwarven, Polyglot, Varisian

Strength 10
Dexterity 17
Constitution 16
Intelligence 22
Wisdom 14
Charisma 5

About Rogar "Doc" Ironsail

Male dwarf alchemist (toxicant) 10 (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26)
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 20, touch 14, flat-footed 17 (+6 armor, +1 deflection, +3 Dex)
hp 93 (10d8+40)
Fort +12, Ref +12, Will +7; +2 vs. poison, +4 vs. spells and spell-like abilities
Immune poison
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Offense
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Speed 20 ft.
Melee mwk cold iron dagger +8/+3 (1d4/19-20) or
. . mwk longspear +8/+3 (1d8/×3)
Ranged +1 underwater light crossbow +11 (1d8+1/19-20) or
. . bomb +11/+6 (5d6+6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks bomb 16/day (5d6+6 fire, DC 21)
Alchemist (Toxicant) Extracts Prepared (CL 10th; concentration +16)
. . 4th—greater invisibility
. . 3rd—channel vigor, displacement
. . 2nd—alchemical allocation[APG] (4), vomit swarm[APG]
. . 1st—reduce person (DC 17), shield, shield, touch of the sea[APG] (DC 17)
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Statistics
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Str 10, Dex 17, Con 16, Int 22, Wis 14, Cha 5
Base Atk +7; CMB +7; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Signature Skill, Healing Hands, Brew Potion, Point-Blank Shot, Rapid Shot, Steel Soul[APG], Throw Anything
Traits pragmatic activator, ship's surgeon
Skills Acrobatics +0 (-4 to jump), Appraise +10 (+12 to assess nonmagical metals or gemstones), Craft (alchemy) +19 (+29 to create alchemical items), Disable Device +10, Fly +13, Heal +21, Knowledge (arcana) +19, Knowledge (local) +16, Knowledge (nature) +10, Knowledge (planes) +16, Perception +15, Spellcraft +19, Survival +6 (+8 while at sea), Swim -2, Use Magic Device +19; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Aquan, Common, Dwarven, Giant, Gnome, Terran, Thassilonian, Undercommon
SQ alchemy (alchemy crafting +10), discoveries (fast bombs, infusion, precise bombs [6 squares], tumor familiar[UM]), poison use, saltbeard[ARG], secreted toxin conditions (blinded, dazed, dazzled), swift alchemy, toxic secretion (6 dmg, 3 rounds, DC 21), weapon secretion
Combat Gear boro bead (2nd level)[UE], boro bead (2nd level)[UE], elixir of hiding, potion of ablative barrier, potion of barkskin (CL 12th), potion of fly, potion of heroism (CL 10th), potion of invisibility, potion of magic circle against evil, potion of remove blindness/deafness, potion of tongues, potion of water breathing;
Other Gear +2 mithral chain shirt, +1 underwater light crossbow[ARG], mwk cold iron dagger, mwk longspear, belt of incredible dexterity +2, cloak of resistance +2, elixir of vision, handy haversack, headband of vast intelligence +4, ring of protection +1, healer's gloves,alchemy crafting kit[APG], iron vial[UE] (10), masterwork thieves' tools, recipes, wrist sheath, spring loaded (2), bombchucker 8,015 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.
Blinded Toxic Secretion blinds opponent.
Bomb 5d6+6 (16/day, DC 21) (Su) Thrown Splash Weapon deals 5d6+6 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazed Toxic Secretion dazes opponent.
Dazzled Toxic Secretion dazzles opponent.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Immunity to Poison You are immune to poison.
Infusion Create an extract can be used by anyone but takes up a slot until used.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.
Sand Bomb A creature that takes a direct hit from a sand bomb is blinded for 1 round, as are any creatures in the splash radius that fail a Reflex save (DC = 10 + half the alchemist’s level + his Intelligence modifier).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Toxic Secretion (1/day, DC 21) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Weapon Secretion (16/day, DC 21) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretio

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Mr. Spleen CR –
King crab (mauler) (Pathfinder RPG Ultimate Magic)
Tiny magical beast (vermin, aquatic)
Init +2; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 46 (1d8+1)
Fort +8, Ref +9, Will +3
Defensive Abilities improved evasion
Weaknesses water dependency
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Offense
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Speed 30 ft., swim 20 ft.
Melee 2 claws +9 (1d2)
Space 2½ ft.; Reach 0 ft.
Special Attacks bond forged in blood
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Statistics
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Str 11, Dex 15, Con 12, Int 6, Wis 10, Cha 2
Base Atk +7; CMB +7; CMD 17 (25 vs. trip)
Skills Appraise -1, Disable Device +5, Fly +19, Heal +10, Perception +13, Spellcraft +8, Survival +1, Swim +14, Use Magic Device +6
SQ battle form, empathic link
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Special Abilities
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Battle Form (Str +6, Dex -2, 3/day) (Su) As standard action three times a day, grow larger.
Bond Forged in Blood (Su) You cannot speak or communicate with language. Master dropping a foe grants +2 att/dam to both master and familiar for 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (20 feet) You have a Swim speed.
Water Dependency (Ex) Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.