Skinwalker

Rozali Nicolae's page

6 posts. Alias of Adrian Grimm.


Full Name

Rozali (Rose) Nicolae

Race

Skinwalker (Ragebred)

Classes/Levels

Alchemist 1 / Champion 1 | HP 16/16 | MP 5/5 | AC 18, T 14, FF 14 | CMD 18 | F +6, R +6, W +4 | Init +6 | Perception +9

Gender

Female

Size

Medium

About Rozali Nicolae

Female Ragebred Skinwalker Alchemist 1 VMC Barbarian / Champion 1
CN Medium humanoid (skinwalker, shapechanger)
Init +6; Senses Perception +9
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Defense
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AC 18, touch 14, flat-footed 14 (+4 Dex)
hp 16 (1d8+8)
Fort +6, Ref +6, Will +4
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Melee Spear +5 (1d8+5/x3)
Melee Gore +5 (1d6+5/x2)
Melee 2x Hoof +0 (1d4+2/x2)
Ranged Alchemist Acid +5 (1d6+4/x2, 5 dmg to all within 5 ft.)
Special Attacks champion (fleet charge), mythic power (5/day, surge +1d6), trickster attacks (surprise strike)
Spell-Like Abilities (CL 1st)
. . 3/day speak with animals (pigs and boars only)
Alchemist Spells Known (CL 1st)
. . 1st (2/day)—Cure Light Wounds, Endure Elements, Enlarge Person, Heightened Awareness, Long Arm, Shield
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Statistics
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Str 20, Dex 18, Con 18, Int 18, Wis 16, Cha 14
Base Atk +0; CMB +5; CMD 19
Feats Dual Path[M], Brew Potion, Extra Feature(Racial), Throw Anything, Toughness
Traits Bastard, Dangerously Curious, Reactionary
Skills Craft (Alchemy) +9, Disable Device +8, Handle Animal +5, Fly +8, Intimidate +3, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +9, Sleight of Hand +8, Spellcraft +8, Survival +7, Use Magic Device +7
Languages Common, Orc, +2 of choice (barring Druidic)
SQ Change Shape (Su) A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
..+10 foot racial bonus to base speed
..Gore attack that deals 1d6 points of damage
..2 hoof attacks that each deal 1d4 points of damage
..Scent to a range of 30 feet
Combat Gear Spear, Dagger, Chain Shirt, 3 alchemist acid, alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one. 6gp
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Special Abilities
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Alchemy (Su) When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Brew Potion (Ex) At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (Ex) Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Mutagen (Su) At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Sneak Attack (Ex) At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Throw Anything (Ex) All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.