Enforcer

Scaramanga Root's page

42 posts. Alias of Uncle Taco.


Full Name

Scaramanga Root

Race

Half-Elf

Classes/Levels

Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

Gender

Male

Size

Medium

Age

31

Alignment

CN

Deity

Nethys

Strength 10
Dexterity 20
Constitution 12
Intelligence 22
Wisdom 7
Charisma 10

About Scaramanga Root

Scaramanga Root
Male Half-Elf Arcane Trickster 8/Alchemist (Mindchemist, Vivisectionist) 3/Wizard (Spellslinger) 1
CN Medium humanoid (elf, human)
Init +9; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 deflection)
hp 69 (3d8+9d6+15)
Fort +10, Ref +14, Will +7; +2 vs. enchantments, +2 bonus vs. poison
Immune sleep; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork dagger +7/+2 (1d4/19-20)
Ranged +1 revolver +13/+8 (1d8+2/×4) and
. . masterwork coat pistol +13 (1d4+1/×3)
Special Attacks sneak attack +6d6
Half-Elf Spell-Like Abilities (CL 12th; concentration +12)
. . 1/day—dancing lights, darkness, faerie fire
Alchemist (Mindchemist, Vivisectionist) Spells Prepared (CL 3rd; concentration +9):
1st—comprehend languages (2), shield (3)
Wizard (Spellslinger) Spells Prepared (CL 11th; concentration +17):
5th—shadow evocation (DC 21), summon monster v
4th—shadow conjuration (3, DC 20)
3rd—fireball (2, DC 20), lightning bolt (2, DC 20)
2nd—glitterdust (DC 18), mirror image (2), scorching ray (3)
1st—burning hands (3, DC 18), grease (DC 17), obscuring mist, silent image (DC 17)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 22, Wis 7, Cha 10
Base Atk +6; CMB +6; CMD 23
Feats Arcane Talent, Brew Potion, Gunsmithing, Improved Initiative, Point-Blank Shot, Precise Shot, Spell Focus (evocation), Spell Penetration, Throw Anything
Traits magical knack, mana wastes survivalist
Skills Acrobatics +20, Appraise +10, Bluff +7, Climb +4, Craft (alchemy) +10 (+13 to create alchemical items), Diplomacy +12, Disable Device +20, Disguise +6, Escape Artist +20, Fly +10, Intimidate +1, Knowledge (arcana) +19, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +10, Perception +15, Ride +7, Sense Motive +5, Sleight of Hand +9, Spellcraft +20, Stealth +20, Survival +5, Swim +4, Use Magic Device +4; Racial Modifiers +2 Perception, discoveries (chameleon), alchemy
Languages Celestial, Common, Dwarven, Elven, Gnome, Hallit, Kelish, Orc, Undercommon
SQ arcane gun, cognatogen, elf blood, fast poisoning, impromptu sneak attack, mage bullets, opposition schools (abjuration, divination, enchantment, necromancy), perfect recall, ranged legerdemain, swift alchemy, tricky spells
Combat Gear potion of cure serious wounds, reach metamagic rod (lesser), ring of invisibility; Other Gear +1 revolver, masterwork coat pistol, masterwork dagger, metal cartridge (100), belt of incredible dexterity +4, blessed book, boots of speed, cloak of resistance +2, handy haversack, headband of vast intelligence +2, ring of protection +2, thieves' tools, masterwork, mysteries of shadow (spellbook) (worth 11,820 gp), 4,678 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Arcane Talent (Mage Hand) (3/day) You gain a chosen spell as a spell-like ability, 3/day.
Boots of speed (10 rounds/day) Affected by haste
Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Cognatogen (DC 17) (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).
Divination You must spend 2 slots to cast spells from the Divination school.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Magical Knack (Wizard [Spellslinger]) +2 CL for a specific class, to a max of your HD.
Mana Wastes Survivalist +1 trait bonus on Fortitude saves.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Reach metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tricky Spells (4/day) (Su) You can cast a spell without verbal or somatic components.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.