| Full Name |
Sparklemane |
| Race |
HP 37/37 | AC 19 | F +8, R +10, W +6 | Perc +6; low light | |
| Classes/Levels |
Speed 20 | Hero 1/3 | Campaign Coin 1/1 | Advanced Alchemy 7/7 | Versatile Vial 5/5 | Exploration: Search or Scout | ◆◇↺ | Active Conditions: none |
| Gender |
Awakened Animal Nephilim Humanoid Alchemist (Bomber) (she) 3 | |
About Sparklemane
Alchemist 3
LARGE AWAKENED ANIMAL NEPHILIM HUMANOID
Perception +6; Low-Light Vision
Languages Common, Fey, Gnomish
Skills Acrobatics +8, Athletics +5, Crafting +10, Lore: Alchemy +8, Lore: Astronomy +8, Lore: Engineering +8, Nature +6, Survival +6, Thievery +8
Str +0, Dex +3, Con +1, Int +3, Wis +1, Cha +1
Items Leaf Weave, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Bullets (10 rounds) (40), Wayfinder, Handwraps of Mighty Blows (+1)
AC 19; Fort +8, Ref +10, Will +6
HP 37
Speed 20 feet
Melee +1 Fist +9 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 1d4 B
Ranged Drake Rifle +4 (Magical, Uncommon), Damage 1d10 Varies
Quick Bomber You keep your bombs and bomb-related reagents in easy-toreach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.
Improvise Admixture (Concentrate, Manipulate) Frequency once per day Requirements You have fewer than your maximum number of versatile vials, and you're either holding or wearing an alchemist's toolkit. You scrounge together enough ingredients from what's left in your alchemist's toolkit to produce a few more versatile vials on the fly. Attempt a Crafting check. The DC is usually a standard difficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum). Critical Success You regain 3 versatile vials. Success You regain 2 versatile vials. Failure You regain 1 versatile vial. Critical Failure You don't regain any versatile vials.
Quick Alchemy (Alchemist, Manipulate) Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand. You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead. • Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.) • Quick Vial You create a versatile vial thatcan be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.
Bend Time (Occult, Transmutation) Frequency once per day; Trigger Your turn begins; Effect You are quickened this turn. You can use your extra action to Stride
Drake Rifle (Uncommon, Magical) Activate Drake Shot (manipulate); Frequency once per day; Effect You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle. As long as the Strike isn't a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage. On a hit, the drake rifle provides one of the following additional effects based on its damage type: Acid Clinging acid makes it painful and sickening to move. The target becomes sickened 1.; Cold Frozen spittle clings to the target. The target takes a -10-foot status penalty to their Speeds for 1 minute.; Electricity Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and off-guard for 1d4 rounds.; Fire A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls prone.; Poison Noxious vapors fill the target's lungs. The target becomes enfeebled 1 and clumsy 1 for 1 minute.;
Wayfinder (Uncommon, Invested, Magical) Activate Light (concentrate) Effect The wayfinder is targeted by a 1st-rank light spell.
Divine Innate Spells DC 16, attack +6; Cantrips
Formula Book Bottled Lightning (Lesser), Light Blasting Stone (Lesser)
Additional Feats Alchemical Crafting,
Additional Specials Halo, Advanced Alchemy, Nephilim, Alchemy, Robust Health, Specialty Crafting Awakened Animal Size (Large), (Bomber), Field Vials (Bomber), Formula Book, Formulas (Bomber), Field Benefit Research Field (Bomber), Versatile Vials