About Spugnoir2Full Name : Spugnoir Race: 1/2 orc Classes/Levels Alchemist 17 (HP favored) Gender M Size M Age : 25 Special Abilities : Alignment: NG Deity : Location :Ustaluv Languages :Common,Elf,Abyssal,Draconic,Aklo,Dwarf Occupation : Alchemist/Healer Strength 10
Weapons: +1 Crit confirmations
Skills:9/level
Background Skills
Feats: Brew Potion(Class),Throw Anything(+1 to hit with thrown splash weapons, Add intelligence bonus to damage),Point Blank Shot(+1 Hit/damage within 30 feet),Improved Initiative,Precise Shot(No penalty firing into melee)Extra Discovery:Grease Bomb,Extra Discovery:Holy Bomb,Extra Bombs (4 more bombs),Gunsmithing(Make ammo, repair guns),Discovery:Force Bombs
Spoiler:
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.Bomb Damage9d6+5 DC 21 Bombs Per Day26 Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else. Swift AlchemySwift Alchemy At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. Swift PoisoningAt 6th level, an alchemist can apply a dose of poison to a weapon as a swift action. Discoveries: Infusion(Share extracts),Precise Bombs(5 squares) Discovery:Frost Bomb:When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save. Discovery:Grease Bomb When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor. Discovery: Fast bombs(Can throw bombs equal to number of attacks Discover: Holy Bombs When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures. Ectoplasmic BombsBenefit(s) The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire. Discovery: Preserve Organs lvl 1 25% to negate crits Persistent Mutagen Discovery Wings 17 minutes/day Discovery Force Bombs Force Bomb: When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. Extracts per day: 7/6/6/5/5/2 Extracts Known: 1. Cure Light Wounds,Shield,Enlarge Person,True Strike,Ant Haul,Targeted Bomb Admixture,Expeditious Retreat,Heightened Awareness,Disguise Self,Touch of the Sea 2.Lesser Restoration,Detect Thoughts,Focused Scrutiny,Cure Moderate Wounds,Barkskin,Invisibility,Vomit Swarm,Ironskin,Ablative Barrier,ALter Self,See Invisible,alchemical allocation 3.Displacement,Heroism,Cure Serious Wounds,Haste,Water Breathing,Fly,Resist Energy-Communal,Countless Eyes 4.Restoration,Stoneskin,Death Ward 5.Communal Stoneskin,Spell resistance,Freedom of Movement 6.Caging Bomb Admixture,Heal Extracts Prepared
Equipment
Wand of CMW (40)
Cold iron weapon blanch
Stone of Alarm Handy Haversack
Description:Sugnoir is a bent and ugly half-breed, his lank hair is tied in a crude braid and his back bends from an awkward hump. His skin is grey-ish and his eyes don't seem to
HP 122/122
+1 morningstar,
Alchemist15HP110/110,Init+6,F13R13W9(11 fear)AC19T12FF17Per20 XP 6,400
DEFENSE AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
OFFENSE Speed 30 ft.
STATISTICS Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
SPECIAL ABILITIES Alchemy (Ex)
deal 1d6 points of acid, cold, electricity, or fire damage
Immunity to Magic (Ex)
Splash (Ex)
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