Fenster the Blight

Spugnoir2's page

3,595 posts. Alias of Andrea1.


Full Name

Supgnoir

Race

1/2Orc

Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17

Classes/Levels

Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Gender

25% Chance to reduce crits

Alignment

NG

Languages

Common,Elf,Abyssal,Draconic,Aklo,Dwarf,Celestial

Strength 10
Dexterity 14
Constitution 14
Intelligence 23
Wisdom 17
Charisma 10

About Spugnoir2

Full 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
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 22 (+5) (24 with headband +6)
Wisdom 15 (+2) 17(with Ioun stone +3)
Charisma 10
Height: 6'4" Weight: Hair: Black Eyes: Grey
Favored Class: Alchemist
EXP:
Hit Points: 122
Spd: 30
Init: +6
AC: 19 ( 4 armor +2 shield 2 dex)/Touch 12/FF 17)
BAB: +12/+7/+2
CMB: +12
CMD: 24
Saves: Fort +17 Ref +17 Will +12(+10 with ioun stone) (+12 vs. fear)

Weapons: +1 Crit confirmations
Heavy Mace+2 +14/+9/+4 1d8+2
Light Crossbow +1 +14 1d8+1 19-20/x2
Bomb +15/+10/+2 8d6+6 20 feet
Bomb PBS +15/+12/+5 8d6+7 within 30 feet
Mutagen Bomb Throw add +2
Double Barreled Musket+2 Undead Bane +14 1d12+2 x4 Range 40 feet Misfire 1-3 +2d6 vs. Undead
+16 1d12+4 +2d6 vs.undead
Force Bomb PBS +15/+12/+5 8d4+7 within 30 feet

Skills:9/level
Craft-Alchemy (17+6+3+17)42,
Perception (17+2+3)22,
Heal (17+2+3)21,
Stealth(17+2)19,
Disable Device(17+2+3+2 Tools,+5 Magic Item)29,
Use Magic Device (17+3)20,
Climb (17)17
Know-Arcana (17+6+3+1 Headband) 27
Survival (10+2+3) 15

Background Skills
Know-History (14+4+1 Headband) 19
Profession-Servant (1) 1
Linguistics (3+4+3+1 Headband) 11
Know-Geography (13+4+1 Headband) 20

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
New Feat:Promethean Disciple
An alchemist with this discovery learns how to craft constructs by way of alchemical research rather than arcane magic. The alchemist gains Craft Construct as a bonus feat without needing to meet its requirements. The alchemist substitutes his number of ranks in Craft (alchemy) for his total caster level and must use Craft (alchemy) to create the construct. The DC to create the construct still increases for any necessary spells that the alchemist does not have access to. However, the alchemist can use extracts in place of spells as spell prerequisites.
Traits: Making Good on Promises(+2 vs. fear)Anatomist(+1 confirm critical hits),
Special Abilities: Dark Vision 60 Ft,+2 Intimidation,Orc Ferocity,Proficient with greataxes and falchions,Mutagen (+2 Nat AC, +4 one stat, -2 to relevant stat)
Bomb

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
1.Touch of the Sea,Touch of the Sea,Shield,Shield,Enlarge Person,Heightened Awareness,Cure Light Wounds
2.Alter Self,See Invisible,Barkskin,Lesser Restore,,Invisibility,Empty,
3.Heroism,Water Breathing,Water Breathing,Resist Energy-Communal,Countless Eyes,Haste
4.Restoration,Death Ward,Death Ward,Stoneskin
5.Freedom of Movement,Communal Stoneskin,Freedom of Movement
6.Caging Bomb Admixture,Heal

Equipment
Leather armor (10)
MW Studded Leather
+2 Mail shirt Deathless
This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.
Double Barreled Blunderbuss+2 Undead Bane
Heavy Mace +2
Cloak of Resistance +5
Headband of mental prowess +2
(Intelligence and Charisma
Googles of Minute Seeing (+5 Disable Device)
Light Crossbow+1
20 Bolts
5 Bolts +1
Alchemist Kit (40)
Alchemy Crafting Kit
Healer's Kit (7 uses) +2 heal.
Wand of CLW (4)

Wand of CMW (40)
Way Finder of Endless Doorways 10/10 charges
Detect Secret Doors (Free)
Knock (1 charge)
Dimension Door (2 charges)
Word of Recall (4 charges)
1 Sunrod
2 Vial of Holy water
2650 gp diamond dust
1 Bladeguard
1 Doses Weapon Blanch-Ghost Salt
27 Bullets
34 Adamantine Blanched bullets
Gunsmith's Kit
27 K in diamonds

Cold iron weapon blanch
Sipping Jacket (CMW potion inside)

Stone of Alarm

Handy Haversack
Bedroll
Belt pouch
Flint&Steel
Inkwell&Inkpen
Iron Pot
Mess Kit
Soap
Torches (10)
Trail Rations (5)
Waterskin
MWK Thieve's Tools
9 gp
130 PP
6000 gold
1115 gp

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
really line up correctly. Only his hands don't seem overly strange, the nimble but strong digits making sure everything is clean and tidy

HP 122/122
AC 17/12/15
Saves F15/R15/W10 11 Fear Poison Immune
Weapon in hand:
Special Effects: 26/26 bombs
Treasure Pool

+1 morningstar,
ring of protection +1,
ring of swimming
3 Potions CMW

Alchemist15HP110/110,Init+6,F13R13W9(11 fear)AC19T12FF17Per20

XP 6,400
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 96/96 (12d10+30)
Fort +4, Ref +8, Will +4
DR 10/adamantine or bludgeoning; Immune construct traits, magic

OFFENSE

Speed 30 ft.
Melee 2 slams +19 (2d8+8 plus alchemy)
Ranged bomb +15 (8d6 energy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks alchemy, bombs, splash

STATISTICS

Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +21; CMD 35

SPECIAL ABILITIES

Alchemy (Ex)
When an alchemical golem strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can

deal 1d6 points of acid, cold, electricity, or fire damage
cause the target to become sickened (Fortitude DC 16 negates) for 1d4 rounds
cause the target to become entangled (Reflex DC 16 negates) for 1d4 rounds
These save DCs are Constitution-based.
Bombs (Ex)
As a standard action, an alchemical golem can throw a bomb as a ranged touch attack to a distance of 60 feet (no range increment). If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by an alchemical golem’s bomb takes 8d6 points of acid, cold, electricity, or fire damage (determine type randomly). All creatures adjacent to the location where the bomb hits take 1d6 points of energy damage of the same type.

Immunity to Magic (Ex)
An alchemical golem is immune to spells or spell-like abilities that allow spell resistance, save for spells with the sonic descriptor. Shatter damages an alchemical golem as if it were a crystalline creature.

Splash (Ex)
Any strike on an alchemical golem with a non-reach melee weapon deals 1 point of acid, cold, electricity, or fire damage (determine type randomly) to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit.