Teagan Payne's page

24 posts. Alias of Nameless Nick.




Alchemist 5 (HP 43/43)


Chaotic Neutral


Demolition Expert

About Teagan Payne

Alchemist 5
Gnome Male
Chaotic Neutral
Init +2; Senses: Perception +9
AC 17, touch 11, flat-footed 10
(+3 Dex, +4 Chain Shirt)
Armor: Chain Shirt
Worn: Goggles, Headband of Vast Intelligence +2, Belt of Incredible Dexterity +2

HP 43 / 43
CMD 13
For +6, Ref +6, Will +0
Spd 20ft.

Trident +4 (1d6, x2, 10ft, brace)

Light Crossbow +4 (1d6, x2; 20ft,)
Alchemist’s Bomb +7 (1d4, 19-20/x2; 80ft)

Str 12 +1, Dex 14 +2, Con 14 +2, Int 17 +3, Wis 8 -1, Chr 12 +1
Base Atk +3; CMB +3

Special Qualities:
Gnome :
Favored Class-Alchemist (lvl 1 +1 additional Level 0 spell known)

Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Throw Anything (Alchemist Lv 1)
Point Blank Shot
Precise Shot
Splash Weapon Mastery

Acrobatics!(D) 0+2-2=0
*Appraise(I) 1+3+3+0=+7
Bluff(Ch) 0+1=+1
Climb!(S) 0+1-2=-1
*Craft (alchemy) (I) +3+3+5+2=+13
Diplomacy (Ch) +1=+1
Disguise(Ch) 0+1=+1
Escape Artist!(D) 0+1-2=-2
*Fly(D) 0+1-2=-1
*Heal(W) 0+(-1)=-1
Intimidate(Ch) +1=+1
*Knowledge-arcana(I) +3+4+3=+10
*Knowledge (engineering) (I) +3+5 =+8
*Perception(W) -1+5+3+2= +9
Perform(Ch) 0+1=+1
*Profession(W) 0+1=NA
Ride!(D) 0+2-2=0
Sense Motive(W) -1=+1
Sleight of Hand (D) +2=+2
*Spellcraft(I) +3=+3
*Stealth(D) 3+4=+7
*Survival(W) -1+3+3=+5
Swim!(S) 0+1-2=-1
*Use Magic Device (Ch) 1+3=+4
* indicates class skill

Extracts Known
0- Targeted Bomb Admixture, True Strike, Bomber's Eye, Enlarge Person, Reduce Person, Cure Light Wounds, Shield, Longshot, Polypurpose Panacea, Crafter's Fortune
1- Shadow Bomb Admixture, Barkskin, Blur, Levitate

Extracts per Day
Level 1—5
Level 2--3

Languages: Common, Sylvan, Elven, Gnome, Orc, Goblin

Gear Carried:
Rope, Waterskin, Trident, Light Crossbow, Crossbow Bolts (20), Alchemist’s Fire x3, Tanglefoot Bag x3, tindertwig,

Gear In Handy Haversack: Bedroll, Mess Kit, Trail Rations (10 days), blanket, acid flask, alkali flask, alchemist’s kit, empty flask,

gp: 88