Ironfang Grenadier

The Mad Hoppper's page

937 posts. Organized Play character for Farol.


Full Name

The Mad Hopper

Race

HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 |

Classes/Levels

25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Gender

CG Male Goblin (Charhide) Alchemist 11 |

About The Mad Hoppper

Hopper Alchemist 11
Small Goblin Charhide Goblin Humanoid
Perception +18 (+2 initiative); Darkvision
Languages Common, Draconic, Dwarven, Goblin, Kholo, Orcish
Skills Acrobatics +16, Arcana +18, Athletics +12, Crafting +23, Deception +17, Lore: One Terrain +18, Nature +16, Occultism +18, Society +20, Survival +16, Thievery +16
Str +0, Dex +4, Con +3, Int +5, Wis +3, Cha +0
Items +2 Armor Resilient Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Writing Set, Sack, Crafter's Eyepiece, Repair Kit, Clothing (Winter), Warding Tattoo (Wave), Rod of Wonder, Bort's Blessing, Aeon Stone (Pearly White Spindle)
AC 30; Fort +21, Ref +20, Will +19
HP 138; Resistances: Fire 5
Warding Tattoo (Wave) Activate envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.
Speed 25 feet
Melee +2 Striking Wounding Flaming Cold Iron (Low-Grade) Dogslicer +21 (Agile, Backstabber, Finesse, Goblin, Uncommon, Magical, Fire, Magical), Damage 2d6 S +1d6 Fire
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.
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 that can 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.
Rod of Wonder (Chaotic, Evocation, Magical, Rare) Activate command, Interact; Effect Choose a creature within 60 feet and roll d% on the table below to determine the rod's effect. If an entry lists only a spell name, the rod casts that spell at its lowest level. You make any decisions for a spell cast by the rod unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 27, and any spell attack roll required is +17. If the rod casts a spell on you, you don't get a saving throw or other defense against it. Once activated, the rod can't be activated again for 1d4 hours.
Formula Book Acid Flask (Lesser), Alchemist's Fire (Lesser), Ghost Charge (Greater), Bottled Lightning (Greater), Frost Vial (Greater), Alchemist's Fire (Greater), Acid Flask (Greater), Dread Ampoule (Greater), Antidote (Greater), Antiplague (Greater), Bravo's Brew (Moderate), Eagle Eye Elixir (Greater), Mistform Elixir (Greater), Soothing Tonic (Greater), Bestial Mutagen (Greater), Cognitive Mutagen (Greater), Drakeheart Mutagen (Greater), Energy Mutagen (Greater), Juggernaut Mutagen (Greater), Serene Mutagen (Greater), Silvertongue Mutagen (Greater), Blisterwort, Elixir of Life (Moderate), Cheetah's Elixir (Greater)
Additional Feats Alchemical Crafting, Cavalier Dedication, Cave Climber, Charhide Goblin, Charming Liar, Directional Bombs, Dubious Knowledge, Efficient Alchemy, Expanded Splash, Goblin Weapon Familiarity, Goblin Weapon Frenzy, Incredible Initiative, Quick Repair, Ride, Rough Rider, Sign Language, Skill Training, Sticky Bomb, Toughness, Train Animal
Additional Specials Advanced Alchemy, Advanced Vials (Bomber), Alchemy, Chemical Hardiness, Double Brew, Field Benefit (Bomber), Field Discovery (Bomber), Field Vials (Bomber), Formula Book, Formulas (Bomber), Powerful Alchemy, Research Field (Bomber), Skill Training (Survival), Versatile Vials