Full Name |
Virgil "Firecask" Anvilsinger |
Race |
Dwarf |
Classes/Levels |
Alchemist 2 |HP 15/15|AC 16|T 12| FF 14| CMD 15| F:+4 R:+5 W:+1 | Init +2 | Perc +6| Sense Motive +1 |
Size |
Medium |
Age |
71 |
Alignment |
Chaotic Good |
Deity |
Cayden Cailean |
Languages |
Dwarven, Common |
Occupation |
Brewer |
Strength |
13 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
16 |
Wisdom |
13 |
Charisma |
9 |
About Virgil "Firecask" Anvilsinger
PFS #: 20255 - 1
A pair of flinty eyes and an unlit cigar sticking out of his mouth are the primary decorations for the mess of rusty hair that is the dwarf's face. His clothes look worn from travel and have been carefully mended in a dozen places.
Virgil "Firecask" Anvilsinger
Male Dwarf Alchemist 2
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (2d8+2)
Fort +4, Ref +5, Will +1; +2 bonus vs. poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist poison resistance
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Offense
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Speed 20 ft.
Melee masterwork cold iron morningstar +3 (1d8+1/×2)
Ranged bomb +4 (1d6+3 Fire/×2) and
. . light crossbow +3 (1d8/19-20/×2)
Special Attacks bomb, hatred
Alchemist Spells Prepared (CL 2nd; concentration +5):
1st (3/day)—shield, enlarge person (DC 14), comprehend languages
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Statistics
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Str 13, Dex 14, Con 12, Int 16, Wis 13, Cha 9
Base Atk +1; CMB +2; CMD 14
Feats Extra Bombs, Point-Blank Shot, Throw Anything
Traits anatomist, freedom fighter
Skills Appraise +7 (+9 to determine the price of nonmagic items with precious metals or gemstones), Craft (alchemy) +8 (+10 to create alchemical items), Disable Device +3, Heal +5, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Profession (brewer) +5, Sleight of Hand +6, Spellcraft +8, Stealth +2, Survival +5, Use Magic Device +3; Racial Modifiers alchemy
Languages Common, Dwarven, Goblin, Kelish, Varisian
SQ discoveries (feral mutagen), greed, hardy, mutagen, poison use, fast poisoning, slow and steady, stability, stonecunning
Combat Gear Feral Mutagen: +4 STR, -2 INT, +2 Nat AC, Wand of Cure Light Wounds, Oil (2); Other Gear Masterwork Chain shirt, Crossbow bolts (27), Light crossbow, Masterwork Cold Iron Morningstar, Backpack (41 @ 33.2 lbs), Bedroll, Belt pouch (13 @ 11.14 lbs), Blanket, Blanket, winter, Chalk (5), Flask, Flint and steel, Holy symbol, silver (Cayden Cailean), Ink, black, Mug/tankard, Parchment (2), Rope, Sewing needle, Soap, String or twine (2), Vial (3), Waterskin, 419 GP, 6 SP, 7 CP
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anatomist +1 to confirm critical hits.
Bomb 1d6+3 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Freedom Fighter +1 to Stealth checks, +1 to hit in the surprise round.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.