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Xarol Hopa's page

128 posts. Alias of ashern.


Full Name

Xarol Hopa

Race

Tiefling

Classes/Levels

Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

Gender

Male

Size

Medium

Age

46

Alignment

Chaotic neutral

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Xarol Hopa

Male Mindchemist Alchemist 2

Famous Last Words:
"What do you mean it didn't light on fire!? You must have not used the right kind, try this!"

Crunch:
Init +5; Senses Perception +5, Darkvision 60 ft
==DEFENSE==
AC 18(20)(+4 dex, +3 armor, +1 NA, +2 when using cognatogen), touch 14, flat-footed 14
hp 10 (2d8 +4 con)
Fort +5, Ref +6, Will +0

==OFFENSE==
Spd 30 ft/x4
Ranged
Bomb(6/day) +6/1d6+6(+5/1d6+8 under mutagen)
Alchemist's Fire: +6/1d6+5 (+5/1d6+7 under mutagen)

==STATISTICS==
Str 10 Dex 16, Con 14, Int 18, Wis 10, Cha 8

BAB +1, CMB +1, CMD +14

Feats Armor Proficiency (LIGHT ) (PFCR 118)
1st- Point blank shot
1st Alchemist Bonus: Throw anything, Brew Potion
3rd-

Skills linguistics(1)+5, Craft (Alchemy) (1) +10, Disable Device(1)+8, Knowledge(arcana) (1)+8, Knowledge(nature) (1) +8, Perception(1) +4, Spellcraft (1) +8,

Special abilities:
Cognatogen +4 Mental attribute, +2 NA, -2 physical attribute.

Perfect Recall
At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use.

Discoveries: Precise Bombs,

Traits:
-Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
- Paragon of speed: +2 trait bonus to initiative

Languages Common, Abyssal, draconic, Orc, Terran, goblin

Sp

Racial Traits
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the Tiefling's class level.

Gear
- 3 alchemist's fire (20gp), 6 acid vials(20gp), 2 alkali flasks (10gp), hide armor(20gp), . Alchemist's formula book. Backpack, rope, rations, lantern, pitons.

800 GP
Potions of

Extracts (CL 1)
L1 (2/day): Crafter's fortune, Cure Light Wounds, Enlarge Person, Reduce Person, Shield, targeted bomb admixture (1 targeted admixture, Cure Light Wounds prepped)

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