Pathfinder Society -hahmot

Frau Hiltrud Hammerstout

Kautta Toragin pershaiventen, kohta paukkuu!

Female Dwarf Alchemist 6/Fighter 2 (Grenadier/Weapon Master)
Neutral Good Medium Humanoid (Dwarf)
Player Hattaratar (97341-1)
Xp 21/24
Faction Grand Lodge
Prestige/Fame 30/34

Init +4; +6 with Dex Mutagen
Senses

  • Darkvision 60 ft.
  • Perception +11; +10 with Dex Mutagen
  • Sense Motive +9; +8 with Dex Mutagen

Base AC 21 / Touch 15 / Flat-Footed 17
(10, +6 Armor(Max. Dex +5), Dex +4, Deflection +1)

  • Dex Mutagen: +4 AC (+3 to natural armor bonus, Dex +6)
  • Str Mutagen: +3 AC (+3 to natural armor bonus)
  • Barkskin: +3 AC (enhancement bonus to natural armor)
  • Defensive Training (+4 dodge bonus to AC against monsters of the giant subtype)
  • Shield: +4 AC (shield bonus to AC; negates Magic Missiles)

MAX HP 61 (6d8+2d10+16); Current HP: ____
Fort +11 (+5+3 base, +2 con, +1 Resistance); +12 with Con Mutagen
Ref +10 (+5+0 base, +4 dex, +1 Resistance); +12 with Dex Mutagen
Will +5 (+2+0 base, +2 wis, +1 Resistance); +4 with Dex Mutagen
Special Defenses

  • Hardy (+2 racial bonus on saving throws against poison, spells, and spell-like abilities)
  • Stability (+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground)

Str 14, Dex 19, Con 14, Int 16, Wis 14, Cha 7
Ability Checks

  • Strength Check +2; +4 with Strength Mutagen!
  • Dexterity Check +4; +6 with Dexterity Mutagen!
  • Constitution Check +2; +4 with Constitution Mutagen!
  • Intelligence Check +3; +2 with Strength Mutagen!
  • Wisdom Check +2; +1 with Dexterity Mutagen!
  • Charisma Check -2; -3 with Constitution Mutagen!

Base Atk +6/+1; CMB +8; CMD 23; 25 with Mutagen
Speed 20 ft. (50 ft. with Expeditious Retreat)
Melee Mw. Cold Iron Heavy Mace
+9/+4 (1d6+3; x2)
+11/+6 (1d8+6; x2); With Str Mutagen
Ranged Adaptive Darkwood Composite Longbow +2, 110 ft. (P.Blank 30 ft. +1 attack & damage)
+13/+8 (1d8+4; x3)
+15/+10 (1d8+4; x3); With Dex Mutagen
Ranged Touch Bomb, 20 ft., Ref DC 16 Halves the Splash damage; 9/Day; Current: ____
+10 (3d6+3; x2; Splash: 6 damage)
+12 (3d6+3; x2; Splash: 6 damage); With Dex Mutagen
Ranged Special Explosive Precise Bomb with Longbow, 110 ft. range; Bomb 10ft. burst) Standard Action
+13 (1d8+4+3d6+3; x3/x2)
+15 (1d8+4+3d6+3; x3/x2); With Dex Mutagen
+17 (1d8+4+3d6+3; x3/x2); with Move Action (Bullseye Shot)
+19 (1d8+4+3d6+3; x3/x2); With Dex Mutagen & Move Action (Bullseye Shot)
Special Attacks

  • Bullseye Shot (+4 bonus on next ranged attack as a move action)
  • Point-Blank Shot (+1 ranged attack & damage when target within 30 ft.)
  • Reckless Aim (When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a –1 penalty to your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.)
  • Explosive Bombs* (Splash Radius 10 ft.)
  • Precise Bombs (Exclude squares equal to Int modifier (+3) from Splash area)
  • Explosive Missile (Standard; can infuse a single arrow with the power of his bomb, load the ammunition, and shoot the ranged weapon. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.)
  • Alchemical Weapon (Swift; Can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder (but not a bomb!). This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck.)
  • Directed Blast (At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.)

Extracts (prepared per day)

  • 2nd (4/day):
    • Barkskin (+3 enhancement bonus to Natural Armor; Lasts 60 minutes.)
    • Invisibility (Invisible unless you attack or make otherwise hostile action; Lasts 60 minutes.)
    • See Invisibility (Reveals invisible creatures or objects; Lasts 60 minutes.)
  • 1st (5/day):
    • Cure Light Wounds (Cure 1d8+5 hit points)
    • Disguise Self (Disguise your appearance, +10 to Disguise Checks)
    • Endure Elements (Endure extreme hot and cold temperature and weather effects)
    • Enlarge Person (Person grows one size category larger; Lasts 6 minutes)
    • Identify (+10 to Spellcraft checks to identify properties of magic items)
    • Targeted Bomb Admixture (When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier; Lasts 1+5 rounds.)
    • True Strike (+20 to next attack roll before end of the next round)
    • Shield (+4 Shield bonus to AC; negates Magic Missiles; Lasts 6 minutes)
    • Expeditious Retreat (+30 ft. to speed; Lasts 6 minutes)

Feats

  • Bullseye Shot (You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.)
  • Point-Blank Shot (+1 to Attack & Damage rolls within 30 ft.)
  • Precise Shot (ignore ranged attack penalty if target is in melee with an ally)
  • Weapon Focus (Longbow) (+1 to attack rolls with longbow and composite longbow.)
  • Breadth of Experience (+2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.)
  • Reckless Aim (When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a –1 penalty to your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.)

Skills (54 Ranks: alchemist 24, fighter 4, Int 24, fcb 2)

  • Acrobatics +7 (3); +9 with Dexterity Mutagen!
  • Appraise +3 (0)
  • Bluff -2 (0)
  • Climb +2 (0)
  • Craft: Alchemy +15 (6); Day Job!
  • Diplomacy -2 (0)
  • Disable Device +8 (1); +10 with Dexterity Mutagen!
  • Disguise -2 (0)
  • Escape Artist +4 (0); +6 with Dexterity Mutagen!
  • Fly +4 (0); +6 with Dexterity Mutagen!
  • Handle Animal -2 (0); Max 10!
  • Heal +6 (1)
  • Intimidate -2 (0)
  • Kno. Arcana +14 (6)
  • Kno. Dungeoneering +9 (1)
  • Kno. Engineering +9 (1)
  • Kno. Geography +6 (1)
  • Kno. History +10 (5)
  • Kno. Local +6 (1)
  • Kno. Nature +10 (2)
  • Kno. Nobility +6 (1)
  • Kno. Planes +6 (1)
  • Kno. Religion +6 (1)
  • Linguistics +3 (0); Max 10!
  • Perception +11 (6); +13 to notice unusual stonework within 10 ft.
  • Perform -2 (0)
  • Profession: Brewer +9 (1)
  • Profession: Any other +4 (0); May use untrained!
  • Ride +4 (0); +6 with Dexterity Mutagen!
  • Sense Motive +10 (8); +8 with Dexterity Mutagen!; (Headband of Vast Intellect +2)
  • Sleight of Hand +8 (1); +10 with Dexterity Mutagen!
  • Spellcraft +12 (6)
  • Stealth +4 (0); +6 with Dexterity Mutagen!
  • Survival +6 (1)
  • Swim +2 (0)
  • Use Magic Device -2 (0); Max 10!

Traits Armor Expert (Combat), Brewmaster (Dwarf)
Languages Common (Taldane), Dwarven, Giant, Orc
SQ Alchemical Weapon (move), Alchemy, Bomb 3d6 9/Day, Martial Weapon Proficiency (Longbow), Mutagen (60 min.), Throw anything, Discovery (Explosive Bomb, Precise Bombs, Explosive Missile, Infusion), Swift Alchemy, Directed Blast, Fighter Bonus Feats, Weapon Guard (+1 to disarm & sunder CMD of your bow)


On person Belt of Incredible Dexterity +2 (1), Cold Weather Outfit (7), Headband of Vast Intelligence +2 (Sense Motive) (1), Hot Weather Outfit (4), 2 x Spring-Loaded Wrist-Sheath (2), Ring of Protection +1, Mithral Breastplate (15), Adaptive Darkwood Composite Longbow +2 (1,5), Mw. Cold Iron Heavy Mace (8), Cold Iron Arrows x 20 (3), Silver-blanched Arrows x 20 (3), Blunt Arrows x 20 (3), Normal Arrows x 20 (3)
In backpack* Alchemist's Kit (a backpack*, a bedroll, a belt pouch, a flint and steel, a formula book, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.) (27), Furs (5)
In Wrist-Sheath(s) Wand of Cure Light Wounds 0/50 charges
Wealth 450+2528 gp
Encumbrance 45,5 lb. without backpack, 87,5 lb. with backpack (58 or less lb. light/59-116 lb. medium/117-175 lb. heavy)


Notes

  • Darkwood Composite Longbow (-2 PP)
  • Wand of Cure Light Wounds (-2 PP)
  • Mithral Breastplate bought, mw. chain shirt sold (-4200 gp; +125gp; cc#9)
  • Cloak of Resistance +1 (-1000 gp; cc#10)
  • Belt of Incredible Dexterity +2 (-4000 gp; cc#12)
  • Headband of Vast Intelligence +2 (-4000 gp; cc#12)
  • Longbow upgrade to +2 Adaptive (-7000 gp; cc#13?)
  • Raid on the Cloudborne Keep (-500 gp ship passage)

Mekanismin wiki pyörii PmWikin päällä ulkoasunaan UnStrapped