Lorac Neverblossom Male Dwarf Alchemist 10 N Medium Humanoid (dwarf) Init +2; Senses darkvision; Perception +13


Defense


AC 20, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 natural, +1 deflection) hp 82 (10d8+10) Fort +9, Ref +10, Will +4; +1 morale vs. fear, +2 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training; Immune poison


Offense


Speed 20 ft. Melee +1 Morningstar +12/+7 (1d8+4/x2) Ranged +1 Light crossbow +14/+9 (1d8+4/19-20/x2) and

   Bomb +14/+9 (5d6+5 Fire/x2) and
   Force Bomb +14/+9 (5d4+5 Force/x2)

Special Attacks bomb 5d6+5 (17/day) (dc 20), discoveries (explosive missile, force bomb, healing touch, infusion, spontaneous healing [50 hp/day]), hatred Alchemist Spells Prepared (CL 10): 4 (2/day) Cure Critical Wounds (x2) 3 (4/day) Cure Serious Wounds, Infused (x4) 2 (5/day) Cure Moderate Wounds, Infused (x2), Bull's Strength, Infused, Fire Breath (DC 17), Vomit Swarm 1 (7/day) Endure Elements, Shield, Infused (x2), Cure Light Wounds, Infused (x4)


Statistics


Str 12, Dex 14, Con 12, Int 20, Wis 10, Cha 6 Base Atk +7; CMB +9; CMD 21 (21 vs. Bull Rush, 21 vs. Trip) Feats Breadth of Experience, Brew Potion, Extra Bombs, Point Blank Shot, Rapid Reload (Light crossbow), Scholar (Knowledge [engineering], Knowledge [dungeoneering]), Throw Anything Traits Accelerated Drinker, Focused Mind Skills Acrobatics +9 (+5 jump), Appraise +18 (+20 to determine the price of nonmagic items with precious metals or gemstones), Climb -2, Craft (alchemy) +18 (+28 to create alchemical items), Disable Device +10, Escape Artist -1, Fly -1, Heal +13, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Perception +13 (+15 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -1, Sense Motive +10, Spellcraft +18, Stealth -1, Survival +13, Swim -2 Modifiers alchemy +10 Languages Common, Dwarven, Giant, Gnome, Goblin, Orc, Terran SQ fast poisoning (swift action), greed, hardy, mutagen (dc 20), poison use, slow and steady, stability, stonecunning +2, swift alchemy Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC, Acid (3), Antitoxin (2); Other Gear +2 Chain shirt, +1 Light crossbow, +1 Morningstar, Crossbow bolts (60), Amulet of natural armor +1, Cloak of resistance +1, Efficient quiver (61 @ 10 lbs), Ring of protection +1, Alchemy crafting kit, Backpack, masterwork (7 @ 45 lbs), Bedroll, Healer's kit, Healer's kit, Hooded lantern, Oil, Tent, medium, Trail rations (40), 752 GP, 9 SP


Special Abilities


Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand. Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object. Bomb 5d6+5 (17/day) (DC 20) (Su) Thrown Splash Weapon deals 5d6+5 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. Explosive Missile Use bomb with ranged weapon. Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action. Focused Mind +2 to Concentration checks Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force 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. Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The Immunity to Poison You are immune to poison. Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 min. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm. Scholar (Knowledge [engineering], Knowledge [dungeoneering]) +2 bonus on two Knowledge skills Slow and Steady Your base speed is never modified by encumbrance. Spontaneous Healing (50 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I 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. Swift Alchemy (Ex) You can construct alchemical items in half the normal time. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Lorac asuu Ishiliemin kylässä vanhan velhojen taistelu kentän laitamilla. Lorac toimi kylän vartiossa ja myös kylän kaivos insinööri. Runir ja Lorac löytää eräänä päivänä taistelu kentältä kuoleen haltija naisen jonka mukana oli kori jossa oli lapsi. Veljekset päättää ottaa lapsen huostaansa nimesivät hänet Silsharaksi, kylän haltia paraantajan mukaan. Huomattuaan että Silshara on maagiton päätävät kehitelmään sopii taistelu tapaa. vuosien työn jälkeen saavat he valmistettua musketin.

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