JOSHUA CR 10
Male Half-Elf Alchemist 11
CN Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +14


DEFENSE


AC 23, touch 17, flat-footed 18 (+6 armor, +4 Dex, +2 deflection, +1 dodge)
hp 94 (11d8+22)
Fort +10, Ref +11, Will +4
Immune sleep, poison; Resist Elven Immunities


OFFENSE


Spd 30 ft.
Melee +2 Sword, Bastard +13/+8 (1d10+5/19-20/x2) and
Unarmed Strike +11/+6 (1d3+3/20/x2)
Ranged +3 Longbow +14/+9 (1d8+11/20/x3) and
Bomb +10/+5 (6d6+3 Fire) and
Force Bomb +10/+5 (6d4+3 Force)
Special Attacks Bomb 6d6+3 (14/day) (DC 18), Fast Bombs, Force Bomb
Alchemist Spells Known (CL 11, 11 melee touch, 9 ranged touch):
4 (2/day) Restoration, Infused (DC 17), Universal Formula (DC 17)
3 (5/day) Cure Serious Wounds, Infused (DC 16), Cure Serious Wounds, Infused (DC 16), Cure Serious Wounds, Infused (DC 16), Cure Serious Wounds, Infused (DC 16), Bomber's Eye, Combined (DC 16)
2 (5/day) Bull's Strength (DC 15), Cure Moderate Wounds, Infused (DC 15), Cure Moderate Wounds, Infused (DC 15), Cure Moderate Wounds, Infused (DC 15), Cure Moderate Wounds, Infused (DC 15)
1 (6/day) Shield (DC 14), Shield (DC 14), Cure Light Wounds, Infused (DC 14), Cure Light Wounds, Infused (DC 14), Cure Light Wounds, Infused (DC 14), Bomber's Eye (DC 14)


STATISTICS


Str 16, Dex 18, Con 14, Int 14/16, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 28
Feats Brew Potion, Deadly Aim -3/+6, Dodge, Exotic Weapon Proficiency: Sword, Bastard, Martial Weapon Proficiency: Longbow, Point Blank Shot, Precise Shot, Skill Focus: Craft: Alchemy (Adaptability), Throw Anything
Traits Mathematical Prodigy: Knowledge: Arcana, Resilient
Skills Acrobatics +3, Climb +2, Craft: Alchemy +23, Disable Device +11, Escape Artist +3, Fly +3, Knowledge: Arcana +12, Knowledge: Nature +11, Perception +14, Ride +3, Spellcraft +16, Stealth +3, Survival +15, Swim +2, Use Magic Device +13 Modifiers Alchemy +11
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Cold weather outfit, Combine Extracts, Elf Blood, Enhance Potion (3/day), Fast Poisoning (Swift Action) (Ex), Infusion, Mutagen (DC 18) (Su), Poison Use, Ring of Sustenance, Ring of the Ram, Snowshoes, Swift Alchemy (Ex)
Combat Gear +2 Chain Shirt, +2 Sword, Bastard, +3 Longbow, Arrows (40); Other Gear Alchemist's Kit, Alchemist's Lab, Portable, Backpack, Masterwork (1 @ 0 lbs), Bracers of Archery, Greater, Cold weather outfit, Efficient Quiver (40 @ 6 lbs), Hand of Glory, Headband of Vast Intelligence, +2: Craft: Alchemy, Mutagen: +4 CON, -2 CHA, +2 Nat AC, Oil of Magic Weapon, Ring of Protection, +2, Ring of Sustenance, Ring of the Ram, Snowshoes


SPECIAL ABILITIES


Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 6d6+3 (14/day) (DC 18) (Su) Thrown Splash Weapon deals 6d6+3 fire damage.
Cold weather outfit +5 Fort save vs. cold weather.
Combine Extracts When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest level formulae placed in the extract.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enhance Potion (3/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attack's
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
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
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
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 18) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You don't accidentally poison yourself with blades.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Ring of the Ram The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy. It has the head of a ram as its device.

The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ringwearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.

A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.

Moderate transmutation; CL 9th; Forge Ring, bull's strength, telekinesis; Price 8,600 gp.
Snowshoes -50% walking penalty for heavy snow.
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.


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