Ghent's Character Sheet

From Sourcebook Wiki
Revision as of 03:45, 24 September 2011 by Daniel (Talk | contribs) (Created page with "GHENT CR 1<br/> Male Human Alchemist 2<br/> NN Medium Humanoid (Human)<br/> '''Init '''+1; '''Senses '''Perception +5<br/> ---- '''DEFENSE'''<br/> ---- '''AC '''11, touch 11, fla...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

GHENT CR 1
Male Human Alchemist 2
NN Medium Humanoid (Human)
Init +1; Senses Perception +5


DEFENSE


AC 11, touch 11, flat-footed 10:(+1 Dex)
hp 19 (2d8+2)
Fort +4, Ref +4, Will +0
Resist Poison Resistance +2


OFFENSE


Spd 15 ft.
Melee Walking stick +4 (1d6+2/20/x2)
Ranged Bomb +3 (1d6+5 Fire)
Special Attacks Bomb 1d6+5 (7/day) (DC 16), Explosive Bomb
Alchemist Spells Known (CL 2, 3 melee touch, 2 ranged touch):
1 (4/day) Cure Light Wounds (DC 16), Enlarge Person (DC 16), Bomber's Eye (DC 16), Shield (DC 16)


STATISTICS


Str 14, Dex 12, Con 13, Int 20, Wis 10, Cha 8
Base Atk +1; CMB +3 (+5 Disarming); CMD 14 (16 vs. Disarm)
Feats Brew Potion, Catch Off-Guard, Combat Expertise +/-1, Improved Disarm, Throw Anything
Flaws Slow
Skills Appraise +10, Craft (Alchemy) +10, Heal +5, Knowledge (Arcana) +10, Linguistics +7, Perception +5, Profession (Brewer) +5, Profession (Cook) +5, Spellcraft +10, Use Magic Device +4 Modifiers Alchemy +2
Languages Other Language, Other Language, Other Language, Other Language, Other Language, Other Language, Other Language
SQ +1 Extracts in Formulae Book., Barbed Vest, Earplugs, Mutagen (DC 16) (Su), Poison Use, Poisoning (Standard Action) (Ex), Scale, merchant's, Weapon Cord
Combat Gear Quilted Cloth, Walking stick; Other Gear Alchemical Solvent, Alchemist's Kindness (2), Alchemist's Kit, Alchemist's Lab, Portable, Backpack, Masterwork (48 @ 19.5 lbs), Barbed Vest, Bedroll, Blanket, winter, Bloodblock (2), Candle (5), Case, map or scroll (10 @ 0 lbs), Case, map or scroll (20 @ 0 lbs), Casting Powder, Cauldron, Chalk, 1 piece, Chalkboard, Earplugs, Flash Powder (2), Flask, Heatstone (4), Ink (1 oz. vial, black) (2), Inkpen, Iron Spike, Nushadir (vial), Paper (sheet) (10), Parchment (sheet) (20), Pouch, belt (26 @ 13.86 lbs), Powder (4), Powder, Rations, trail (per day) (14), Rope, silk (50 ft.), Sack (22 @ 40.5 lbs), Sack (8 @ 27 lbs), Scale, merchant's, Smelling Salts, Smoke Pellet, Smokestick (2), Sneezing Powder (pouch), Soothe Syrup (2), Sunrod (4), Sunrod, Tanglefoot bag (2), Thunderstone (4), Tindertwig (10), Travelling Spellbook (blank), Vial, ink or potion (20), Waterskin, Weapon Cord


SPECIAL ABILITIES


+1 Extracts in Formulae Book. Add one extract formulae from the alchemist's list to the character's formulae book. This formulae must be at least one level below the highest formulae level the alchemist can create.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Barbed Vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Bomb 1d6+5 (7/day) (DC 16) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Improved Disarm Disarm at +2, without an attack of opportunity.
Mutagen (DC 16) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Scale, merchant's +2 Appraise for things valued by weight, including anything made of precious metals.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Weapon Cord Attached weapon can be recovered as a swift action.


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.