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	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Obelisk&amp;diff=19096</id>
		<title>Obelisk</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Obelisk&amp;diff=19096"/>
		<updated>2020-03-08T02:30:35Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Undo revision 19095 by Bartley (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
As the Goodly Races spread out across the mainland in the wake of the Sacrifice of the Eight, they occasionally discovered a massive obelisk dominating the surrounding  countryside. Their purpose was unknown, but they were presumably left behind by the Eight Makers. Each was uniform in width and height: over a hundred feet tall from base to tip, but only twenty feet wide at the base. They were covered in an indecipherable writing and made of an unknown material, although the shattered remains of these structures are now widely known as [[Obelaster]]. &lt;br /&gt;
&lt;br /&gt;
It is now believed that the Obelisks were a content-spanning magical henge complex. Sages continue to argue as to the mechanics of such a structure, but the overall purpose of the Obelisks is widely agreed upon. It both bound the Dark Fiend into its prison and invested the Demipantheon with their divinity. It is unknown if these were separate or interrelated functions, but Alexandria&#039;s unlocking of the White Obelisk appears to both fully freed the Dark Fiend to return to the demiplane of shadow and slay the Demipantheon utterly. &lt;br /&gt;
&lt;br /&gt;
Antioch, and later Marwynn, were able to harness a portion of that power by &amp;quot;unlocking&amp;quot; the lesser obelisks. Antioch used the power to assure the independence of Hakan City-State. Marwynn, a skilled sorcerer in her own right, was able to harness the Obelisks&#039; power far more effectively, and used to primarily to stave off defeat during the long [[Prophet&#039;s War]]. &lt;br /&gt;
&lt;br /&gt;
When Alexandria unlocked the White Obelisk, she absorbed all of the powers not just of the demipantheon, but also all of the energy that had once bound the Dark Lord, shattering all of the obelisks in the process. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
There were nine in total, eight black obelisks and one white.   &lt;br /&gt;
*1. Alexandria City. &#039;&#039;(Unlocked by Marwynn)&#039;&#039;&lt;br /&gt;
*2. South of Lake Flan, Flannary &lt;br /&gt;
*3. Avarice Hills, Odessa&lt;br /&gt;
*4. Hakan City &#039;&#039;(Unlocked by Antioch)&#039;&#039;&lt;br /&gt;
*5. The Eld (Plateau), Odessa&lt;br /&gt;
*6. Wyvern&#039;s Reach, Petara&lt;br /&gt;
*7. (Mt.) Spear of Heaven, Gildenhome&lt;br /&gt;
*8. Deep in The Ulan&lt;br /&gt;
*0. (Mt.) Axis Mundi, Flannary/Fresia borderlands. &#039;&#039;(Unlocked by Alexandria)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Obelisk&amp;diff=19095</id>
		<title>Obelisk</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Obelisk&amp;diff=19095"/>
		<updated>2020-03-08T02:30:04Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
As the Goodly Races spread out across the mainland in the wake of the Sacrifice of the Eight, they occasionally discovered a massive obelisk dominating the surrounding  countryside. Their purpose was unknown, but they were presumably left behind by the Eight Makers. Each was uniform in width and height: over a hundred feet tall from base to tip, but only twenty feet wide at the base. They were covered in an indecipherable writing and made of an unknown material, although the shattered remains of these structures are now widely known as [[White Obelaster]]. &lt;br /&gt;
&lt;br /&gt;
It is now believed that the Obelisks were a content-spanning magical henge complex. Sages continue to argue as to the mechanics of such a structure, but the overall purpose of the Obelisks is widely agreed upon. It both bound the Dark Fiend into its prison and invested the Demipantheon with their divinity. It is unknown if these were separate or interrelated functions, but Alexandria&#039;s unlocking of the White Obelisk appears to both fully freed the Dark Fiend to return to the demiplane of shadow and slay the Demipantheon utterly. &lt;br /&gt;
&lt;br /&gt;
Antioch, and later Marwynn, were able to harness a portion of that power by &amp;quot;unlocking&amp;quot; the lesser obelisks. Antioch used the power to assure the independence of Hakan City-State. Marwynn, a skilled sorcerer in her own right, was able to harness the Obelisks&#039; power far more effectively, and used to primarily to stave off defeat during the long [[Prophet&#039;s War]]. &lt;br /&gt;
&lt;br /&gt;
When Alexandria unlocked the White Obelisk, she absorbed all of the powers not just of the demipantheon, but also all of the energy that had once bound the Dark Lord, shattering all of the obelisks in the process. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
There were nine in total, eight black obelisks and one white.   &lt;br /&gt;
*1. Alexandria City. &#039;&#039;(Unlocked by Marwynn)&#039;&#039;&lt;br /&gt;
*2. South of Lake Flan, Flannary &lt;br /&gt;
*3. Avarice Hills, Odessa&lt;br /&gt;
*4. Hakan City &#039;&#039;(Unlocked by Antioch)&#039;&#039;&lt;br /&gt;
*5. The Eld (Plateau), Odessa&lt;br /&gt;
*6. Wyvern&#039;s Reach, Petara&lt;br /&gt;
*7. (Mt.) Spear of Heaven, Gildenhome&lt;br /&gt;
*8. Deep in The Ulan&lt;br /&gt;
*0. (Mt.) Axis Mundi, Flannary/Fresia borderlands. &#039;&#039;(Unlocked by Alexandria)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Heretic_Bay&amp;diff=19094</id>
		<title>Heretic Bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Heretic_Bay&amp;diff=19094"/>
		<updated>2020-03-08T00:19:47Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
A large bay that borders [[Petera]] on the southwest and [[Celstia]], [[Flannary]], and parts of [[Odessa]] on the northeast. It is protected from the [[Great Western Ocean‎]] by a set of barrier island that contain the Principality of [[Utrell]]. It is a known haven for pirates.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Heretic_Bay&amp;diff=19093</id>
		<title>Heretic Bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Heretic_Bay&amp;diff=19093"/>
		<updated>2020-03-08T00:19:31Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
A large bay that borders [[Petera]] on the southwest and [[Celstia]], [[Flannary]], and parts of [[Odessa]] on the northeast. It is protected from the [[	Great Western Ocean‎ ]] by a set of barrier island that contain the Principality of [[Utrell]]. It is a known haven for pirates.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Age_of_Demigods&amp;diff=19087</id>
		<title>Age of Demigods</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Age_of_Demigods&amp;diff=19087"/>
		<updated>2019-03-19T22:39:02Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Undo revision 19086 by Bartley (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Age of Demigods was an active and dynamic, though often dangerous and chaotic, period between the ascension of the [[Demi-Pantheon]] and the beginning of the [[Prophet&#039;s War]]. This period was characterized in the earliest part by the two-century [[Cleansing War]], when the survivors of the mortal [[goodly races]] and their newly elevated pantheon fought against the huge number of remaining, but now leaderless, servitors and driving them into the wild and barren places of the world. The final years of the [[Cleansing War]] saw the foundation of the first cities, which typically developed from fortification complexes and such. When the [[Demi-Pantheon]] removed themselves from the world, leaving behind their influence but abrogating their ability to directly intervene, those cities - often filled with highly skilled men- and women-at-arms - became engines for conquest and dynastic domains, leading - in time - to the rise and decline of the [[First Empire]]. Despite the long, chaotic, and bloody decline of the [[First Empire]], the size of their empire, the scope of their culture, and the reach of their power means that almost all accounts from this period come from Ubrekti written sources, although the Dwarven [[Halls of Account]] also give a great number of (rather dry) accounts of the period. Elven sources, except for those few that survive in University libraries from Ubrekti transliterations, have been entirely lost, while the Halfling and Gnome accounts of the period come from Oral histories that were only written down near the end of the period. &lt;br /&gt;
&lt;br /&gt;
In the final centuries of the period, as the last of the post-Ubrekti equilibrium began to unravel, it witnessed the political and cultural formation of most of the Human Nations of the modern period carved from the body of the Ubrekti Empire. It is often seen as having ended either with the birth of Alexandria or with her [[Usurpation]] with the opening of the [[White Obelisk]]. &lt;br /&gt;
&lt;br /&gt;
Sages of the Age of Demigods, like those of the Alexandrian Church, often divide their subject up into a number of [[periods]].&lt;br /&gt;
&lt;br /&gt;
== 1. Cleansing War Period ==&lt;br /&gt;
:After banishment beyond the [[Veil]] (thought at the time to be destruction) of the Dark Fiend, the success of the remaining Goodly Races was far from assured. The assault on the Demi-Plane of Shadow released a many of monstrous creatures into the world, the losses suffered in the [[Battle of Sacrifice]] were catastrophic, and the new scions of divine power were far more numerous and fractious than the Eight, with the added detriment of singularly and collectively being far weaker than their predecessors. &lt;br /&gt;
&lt;br /&gt;
:During this period, the Demi-Pantheon worked to master and learn the extent of their new powers. As some of the most powerful beings remaining in the world, refugees flocked to their banners and pledged loyalty for protection. It was during this period the [[Demi-Pantheon]] learned to access the Tapestry of Divinity and channel divine power to their followers, although in a much more limited fashion than in the days of the Eight. It was also in this period where the first non-Dwarven permanent structures were laid down in the form of great citadels and fortresses from which the Demi-Pantheon launched assaults and worked to win back the Mainland from the [[Servitor Races]], fell beasts, and other remnant forces. &lt;br /&gt;
&lt;br /&gt;
:During this time, the [[Demi-Pantheon]] walked the earth with their followers. Perhaps as a consequence, they appear to have been far more fractious, meddlesome and quarrelsome than their predecessors, although it must be admitted that the past 1,400 years of Alexandrian scholarship has made very little effort to view their stewardship as anything other than bumbling, short-sighted, and generally shabby. In addition, many of the [[Demi-Pantheon]] got down to the sort of romantic and interpersonal mischief that often characterizes Pantheism with many of the similar results. For example, the Odessan monarchs trace their bloodline to [[Tennyson Half-Elven]], the Flannari and Ubrekti royals claim descent from the offspring of human gods, and most of the Great Clans of Celestia and Fresian Prince and Dukes also claim some sort of divine origins with varying degrees of legitimacy. &lt;br /&gt;
&lt;br /&gt;
:As the tide turned in the [[Cleansing Wars]], and the Goodly Races began to spread across the land, their interests increasing came into conflict with each other - sometimes violently or even militarily - until the Wars fizzled out under their own success rather than ending with the decisive end envisioned by the [[Demi-Pantheon]].&lt;br /&gt;
&lt;br /&gt;
:The period ended when the Demi-Pantheon came together at the [[Great Convocation]] where they unanimously agreed they needed to retreat beyond the [[Veil]]. They gathered at the [[White Obelisk]], the central monument in a mysterious, continent wide Henge left behind by the Eight before the [[Battle of Sacrifice]]. They retreated to the Outer Planes and their ability to directly influence the world was greatly diminished, although (intentionally or unintentionally) the Tapestry of Divinity tied the [[Demi-Pantheon]] to their earthly followers, who were still able to access a portion of that divine power for themselves. It is around these first high priests and other close followers of the [[Demi-Pantheon]] that the organized churches of the Demi-Pantheon formed. The Demi-Pantheon&#039;s influence through the rest of the period would be felt indirectly: through gifting great power on those favored and withholding it to those who earned disfavor. The wishes of the Demi-Pantheon were transmitted to their followers through the enigmatic visions and dreams of the child [[Oracles]] around whom great cults arose, controlled or contested by those claiming some form of high priesthood, analogous perhaps to the Oracle/Cleric tensions that still exist in [[Orthodoxy]].  &lt;br /&gt;
&lt;br /&gt;
:From the Prologue to the Testimonal of Steros: &amp;quot;Thirty kings gave the world to a thousand tyrants. Darkness and corruption reigned.&amp;quot; There is, perhaps, some degree of bias in this assessment. &lt;br /&gt;
&lt;br /&gt;
== 2. Period of Urbanization ==&lt;br /&gt;
:In the wake of the Demi-Pantheon&#039;s retreat from the world, the rising churches of the land wrestled with, overcame, or were subsumed by the bellicose warlords beginning to operate out of the great fortresses of the Cleansing Wars around the Heartlands. Pastoral Tribes of Halfing Dogrider clans dominated the fertle Plains of Wrath in what is now Flannary, northern Ubrect, and southern Alexia, which would lead to the wars of expansion that would come to characterize Ubrekti/Halfling relations in the years after the [[Ponic Wars]]. Also during this time, the elven people settled and established dominion over the great tropical and subtropical woodlands of the Northwestern mainland on the eastern side of the .... Mountains where the fractious clans that would one day become the Odessan nation quarreled among themselves in relative isolation. The cold forests of what is now Fresia were the home of human tribes isolated from the dynamic ancient economy of the Stormchalice by the Halfling tribes, and instead floruished thanks to commerce with the rising economy of the Overclans, who traded Fresian agricultural goods to the various, independent Deep Dwarven polities of the [[Underhill Kingdoms]], freeing the later up to concentrate entirely on crafting and digging too deeply. In what is today Celestia, as well as the hilly floodlands of what is now [[Wydmoor]],  the lowlands were dominated by human and lizard man settlements both reliant on wetland use that existed in various states of trade, isolationism, and war, the unity of the Goodly Races by now completely fractured. In the highlands, rambunctious clans clashed with one another over territory. In what is now Hakan, the ancient Gnomes lived in tight nit communities made of up dozens of burrows and cleverly and tenaciously attacked any who dare try to move into the maintained woodlands and gentle hills above them.&lt;br /&gt;
&lt;br /&gt;
== 3. Dynastic Period ==&lt;br /&gt;
:The period characterized by the expansion of the Ubrekti Empire and other ancient states. Historiography, is is characterized by the preponderance of Ubrekti sources and the paucity of others. See [[Ubrekt]].&lt;br /&gt;
&lt;br /&gt;
== 4. Ubrekti Period ==&lt;br /&gt;
&lt;br /&gt;
The period of relative long term stability provided by the economic integration provided by the velvety iron glove of the Ubrekti state. It is during this time that most of the weights and measures that make up the common system were established, and the polyglot trade language generally known as &amp;quot;Ubrekti&amp;quot; developed.  A series of political and legitimacy crises eventually shattered the superstate, in a series of civil wars that more or less established the great Human nations of the 15th century. &lt;br /&gt;
&lt;br /&gt;
See [[Ubrekt]].&lt;br /&gt;
&lt;br /&gt;
=== 4a. Ubrekti Rising ===&lt;br /&gt;
&lt;br /&gt;
See [[Ubrekt]].&lt;br /&gt;
&lt;br /&gt;
=== 4b. Ubrekti Dominant ===&lt;br /&gt;
&lt;br /&gt;
See [[Ubrekt]].&lt;br /&gt;
&lt;br /&gt;
=== 4c. Ubrekti Descendant ===&lt;br /&gt;
&lt;br /&gt;
A series of uprisings, civil wars, and conflicts that led to the slow partition of the Ubrekti Empire. See [[Ubrekt]], [[Flannary]], [[Odessa]], or [[Wars of Fracture]].&lt;br /&gt;
&lt;br /&gt;
=== 5. Revolutionary Period ===&lt;br /&gt;
&lt;br /&gt;
The period of civil wars that divided the so-called [[successor states]] to the Ubrekti Empire formed during the [[Wars of Fracture]] beginning around 500 years after the final [[War of Fracture]], beginning with the [[Half-Elf Revolts]] (called the [[Half-Blood Revolts]] in Sidhe sources) in the 5th century [[BI]] and the retreat of the Sidhe from the mainland to Sidhe-Praxen, an uninhabited sacred treaty ground where the [[Eight]] would come together and parlay and hunt among the divine flora and fauna. A war divided the Odessan successor kingdom in the third and fourth centuries [[BI]], and the Hakani Successor kingdom fell to succession crisis and the Usurptation of Antioch, generally seen as the beginning of the [[Alexandrian Age]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Age_of_Demigods&amp;diff=19086</id>
		<title>Age of Demigods</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Age_of_Demigods&amp;diff=19086"/>
		<updated>2019-03-19T05:06:24Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Age of Demigods was an active and dynamic, though often dangerous and chaotic, period between the ascension of the [[Demi-Pantheon]] and the beginning of the [[Prophet&#039;s War]]. This period was characterized in the earliest part by the two-century [[Cleansing War]], when the survivors of the mortal [[goodly races]] and their newly elevated pantheon fought against the huge number of remaining, but now leaderless, servitors and driving them into the wild and barren places of the world. The final years of the [[Cleansing War]] saw the foundation of the first cities, which typically developed from fortification complexes and such. When the [[Demi-Pantheon]] removed themselves from the world, leaving behind their influence but abrogating their ability to directly intervene, those cities - often filled with highly skilled men- and women-at-arms - became engines for conquest and dynastic domains, leading - in time - to the rise and decline of the [[First Empire]]. Despite the long, chaotic, and bloody decline of the [[First Empire]], the size of their empire, the scope of their culture, and the reach of their power means that almost all accounts from this period come from Ubrekti written sources, although the Dwarven [[Halls of Account]] also give a great number of (rather dry) accounts of the period. Elven sources, except for those few that survive in University libraries from Ubrekti transliterations, have been entirely lost, while the Halfling and Gnome accounts of the period come from Oral histories that were only written down near the end of the period. &lt;br /&gt;
&lt;br /&gt;
In the final centuries of the period, as the last of the post-Ubrekti equilibrium began to unravel, it witnessed the political and cultural formation of most of the Human Nations of the modern period carved from the body of the Ubrekti Empire. It is often seen as having ended either with the birth of Alexandria or with her [[Usurpation]] with the opening of the [[White Obelisk]]. &lt;br /&gt;
&lt;br /&gt;
Sages of the Age of Demigods, like those of the Alexandrian Church, often divide their subject up into a number of [[periods]].&lt;br /&gt;
&lt;br /&gt;
== 1. Cleansing War Period ==&lt;br /&gt;
:After banishment beyond the [[Veil]] (thought at the time to be destruction) of the Dark Fiend, the success of the remaining Goodly Races was far from assured. The assault on the Demi-Plane of Shadow released a many of monstrous creatures into the world, the losses suffered in the [[Battle of Sacrifice]] were catastrophic, and the new scions of divine power were far more numerous and fractious than the Eight, with the added detriment of singularly and collectively being far weaker than their predecessors. &lt;br /&gt;
&lt;br /&gt;
:During this period, the Demi-Pantheon worked to master and learn the extent of their new powers. As some of the most powerful beings remaining in the world, refugees flocked to their banners and pledged loyalty for protection. It was during this period the [[Demi-Pantheon]] learned to access the Tapestry of Divinity and channel divine power to their followers, although in a much more limited fashion than in the days of the Eight. It was also in this period where the first non-Dwarven permanent structures were laid down in the form of great citadels and fortresses from which the Demi-Pantheon launched assaults and worked to win back the Mainland from the [[Servitor Races]], fell beasts, and other remnant forces. &lt;br /&gt;
&lt;br /&gt;
:During this time, the [[Demi-Pantheon]] walked the earth with their followers. Perhaps as a consequence, they appear to have been far more fractious, meddlesome and quarrelsome than their predecessors, although it must be admitted that the past 1,400 years of Alexandrian scholarship has made very little effort to view their stewardship as anything other than bumbling, short-sighted, and generally shabby. In addition, many of the [[Demi-Pantheon]] got down to the sort of romantic and interpersonal mischief that often characterizes Pantheism with many of the similar results. For example, the Odessan monarchs trace their bloodline to [[Tennyson Half-Elven]], the Flannari and Ubrekti royals claim descent from the offspring of human gods, and most of the Great Clans of Celestia and Fresian Prince and Dukes also claim some sort of divine origins with varying degrees of legitimacy. &lt;br /&gt;
&lt;br /&gt;
:As the tide turned in the [[Cleansing Wars]], and the Goodly Races began to spread across the land, their interests increasing came into conflict with each other - sometimes violently or even militarily - until the Wars fizzled out under their own success rather than ending with the decisive end envisioned by the [[Demi-Pantheon]].&lt;br /&gt;
&lt;br /&gt;
:The period ended when the Demi-Pantheon came together at the [[Great Convocation]] where they unanimously agreed they needed to retreat beyond the [[Veil]]. They gathered at the [[White Obelisk]], the central monument in a mysterious, continent wide Henge left behind by the Eight before the [[Battle of Sacrifice]]. They retreated to the Outer Planes and their ability to directly influence the world was greatly diminished, although (intentionally or unintentionally) the Tapestry of Divinity tied the [[Demi-Pantheon]] to their earthly followers, who were still able to access a portion of that divine power for themselves. It is around these first high priests and other close followers of the [[Demi-Pantheon]] that the organized churches of the Demi-Pantheon formed. The Demi-Pantheon&#039;s influence through the rest of the period would be felt indirectly: through gifting great power on those favored and withholding it to those who earned disfavor. The wishes of the Demi-Pantheon were transmitted to their followers through the enigmatic visions and dreams of the child [[Oracles]] around whom great cults arose, controlled or contested by those claiming some form of high priesthood, analogous perhaps to the Oracle/Cleric tensions that still exist in [[Orthodoxy]].  &lt;br /&gt;
&lt;br /&gt;
:From the Prologue to the Testimonal of Steros: &amp;quot;Thirty kings gave the world to a thousand tyrants. Darkness and corruption reigned.&amp;quot; There is, perhaps, some degree of bias in this assessment. &lt;br /&gt;
&lt;br /&gt;
== 2. Period of Urbanization ==&lt;br /&gt;
:In the wake of the Demi-Pantheon&#039;s retreat from the world, the rising churches of the land wrestled with, overcame, or were subsumed by the bellicose warlords beginning to operate out of the great fortresses of the Cleansing Wars around the Heartlands. Pastoral Tribes of Halfing Dogrider clans dominated the fertle Plains of Wrath in what is now Flannary, northern Ubrect, and southern Alexia, which would lead to the wars of expansion that would come to characterize Ubrekti/Halfling relations in the years after the [[Ponic Wars]]. Also during this time, the elven people settled and established dominion over the great tropical and subtropical woodlands of the Northwestern mainland on the eastern side of the .... Mountains where the fractious clans that would one day become the Odessan nation quarreled among themselves in relative isolation. The cold forests of what is now Fresia were the home of human tribes isolated from the dynamic ancient economy of the Stormchalice by the Halfling tribes, and instead floruished thanks to commerce with the rising economy of the Overclans, who traded Fresian agricultural goods to the various, independent Deep Dwarven polities of the [[Underhill Kingdoms]], freeing the later up to concentrate entirely on crafting and digging too deeply. In what is today Celestia, as well as the hilly floodlands of what is now [[Wydmoor]],  the lowlands were dominated by human and lizard man settlements both reliant on wetland use that existed in various states of trade, isolationism, and war, the unity of the Goodly Races by now completely fractured. In the highlands, rambunctious clans clashed with one another over territory. In what is now Hakan, the ancient Gnomes lived in tight nit communities made of up dozens of burrows and cleverly and tenaciously attacked any who dare try to move into the maintained woodlands and gentle hills above them.&lt;br /&gt;
&lt;br /&gt;
== 3. Dynastic Period ==&lt;br /&gt;
:The period characterized by the expansion of the Ubrekti Empire and other ancient states. Historiography, is is characterized by the preponderance of Ubrekti sources and the paucity of others. See [[Ubrekt]].&lt;br /&gt;
&lt;br /&gt;
== 4. Ubrekti Period ==&lt;br /&gt;
&lt;br /&gt;
The period of relative long term stability provided by the economic integration provided by the velvety iron glove of the Ubrekti state. It is during this time that most of the weights and measures that make up the common system were established, and the polyglot trade language generally known as &amp;quot;Ubrekti&amp;quot; developed.  A series of political and legitimacy crises eventually shattered the superstate, in a series of civil wars that more or less established the great Human nations of the 15th century. &lt;br /&gt;
&lt;br /&gt;
See [[Ubrekt]].&lt;br /&gt;
&lt;br /&gt;
=== 4a. Ubrekti Rising ===&lt;br /&gt;
&lt;br /&gt;
See [[Ubrekt]].&lt;br /&gt;
&lt;br /&gt;
=== 4b. Ubrekti Dominant ===&lt;br /&gt;
&lt;br /&gt;
See [[Ubrekt]].&lt;br /&gt;
&lt;br /&gt;
=== 4c. Ubrekti Descendant ===&lt;br /&gt;
&lt;br /&gt;
A series of uprisings, civil wars, and conflicts that led to the slow partition of the Ubrekti Empire. See [[Ubrekt]], [[Flannary]], [[Odessa]], or [[Wars of Fracture]].&lt;br /&gt;
&lt;br /&gt;
=== 5. Revolutionary Period ===&lt;br /&gt;
&lt;br /&gt;
The period of civil wars that divided the so-called [[successor states]] to the Ubrekti Empire formed during the [[Wars of Fracture]] beginning around 500 years after the final [[War of Fracture]], beginning with the [[Half-Elf Revolts]] (called the [[Half-Blood Revolts]] in Sidhe sources) in the 5th century [[BI]] and the retreat of the Sidhe from the mainland to Sidhe-Praxen, an uninhabited sacred treaty ground where the [[Eight]] would come together and parlay and hunt among the divine flora and fauna. A war divided the Odessan successor kingdom in the third and fourth centuries [[BI]], and the Hakani Successor kingdom fell to succession crisis and the Usurptation of Antioch, generally seen as the beginning of the [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Ages of History]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19072</id>
		<title>Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19072"/>
		<updated>2018-02-03T21:37:04Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Barbarian Class Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mad Gokar]] - Level 9 CN Half-Orc Barbarian2([http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/brutal-pugilist Brutal Pugilist])/Alchemist7([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/beastmorph Beastmorph])&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 80&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 21 (+7 from Masterwork Agile Breastplate, +2 from Dex, +1 Ring of Prot)&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +7/+2&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +10/+5&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Attack Bonus || +9/+4&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +10 (+14 Grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 23&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 40 Feet (30 feet in med. armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +13 (+8 Base, +2 CON, +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +10 (+5 Base, +2 DEX, +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +7 (2 Base, +1 WIS, +1 Trait,  +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +4 (+2 Dex, +2 Trait)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full Battle Mode (Rage + Feral Strength Mutagen + Arcane Strike)==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 24 (+7)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|-&lt;br /&gt;
|Hit Points || 98&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 20&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +14/+9&lt;br /&gt;
|-&lt;br /&gt;
|Natural Attack (red in tooth and claw) || 4 primary natural attacks at +14 that count as magic (2 Claw attacks 1d6+8, 1 Bite 1d8+8, 1 Gore 1d8+8), Can sub one for 1 tentacle(secondary natural attack) +9 1d4+4 with [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex- grab] on hit&lt;br /&gt;
|-&lt;br /&gt;
|Power Attack Weapon then Natural attack || +13/+8 Flail 1d10+16, +7 on 2 of the following three:  Bite 1d8+4, 1 Gore 1d8+4, or Tentacle 1d4+4 with grab on hit&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +14 (+18 on grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Gokar is not a good idea || CMD 25. always gets to take an attack of opportunity against grapple attempt, which if it hits add +2 to his CMD against the grapple. If the grapple is successful Gokar takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks. If grappled Gokar also takes advantage of his masterwork silversheen armor spikes to cause damage. On a successful hit with his tentacle Gokar can attempt to start a grapple as a free action without provoking an attack of opportunity with the option to conduct the grapple normally, or simply use the tentacle to hold (–20 penalty CMB check to make and maintain the grapple, but not gain the grappled condition)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +9 (2 Base, +1 WIS, +1 Trait, +2 rage, +3 Cloak of resistance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*some wild Ulani variant (origin)&lt;br /&gt;
*Celesti&lt;br /&gt;
*Bedowyld&lt;br /&gt;
*Petaran&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/race-traits/auspicious-tattoo Auspicious Tattoo] - &#039;&#039;You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.&#039;&#039; +1 Will Save&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/combat-traits/reactionary Reactionary] - &#039;&#039;You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly&#039;&#039; +2 Initiative&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Barbarian Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Fast Movement&#039;&#039;&#039; Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039; You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 14 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. &lt;br /&gt;
*&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039; A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
*&#039;&#039;&#039;Savage Grapple&#039;&#039;&#039; At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.&lt;br /&gt;
&lt;br /&gt;
===Alchemist Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Brew Potion&#039;&#039;&#039;  You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.&lt;br /&gt;
*&#039;&#039;&#039;Throw Anything&#039;&#039;&#039; (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)&lt;br /&gt;
*&#039;&#039;&#039;Bomb&#039;&#039;&#039;: 10 bombs/day, 4d6+3 points of fire damage, Splash damage equal to the bomb&#039;s minimum damage (7), DC 16 Reflex save for half damage. &lt;br /&gt;
*&#039;&#039;&#039;Mutagen Type&#039;&#039;&#039; standard action, +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes (40 for level, 40 for favored class bonus). In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist&#039;s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the &amp;quot;stolen&amp;quot; mutagen immediately cease.)&lt;br /&gt;
*1st Discovery:&#039;&#039;&#039;Feral Mutagen&#039;&#039;&#039; +2 competence bonus on Intimidate skill checks, gain primary natural attacks: &lt;br /&gt;
**2 claw attacks - 1d6 points of damage  &lt;br /&gt;
**bite attack deals 1d8 points of damage&lt;br /&gt;
*2nd Discovery:&#039;&#039;&#039;Tentacle&#039;&#039;&#039;     You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. &lt;br /&gt;
**Less effective limb: does not give any extra attacks or actions per round, but can make tentacle attack in place of another attack. always counts as a secondary natural weapon (-5 to hit, only half STR bonus).&lt;br /&gt;
**Attack: 1d4 Bludgeoning and on a successful hit can attempt to start a grapple as a free action without provoking an attack of opportunity. &lt;br /&gt;
**Grab: You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. When holding an opponent each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold.You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you. &lt;br /&gt;
*&#039;&#039;&#039;Poison Use&#039;&#039;&#039; Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon&lt;br /&gt;
*&#039;&#039;&#039;Beastform Mutagen&#039;&#039;&#039; At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features and gains his choice of darkvision 60 feet, low-light vision, scent, or swim 30 feet which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.&lt;br /&gt;
*&#039;&#039;&#039;Breath Weapon Bomb&#039;&#039;&#039;  Instead of drawing the components of, creating, and throwing a bomb, you can draw the components, drink them, mix them within your body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone. Each creature within the cone takes damage as if it had suffered a direct hit from your bomb, but succeeding at a Reflex save (DC = 16) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. &lt;br /&gt;
*&#039;&#039;&#039;Improved Beastform Mutagen&#039;&#039;&#039; At 6th level, a beastmorph&#039;s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning. &lt;br /&gt;
&lt;br /&gt;
===Race Abilities (half-orc)===&lt;br /&gt;
*&#039;&#039;Ability Bonus&#039;&#039;: (+2 Strength)&lt;br /&gt;
*&#039;&#039;Type&#039;&#039;: Half-orcs are Humanoid creatures with both the human and orc subtypes.&lt;br /&gt;
*&#039;&#039;Scavenger&#039;&#039;: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.&lt;br /&gt;
*&#039;&#039;Skilled&#039;&#039;: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.&lt;br /&gt;
*&#039;&#039;Toothy&#039;&#039;: Some half-orcs&#039; tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.&lt;br /&gt;
*&#039;&#039;Chain Fighter&#039;&#039;: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Improved Unarmed Strike&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Arcane Strike&lt;br /&gt;
*Riving Strike&lt;br /&gt;
*Extra Rage&lt;br /&gt;
&lt;br /&gt;
===Favored Class (Alchemist) Bonuses===&lt;br /&gt;
*&#039;&#039;(7) - Bonus Alchemist Mutagen Duration&#039;&#039;: Add +70 minutes to the duration of the alchemist&#039;s mutagens.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Modifier||Ability Modifier||Ranks||Misc Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX||&#039;&#039;&#039;5&#039;&#039;&#039; ||2 ||3 ||0 (armor check and or/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump)||DEX||&#039;&#039;&#039;8&#039;&#039;&#039;||2||3||3 (armor check/encumbrance reduced by Agile),(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump/Underground)||DEX||&#039;&#039;&#039;5&#039;&#039;&#039;||2||3||0 (armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Appraise ||INT|| &#039;&#039;&#039;9&#039;&#039;&#039;||3||1||5 (trained class skill + trait)&lt;br /&gt;
|- &lt;br /&gt;
|Bluff ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039;||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Climb ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3 (trained class skill)(armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Untrained) ||INT ||&#039;&#039;&#039;3&#039;&#039;&#039;||3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy) ||INT ||&#039;&#039;&#039;17&#039;&#039;&#039;||3||9||5(trained class skill + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy/Create Item) ||INT ||&#039;&#039;&#039;24&#039;&#039;&#039;||3||9||9 (trained class skill + Beastmorph Level + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Blacksmithing) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Tattoo) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Weapons) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device ||DEX ||&#039;&#039;&#039;12&#039;&#039;&#039;||2||3||7(trained class skill, googles)&lt;br /&gt;
|-&lt;br /&gt;
|Disguise  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Escape Artist ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;||2||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Fly ||DEX ||&#039;&#039;&#039;4&#039;&#039;&#039;||2||2||0 (armor check/encumbrance, trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Heal ||WIS ||&#039;&#039;&#039;10&#039;&#039;&#039;||1||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate ||CHA ||&#039;&#039;&#039;3&#039;&#039;&#039;||-2||2||3(trained class skill)&lt;br /&gt;
|- &lt;br /&gt;
|Knowledge (Arcana) ||INT ||&#039;&#039;&#039;15&#039;&#039;&#039;||3||9||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Dungeoneering) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Engineering) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature) ||INT ||&#039;&#039;&#039;9&#039;&#039;&#039;||3||3|| 3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Planes) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Perception ||WIS ||&#039;&#039;&#039;13 (15 find hidden objects, check food is spoiled, or identify a potion by taste)&#039;&#039;&#039;||1||9||3(trained class skill) (+2 Scavenger racial ability)&lt;br /&gt;
|-&lt;br /&gt;
|Perform (Untrained)  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Ride ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;|| 2||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive ||WIS ||&#039;&#039;&#039;1&#039;&#039;&#039;||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Spellcraft || INT ||&#039;&#039;&#039;15&#039;&#039;&#039;||3||9||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;||2||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||&#039;&#039;&#039;6&#039;&#039;&#039;||1||2||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Swim ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Alchemist Extractions ==&lt;br /&gt;
*1st Level (5/day) dc14: Adjuring Step, Ant Haul, Bomber&#039;s Eye, Comprehend Languages, Crafter&#039;s Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, heightened awareness, identify, linebreaker, long arm, Longshot, monkey fish, phantom blood, reduce person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike (Alchemy)&lt;br /&gt;
*2nd Level (4/day) dc15: barkskin, [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor], blur, cure moderate wounds, lesser restoration, invisibility, see invisibility, vomit swarm&lt;br /&gt;
*3rd Level (2/day) dc16:  Arcane sight, cure serious, displacement, heroism, protection from energy, remove disease, thorn body, tongues&lt;br /&gt;
*Usually Brews 1 Cure Light, 1 linebreaker, 1 lesser restoration, and Darkvision Strength Mutagen to start the day&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Breastplate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Base Item&lt;br /&gt;
| +1 Agile Breastplate with Silversheen spikes&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Max Dex&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
| 2350gp&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | AC Check&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Wt&lt;br /&gt;
| 25 lbs.&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Armor Class Bonus&lt;br /&gt;
| 7 (base 6 + 1 Magic enchantment)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arcane Failure&lt;br /&gt;
| 25&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Size&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Material&lt;br /&gt;
| Steel Hardness 10, hp 45&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Masterwork&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Armor spikes deal extra 1d6 piercing damage on a successful grapple attack. The spikes count as a martial weapon., You can also make a regular melee,attack (or off-hand attack) with the spikes, and they count as a light,weapon in this case. Spikes are masterwork (+1 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Silversheen&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | HP/inch 10; Hardness 8. Spikes made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Explorer&#039;s Outfit (Peteran-style)&lt;br /&gt;
*Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.&lt;br /&gt;
*Cloak of Resistance +3&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Flail&lt;br /&gt;
|-&lt;br /&gt;
| Base Item: Flail (Heavy), masterwork&lt;br /&gt;
Material: Alchemical Silver&lt;br /&gt;
| Type: Weapon. Melee. TwoHanded. Martial. Standard.&lt;br /&gt;
 Bludgeoning. Flail. Weapon Group Flails.&lt;br /&gt;
|-&lt;br /&gt;
| Cost: 495 gp&lt;br /&gt;
| Size: M Wt: 10 lbs. 10 hp/inch 8 hardness&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage: 1d10+1.5STR crit: 19-20 x2, +1 to hit&lt;br /&gt;
| Ranged: 1d10+STR crit:20 x2 (Full-Round action, -3 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Disarm: +2 bonus on Combat Maneuver Checks to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm disarm] an enemy&lt;br /&gt;
Trip: If you are tripped during your own [http://www.d20pfsrd.com/gamemastering/combat#TOC-Trip trip] attempt, you can drop the weapon to avoid being tripped&lt;br /&gt;
|}&lt;br /&gt;
*Wooden Stake: 1d4+STR piercing; Critical 20x2; type: simple, light&lt;br /&gt;
*Spiritbane Spike: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a ghost touch short sword The spike reverts to its old form after 10 minutes, corroded and useless. &lt;br /&gt;
**+1 to hit; 1d6+1+STR Piercing, Magical; Critical 19-20x2; type: martial, light;&lt;br /&gt;
*Unarmed Strike: 1d3+STR bludgeoning, lethal or non-lethal; Critical 20x2;&lt;br /&gt;
*Armor Spikes: +1 to hit(masterwork); 1d6 + STR piercing, silversheen; Critical 20x2; type: martial, light;&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Attack || Damage || Damage Type || Crit || Range || Type || Special&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Net Net] ||2|| 20gp || 6 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; || exotic, ranged || A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.&lt;br /&gt;
&lt;br /&gt;
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.&lt;br /&gt;
&lt;br /&gt;
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Snag%20net Snag Net] ||1|| 30gp || 10 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; max||  exotic, ranged ||It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Stake||1|| n/a || 1 lb || no modifiers || 1d4+STR || piercing ||20x2 ||range 10&#039; || simple, light || vampire-dusting?&lt;br /&gt;
|-&lt;br /&gt;
|Spiritbane Spike ||1||n/a||n/a||-3 to hit(-4 non-ranged weapon, +1 enchantment)|| 1d6+1+STR || Piercing, Magical || 20x2 || range 10&#039; || martial, light || deals damage normally against incorporeal creatures regardless of bonus&lt;br /&gt;
|}&lt;br /&gt;
====Splash Weapons(+1 to hit, +Int to Damage, crit: 20, x2 does not apply to splash damage)====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Craft DC || Damage || Splash Damage || Damage Type || Range || Special&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 7/day || - || - || - || 2d6 + INT || 5 (dc15 reflex for half) || Fire || 20ft || on crit does 2(1d6+INT)+1d6 to target, splash damage not effected&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Acid Acid] ||1||10||1 lb|| Alchemy dc 15 || 1d6 + INT || 1+Int || Acid || 10 ft||&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Alchemist%27s%20fire Alchemist Fire] ||1||20|| 1 lb|| Alchemy dc 20 || 1d6 + INT || 1+INT || fire || 10ft || On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Holy%20water Holy Water] || 2 ||25gp||1 lb|| bless water ability || 2d4 + INT(undead creature or an evil outsider only) || 1 + INT (undead creature or an evil outsider only)|| holy/positive energy || 10 ft || to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/stingchuck Stingchuck] ||1||50gp||9 lbs|| Weapons dc 20 || 1d4 + INT || 1+INT || Bludgeoning || 10 ft || When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*25g130s (out of date)&lt;br /&gt;
====Situational Bonuses (quantity 1 unless otherwise indicated) ====&lt;br /&gt;
*Alchemist&#039;s Lab (portable, masterwork[http://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_%28Pathfinder%29#Masterwork_availability 1])  -  +2 circumstance bonus on Craft (alchemy) checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Block-and-Tackle block and tackle] - Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.&lt;br /&gt;
*Crowbar - +2 circumstance bonus to Strength checks to force open a door or chest&lt;br /&gt;
*Earplugs - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Fetters%20%28common%29 Fetters] - Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Filter%20hood Filter Hood] - This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.&lt;br /&gt;
*Grappling hook - Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.&lt;br /&gt;
*Handle harness - This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness’s ungainly construction gives you a –2 penalty on Escape Artist checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Leeching Leeching Kit] - This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.&lt;br /&gt;
*Manacles (medium) - Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.&lt;br /&gt;
*Merchant Scale - +2 to appraise items valued by weight&lt;br /&gt;
*Piton (4) - You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.,&lt;br /&gt;
*Ram, portable - This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.&lt;br /&gt;
*Smoked Goggles - These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Cap-Tinker Tinker&#039;s Cap] - This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).&lt;br /&gt;
*Wrist Sheath(spring-loaded): Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item. (&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Acid Flask 1&lt;br /&gt;
*Alchemists Fire 1&lt;br /&gt;
*Alchemist&#039;s Kindness  1&lt;br /&gt;
*Candle 10&lt;br /&gt;
*Chalk 1&lt;br /&gt;
*Garlic Necklace 1&lt;br /&gt;
*Holy Water 3&lt;br /&gt;
*Lamp Oil (1 Pint Flask) 10&lt;br /&gt;
*Rations (Trail/Per Day) 10&lt;br /&gt;
*Spiritbane Spike 1&lt;br /&gt;
*Stingchuck 1&lt;br /&gt;
*Sunrod 4&lt;br /&gt;
*Tindertwig 2&lt;br /&gt;
*Waterskin (Filled) 1&lt;br /&gt;
&lt;br /&gt;
====Basic Gear and Equipment====&lt;br /&gt;
*Backpack 1&lt;br /&gt;
*Bandolier (holds potions and splash weapons) 1&lt;br /&gt;
*Bedroll (Cloth) 1&lt;br /&gt;
*Flint and Steel 1&lt;br /&gt;
*Formula Book 1&lt;br /&gt;
*Hammer 1&lt;br /&gt;
*Hip Flask 1&lt;br /&gt;
*Obsidian pieces 10 (from [http://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_3 defiled altar])&lt;br /&gt;
*Sack 2&lt;br /&gt;
*Rope (Hemp/50 ft.) 1 &lt;br /&gt;
*String (50 ft.) 1&lt;br /&gt;
*Waterproof Bag 1&lt;br /&gt;
&lt;br /&gt;
*Assorted standard alchemy supplies&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19071</id>
		<title>Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19071"/>
		<updated>2018-02-03T17:31:40Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Known Alchemist Extractions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mad Gokar]] - Level 9 CN Half-Orc Barbarian2([http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/brutal-pugilist Brutal Pugilist])/Alchemist7([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/beastmorph Beastmorph])&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 80&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 21 (+7 from Masterwork Agile Breastplate, +2 from Dex, +1 Ring of Prot)&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +7/+2&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +10/+5&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Attack Bonus || +9/+4&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +10 (+14 Grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 23&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 40 Feet (30 feet in med. armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +13 (+8 Base, +2 CON, +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +10 (+5 Base, +2 DEX, +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +7 (2 Base, +1 WIS, +1 Trait,  +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +4 (+2 Dex, +2 Trait)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full Battle Mode (Rage + Feral Strength Mutagen + Arcane Strike)==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 24 (+7)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|-&lt;br /&gt;
|Hit Points || 98&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 20&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +14/+9&lt;br /&gt;
|-&lt;br /&gt;
|Natural Attack (red in tooth and claw) || 4 primary natural attacks at +14 that count as magic (2 Claw attacks 1d6+8, 1 Bite 1d8+8, 1 Gore 1d8+8), Can sub one for 1 tentacle(secondary natural attack) +9 1d4+4 with [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex- grab] on hit&lt;br /&gt;
|-&lt;br /&gt;
|Power Attack Weapon then Natural attack || +13/+8 Flail 1d10+16, +7 on 2 of the following three:  Bite 1d8+4, 1 Gore 1d8+4, or Tentacle 1d4+4 with grab on hit&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +14 (+18 on grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Gokar is not a good idea || CMD 25. always gets to take an attack of opportunity against grapple attempt, which if it hits add +2 to his CMD against the grapple. If the grapple is successful Gokar takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks. If grappled Gokar also takes advantage of his masterwork silversheen armor spikes to cause damage. On a successful hit with his tentacle Gokar can attempt to start a grapple as a free action without provoking an attack of opportunity with the option to conduct the grapple normally, or simply use the tentacle to hold (–20 penalty CMB check to make and maintain the grapple, but not gain the grappled condition)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +9 (2 Base, +1 WIS, +1 Trait, +2 rage, +3 Cloak of resistance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*some wild Ulani variant (origin)&lt;br /&gt;
*Celesti&lt;br /&gt;
*Bedowyld&lt;br /&gt;
*Petaran&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/race-traits/auspicious-tattoo Auspicious Tattoo] - &#039;&#039;You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.&#039;&#039; +1 Will Save&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/combat-traits/reactionary Reactionary] - &#039;&#039;You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly&#039;&#039; +2 Initiative&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Barbarian Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Fast Movement&#039;&#039;&#039; Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039; You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 16rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. &lt;br /&gt;
*&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039; A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
*&#039;&#039;&#039;Savage Grapple&#039;&#039;&#039; At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.&lt;br /&gt;
&lt;br /&gt;
===Alchemist Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Brew Potion&#039;&#039;&#039;  You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.&lt;br /&gt;
*&#039;&#039;&#039;Throw Anything&#039;&#039;&#039; (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)&lt;br /&gt;
*&#039;&#039;&#039;Bomb&#039;&#039;&#039;: 10 bombs/day, 4d6+3 points of fire damage, Splash damage equal to the bomb&#039;s minimum damage (7), DC 16 Reflex save for half damage. &lt;br /&gt;
*&#039;&#039;&#039;Mutagen Type&#039;&#039;&#039; standard action, +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes (40 for level, 40 for favored class bonus). In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist&#039;s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the &amp;quot;stolen&amp;quot; mutagen immediately cease.)&lt;br /&gt;
*1st Discovery:&#039;&#039;&#039;Feral Mutagen&#039;&#039;&#039; +2 competence bonus on Intimidate skill checks, gain primary natural attacks: &lt;br /&gt;
**2 claw attacks - 1d6 points of damage  &lt;br /&gt;
**bite attack deals 1d8 points of damage&lt;br /&gt;
*2nd Discovery:&#039;&#039;&#039;Tentacle&#039;&#039;&#039;     You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. &lt;br /&gt;
**Less effective limb: does not give any extra attacks or actions per round, but can make tentacle attack in place of another attack. always counts as a secondary natural weapon (-5 to hit, only half STR bonus).&lt;br /&gt;
**Attack: 1d4 Bludgeoning and on a successful hit can attempt to start a grapple as a free action without provoking an attack of opportunity. &lt;br /&gt;
**Grab: You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. When holding an opponent each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold.You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you. &lt;br /&gt;
*&#039;&#039;&#039;Poison Use&#039;&#039;&#039; Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon&lt;br /&gt;
*&#039;&#039;&#039;Beastform Mutagen&#039;&#039;&#039; At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features and gains his choice of darkvision 60 feet, low-light vision, scent, or swim 30 feet which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.&lt;br /&gt;
*&#039;&#039;&#039;Breath Weapon Bomb&#039;&#039;&#039;  Instead of drawing the components of, creating, and throwing a bomb, you can draw the components, drink them, mix them within your body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone. Each creature within the cone takes damage as if it had suffered a direct hit from your bomb, but succeeding at a Reflex save (DC = 16) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. &lt;br /&gt;
*&#039;&#039;&#039;Improved Beastform Mutagen&#039;&#039;&#039; At 6th level, a beastmorph&#039;s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning. &lt;br /&gt;
&lt;br /&gt;
===Race Abilities (half-orc)===&lt;br /&gt;
*&#039;&#039;Ability Bonus&#039;&#039;: (+2 Strength)&lt;br /&gt;
*&#039;&#039;Type&#039;&#039;: Half-orcs are Humanoid creatures with both the human and orc subtypes.&lt;br /&gt;
*&#039;&#039;Scavenger&#039;&#039;: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.&lt;br /&gt;
*&#039;&#039;Skilled&#039;&#039;: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.&lt;br /&gt;
*&#039;&#039;Toothy&#039;&#039;: Some half-orcs&#039; tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.&lt;br /&gt;
*&#039;&#039;Chain Fighter&#039;&#039;: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Improved Unarmed Strike&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Arcane Strike&lt;br /&gt;
*Riving Strike&lt;br /&gt;
*Extra Rage&lt;br /&gt;
&lt;br /&gt;
===Favored Class (Alchemist) Bonuses===&lt;br /&gt;
*&#039;&#039;(7) - Bonus Alchemist Mutagen Duration&#039;&#039;: Add +70 minutes to the duration of the alchemist&#039;s mutagens.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Modifier||Ability Modifier||Ranks||Misc Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX||&#039;&#039;&#039;5&#039;&#039;&#039; ||2 ||3 ||0 (armor check and or/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump)||DEX||&#039;&#039;&#039;8&#039;&#039;&#039;||2||3||3 (armor check/encumbrance reduced by Agile),(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump/Underground)||DEX||&#039;&#039;&#039;5&#039;&#039;&#039;||2||3||0 (armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Appraise ||INT|| &#039;&#039;&#039;9&#039;&#039;&#039;||3||1||5 (trained class skill + trait)&lt;br /&gt;
|- &lt;br /&gt;
|Bluff ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039;||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Climb ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3 (trained class skill)(armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Untrained) ||INT ||&#039;&#039;&#039;3&#039;&#039;&#039;||3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy) ||INT ||&#039;&#039;&#039;17&#039;&#039;&#039;||3||9||5(trained class skill + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy/Create Item) ||INT ||&#039;&#039;&#039;24&#039;&#039;&#039;||3||9||9 (trained class skill + Beastmorph Level + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Blacksmithing) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Tattoo) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Weapons) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device ||DEX ||&#039;&#039;&#039;12&#039;&#039;&#039;||2||3||7(trained class skill, googles)&lt;br /&gt;
|-&lt;br /&gt;
|Disguise  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Escape Artist ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;||2||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Fly ||DEX ||&#039;&#039;&#039;4&#039;&#039;&#039;||2||2||0 (armor check/encumbrance, trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Heal ||WIS ||&#039;&#039;&#039;10&#039;&#039;&#039;||1||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate ||CHA ||&#039;&#039;&#039;3&#039;&#039;&#039;||-2||2||3(trained class skill)&lt;br /&gt;
|- &lt;br /&gt;
|Knowledge (Arcana) ||INT ||&#039;&#039;&#039;15&#039;&#039;&#039;||3||9||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Dungeoneering) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Engineering) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature) ||INT ||&#039;&#039;&#039;9&#039;&#039;&#039;||3||3|| 3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Planes) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Perception ||WIS ||&#039;&#039;&#039;13 (15 find hidden objects, check food is spoiled, or identify a potion by taste)&#039;&#039;&#039;||1||9||3(trained class skill) (+2 Scavenger racial ability)&lt;br /&gt;
|-&lt;br /&gt;
|Perform (Untrained)  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Ride ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;|| 2||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive ||WIS ||&#039;&#039;&#039;1&#039;&#039;&#039;||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Spellcraft || INT ||&#039;&#039;&#039;15&#039;&#039;&#039;||3||9||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;||2||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||&#039;&#039;&#039;6&#039;&#039;&#039;||1||2||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Swim ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Alchemist Extractions ==&lt;br /&gt;
*1st Level (5/day) dc14: Adjuring Step, Ant Haul, Bomber&#039;s Eye, Comprehend Languages, Crafter&#039;s Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, heightened awareness, identify, linebreaker, long arm, Longshot, monkey fish, phantom blood, reduce person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike (Alchemy)&lt;br /&gt;
*2nd Level (4/day) dc15: barkskin, [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor], blur, cure moderate wounds, lesser restoration, invisibility, see invisibility, vomit swarm&lt;br /&gt;
*3rd Level (2/day) dc16:  Arcane sight, cure serious, displacement, heroism, protection from energy, remove disease, thorn body, tongues&lt;br /&gt;
*Usually Brews 1 Cure Light, 1 linebreaker, 1 lesser restoration, and Darkvision Strength Mutagen to start the day&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Breastplate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Base Item&lt;br /&gt;
| +1 Agile Breastplate with Silversheen spikes&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Max Dex&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
| 2350gp&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | AC Check&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Wt&lt;br /&gt;
| 25 lbs.&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Armor Class Bonus&lt;br /&gt;
| 7 (base 6 + 1 Magic enchantment)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arcane Failure&lt;br /&gt;
| 25&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Size&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Material&lt;br /&gt;
| Steel Hardness 10, hp 45&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Masterwork&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Armor spikes deal extra 1d6 piercing damage on a successful grapple attack. The spikes count as a martial weapon., You can also make a regular melee,attack (or off-hand attack) with the spikes, and they count as a light,weapon in this case. Spikes are masterwork (+1 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Silversheen&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | HP/inch 10; Hardness 8. Spikes made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Explorer&#039;s Outfit (Peteran-style)&lt;br /&gt;
*Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.&lt;br /&gt;
*Cloak of Resistance +3&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Flail&lt;br /&gt;
|-&lt;br /&gt;
| Base Item: Flail (Heavy), masterwork&lt;br /&gt;
Material: Alchemical Silver&lt;br /&gt;
| Type: Weapon. Melee. TwoHanded. Martial. Standard.&lt;br /&gt;
 Bludgeoning. Flail. Weapon Group Flails.&lt;br /&gt;
|-&lt;br /&gt;
| Cost: 495 gp&lt;br /&gt;
| Size: M Wt: 10 lbs. 10 hp/inch 8 hardness&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage: 1d10+1.5STR crit: 19-20 x2, +1 to hit&lt;br /&gt;
| Ranged: 1d10+STR crit:20 x2 (Full-Round action, -3 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Disarm: +2 bonus on Combat Maneuver Checks to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm disarm] an enemy&lt;br /&gt;
Trip: If you are tripped during your own [http://www.d20pfsrd.com/gamemastering/combat#TOC-Trip trip] attempt, you can drop the weapon to avoid being tripped&lt;br /&gt;
|}&lt;br /&gt;
*Wooden Stake: 1d4+STR piercing; Critical 20x2; type: simple, light&lt;br /&gt;
*Spiritbane Spike: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a ghost touch short sword The spike reverts to its old form after 10 minutes, corroded and useless. &lt;br /&gt;
**+1 to hit; 1d6+1+STR Piercing, Magical; Critical 19-20x2; type: martial, light;&lt;br /&gt;
*Unarmed Strike: 1d3+STR bludgeoning, lethal or non-lethal; Critical 20x2;&lt;br /&gt;
*Armor Spikes: +1 to hit(masterwork); 1d6 + STR piercing, silversheen; Critical 20x2; type: martial, light;&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Attack || Damage || Damage Type || Crit || Range || Type || Special&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Net Net] ||2|| 20gp || 6 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; || exotic, ranged || A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.&lt;br /&gt;
&lt;br /&gt;
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.&lt;br /&gt;
&lt;br /&gt;
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Snag%20net Snag Net] ||1|| 30gp || 10 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; max||  exotic, ranged ||It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Stake||1|| n/a || 1 lb || no modifiers || 1d4+STR || piercing ||20x2 ||range 10&#039; || simple, light || vampire-dusting?&lt;br /&gt;
|-&lt;br /&gt;
|Spiritbane Spike ||1||n/a||n/a||-3 to hit(-4 non-ranged weapon, +1 enchantment)|| 1d6+1+STR || Piercing, Magical || 20x2 || range 10&#039; || martial, light || deals damage normally against incorporeal creatures regardless of bonus&lt;br /&gt;
|}&lt;br /&gt;
====Splash Weapons(+1 to hit, +Int to Damage, crit: 20, x2 does not apply to splash damage)====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Craft DC || Damage || Splash Damage || Damage Type || Range || Special&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 7/day || - || - || - || 2d6 + INT || 5 (dc15 reflex for half) || Fire || 20ft || on crit does 2(1d6+INT)+1d6 to target, splash damage not effected&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Acid Acid] ||1||10||1 lb|| Alchemy dc 15 || 1d6 + INT || 1+Int || Acid || 10 ft||&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Alchemist%27s%20fire Alchemist Fire] ||1||20|| 1 lb|| Alchemy dc 20 || 1d6 + INT || 1+INT || fire || 10ft || On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Holy%20water Holy Water] || 2 ||25gp||1 lb|| bless water ability || 2d4 + INT(undead creature or an evil outsider only) || 1 + INT (undead creature or an evil outsider only)|| holy/positive energy || 10 ft || to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/stingchuck Stingchuck] ||1||50gp||9 lbs|| Weapons dc 20 || 1d4 + INT || 1+INT || Bludgeoning || 10 ft || When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*25g130s (out of date)&lt;br /&gt;
====Situational Bonuses (quantity 1 unless otherwise indicated) ====&lt;br /&gt;
*Alchemist&#039;s Lab (portable, masterwork[http://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_%28Pathfinder%29#Masterwork_availability 1])  -  +2 circumstance bonus on Craft (alchemy) checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Block-and-Tackle block and tackle] - Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.&lt;br /&gt;
*Crowbar - +2 circumstance bonus to Strength checks to force open a door or chest&lt;br /&gt;
*Earplugs - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Fetters%20%28common%29 Fetters] - Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Filter%20hood Filter Hood] - This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.&lt;br /&gt;
*Grappling hook - Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.&lt;br /&gt;
*Handle harness - This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness’s ungainly construction gives you a –2 penalty on Escape Artist checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Leeching Leeching Kit] - This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.&lt;br /&gt;
*Manacles (medium) - Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.&lt;br /&gt;
*Merchant Scale - +2 to appraise items valued by weight&lt;br /&gt;
*Piton (4) - You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.,&lt;br /&gt;
*Ram, portable - This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.&lt;br /&gt;
*Smoked Goggles - These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Cap-Tinker Tinker&#039;s Cap] - This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).&lt;br /&gt;
*Wrist Sheath(spring-loaded): Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item. (&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Acid Flask 1&lt;br /&gt;
*Alchemists Fire 1&lt;br /&gt;
*Alchemist&#039;s Kindness  1&lt;br /&gt;
*Candle 10&lt;br /&gt;
*Chalk 1&lt;br /&gt;
*Garlic Necklace 1&lt;br /&gt;
*Holy Water 3&lt;br /&gt;
*Lamp Oil (1 Pint Flask) 10&lt;br /&gt;
*Rations (Trail/Per Day) 10&lt;br /&gt;
*Spiritbane Spike 1&lt;br /&gt;
*Stingchuck 1&lt;br /&gt;
*Sunrod 4&lt;br /&gt;
*Tindertwig 2&lt;br /&gt;
*Waterskin (Filled) 1&lt;br /&gt;
&lt;br /&gt;
====Basic Gear and Equipment====&lt;br /&gt;
*Backpack 1&lt;br /&gt;
*Bandolier (holds potions and splash weapons) 1&lt;br /&gt;
*Bedroll (Cloth) 1&lt;br /&gt;
*Flint and Steel 1&lt;br /&gt;
*Formula Book 1&lt;br /&gt;
*Hammer 1&lt;br /&gt;
*Hip Flask 1&lt;br /&gt;
*Obsidian pieces 10 (from [http://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_3 defiled altar])&lt;br /&gt;
*Sack 2&lt;br /&gt;
*Rope (Hemp/50 ft.) 1 &lt;br /&gt;
*String (50 ft.) 1&lt;br /&gt;
*Waterproof Bag 1&lt;br /&gt;
&lt;br /&gt;
*Assorted standard alchemy supplies&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19070</id>
		<title>Talk:Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19070"/>
		<updated>2018-02-03T07:54:19Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level 10 ==&lt;br /&gt;
*[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/prestigeClasses/masterChymist.html Master Chymist] 1&lt;br /&gt;
&lt;br /&gt;
== Level 9 ==&lt;br /&gt;
*Alch7: +8 hp, +10 minutes mutagen duration, +1 BAB, +1d6 bomb/breath, level 3 formulae (2/day)&lt;br /&gt;
**Skills: (+1 each): Craft Alchemy, Disable Device, Fly, Heal, Knowledge Arcana, Knowledge(Dungeoneering)(additional +3 class), Perception, Spellcraft&lt;br /&gt;
**Feat: Extra Rage (+6 rds/day)&lt;br /&gt;
**New Formulae: Arcane Sight&lt;br /&gt;
&lt;br /&gt;
== (here there be run-ons and quick thoughts and garbage ideas) ==&lt;br /&gt;
*Copy 2nd level formulae from Russ: (in rough priority)adhesive blood, barkskin, cat&#039;s grace, elemental touch, invisibility, see invisibility, perceive cues, protection from arrows, vomit swarm, resist energy, spider climb&lt;br /&gt;
*2nd level formulae to purchase when able: detect thoughts, Extreme Flexibility, Investigative Mind, Ironskin&lt;br /&gt;
*Probably stick to alchemist then switch to master chymist after alch7&lt;br /&gt;
*feats under consideration:  improved overrun, [http://www.d20pfsrd.com/feats/general-feats/raging-hurler Raging Hurler],, Splash Weapon Mastery, step up, Cosmopolitan (knowledge(dunge- or engine-ering) and linguistics become class skills, +2 languages), extra discovery(see next), Multiattack, extra rage, [http://www.d20pfsrd.com/feats/racial-feats/grudge-fighter-combat-orc Grudge Fighter], [http://www.d20pfsrd.com/feats/combat-feats/riving-strike-combat Riving Strike], &lt;br /&gt;
&lt;br /&gt;
*discoveries under consideration: Spontaneous Healing, Lingering Spirit, tumor familiar&lt;br /&gt;
&lt;br /&gt;
*craftlist/shopping wishlist: [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bead-boro Boro bead], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/preserving-flask preserving flask], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Tea-Meditation meditation tea], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone Thunderstone], ghost touch net, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/flail-spine spine flail], &#039;&#039;&#039;something with +1 dex to improve AC&#039;&#039;&#039;, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim Bracers of Falcon’s Aim], [http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Allnigt Allnight],[http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Clear%20ear Clear Ear], [http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Second-story%20harness Second-story Harness], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords Muleback Cords], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/traveler-s-any-tool Travelers Any-Tool], Vermin Repellent, &lt;br /&gt;
&lt;br /&gt;
== Done ==&lt;br /&gt;
*all Alchemist going forward: Gokar is redirecting his focus on his alchemy. Instead of basic fighting he&#039;s now obsessed about learning new extracts, potions, poisons, and alchemy tools. Skill points will go mostly towards knowledge, spellcraft, and craft skills while still keeping perception high and occasional points in survival, heal, etc. The main goal of his alchemy is of course to become super strong and monstrous so he can really tear shit up in fight, but the secondary goal is having many options for extracts and magic potions. He&#039;s really a giant unpleasant nerd on super magic steroids, but not actively picking fights. However when a fight seems imminent he will try to end it quickly with massive violence. Which he will enjoy. Prestige class - [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/master-chymist Mr Hyde, but good] starting at level 10. &lt;br /&gt;
**If I go with the tentacle discovery picking up the 3rd level of barbarian may be worth it for the bab, will, more rage, and Pit Fighter archetype ability to get another +1 to grab-ple--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:35, 28 February 2016 (EST)&lt;br /&gt;
:Haha, I love that this is a great synergy with Russ&#039;s, &amp;quot;Be cagey all the time, and if violence appears imminent, start the fight first&amp;quot;, approach. It&#039;s going to get us in trouble, and that will be a really fun session. -[[User:Slitherrr|Slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 6 ==&lt;br /&gt;
*Alchemist Discovery: either Tentacle to pick up grab or spontaneous healing to help prevent rage fallout death&lt;br /&gt;
**Mutated and Raging the tentacle would be +12 to hit (+7 as a secondary attack) with a +16 grapple cmb with the option to take a -20 to hold, but not be grappled. It could be used for AoO or hold a shield or wand. Honestly I&#039;m lazy enough I don&#039;t know if I want to deal with all the rolls and situational stuff, but it would be pretty amazing against casters. That fight with the winter witch hag would have ended a few rounds sooner if Gokar had grabbed her and just smashed her against his armor spikes or rage horns while preventing her from casting or moving. --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 21:13, 27 February 2016 (EST)&lt;br /&gt;
**I really like the [[Barbarian King&#039;s Buckler]] and it would be great for a tentacle. Hopefully it will show up for sale, for the taking, or for trade like the horn.  --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:11, 28 February 2016 (EST)&lt;br /&gt;
*skills(8pts): +1 to Acrobatics, Craft:Alchemy, Heal, Knowledge:Arcana, Knowledge:Dungeoneering, Knowledge:Engineering, Linguistics (Orc?), Perception&lt;br /&gt;
*+8 HP&lt;br /&gt;
*+10 Minutes Mutagen (80 minute duration monster-time)&lt;br /&gt;
*+1 BAB, Fort, Reflex&lt;br /&gt;
*2 2nd-level extracts per day (1 free 2nd-level, prioritize copying lesser restoration and cure mod from Russ).&lt;br /&gt;
**Level-up Formulae to choose from: [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor](&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;intense!&amp;lt;/span&amp;gt;), extreme flexibility (great if i go with the tentacle), fire breath (swarms suck), Investigative Mind (4 roll-twice checks, would making learning new formulae or languages easier), levitate (possibly worth it even when I get fly as a beastmorph choice in 2 levels) --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
**[http://www.d20pfsrd.com/magic/all-spells/b/blood-blaze Blood Blaze] is firey fun, but I imagine it would wind up hurting allies too much to be useful.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:19, 6 March 2016 (EST)&lt;br /&gt;
***[http://www.d20pfsrd.com/magic/all-spells/b/blistering Blistering Invective] would be great if Gokar wasn&#039;t shit at intimidate --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
*spike armor&lt;br /&gt;
**Silver armor spikes only costs 90 gp, you could get it done while we&#039;re in Dell. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***Definitely will do. A tentacle might be pretty cool. It could hold bombs or potions or a maybe a shield. I&#039;ve been reading through the old Silverwalkers notes. Did Germain&#039;s [http://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Buckler arrow magnet shield] ever resurface elsewhere?--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 23:57, 17 December 2015 (EST)&lt;br /&gt;
****We haven&#039;t seen it, but considering the Crone had a horn that looked suspiciously like his horn of haste, there&#039;s a non-zero chance that she has it. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
*With Feral Mutagen and Fiend Totem Rage going at level 4 who needs a weapon: 4 Primary Natural Attacks, +10 to hit: 2 Claws 1d6+7, Bite 1d8+7, Horn Gore 1d8+7. &lt;br /&gt;
or add enlarge person and power attack and poison and really do some damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Question: Where are all the strength bonuses coming from when fully hulked out? I&#039;m having trouble reaching 28. Also, I don&#039;t think you have actually gone full on hulk this dungeon, right? (No enlarge person?)&lt;br /&gt;
*16 base&lt;br /&gt;
*+4 Alchemical (mutagen)&lt;br /&gt;
*+4 morale (rage)&lt;br /&gt;
*+2 size (enlarge person)&lt;br /&gt;
*26 Final Score&lt;br /&gt;
:Yeah, that what i get for trusting pcgen to compute stuff correctly. 26 is the correct value, and no Gokar has never enlarged in battle yet.&lt;br /&gt;
:: I thought it might have been some Alter Self thing which I think is some kind of ability for you, but Alter Self wouldn&#039;t stack with Enlarge Person.&lt;br /&gt;
&lt;br /&gt;
Where are you getting d6 and d8 as damage for your natural attacks, or is that only when enlarged? Bite should be 1d4 and 1d3 if medium and 1d6 and 1d4 when enlarged unless I&#039;m missing something? -gm&lt;br /&gt;
:The header on that section is &amp;quot;When Hulked Out (Rage + Strength Mutagen + Enlarge Extract)&amp;quot;, so yeah. [http://www.d20pfsrd.com/magic/all-spells/s/stone-fist Stone Fist] + enlarge gives him the d8 fist (awesome), Toothy + enlarge gives him the d6 bite (cool!). I think he just reversed them. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::Yeah, that was incorrect. I guess it&#039;s a bug in pcgen as it shows bite going up to d8 when enlarged which is not right.&lt;br /&gt;
:::Note that normal damage for a bite for a Large creature is, in fact, 1d8, it&#039;s just that toothy is as a size smaller. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
== Level 5 Plans ==&lt;br /&gt;
*Alchemist level 3&lt;br /&gt;
*+8hp&lt;br /&gt;
*+1 bab, +1 will&lt;br /&gt;
*bomb changes to 2d6, gain Beastform Mutagen&lt;br /&gt;
*1 more extract a day, learn line breaker&lt;br /&gt;
*+10 minutes to mutagen&lt;br /&gt;
*skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd&lt;br /&gt;
*Feat: arcane strike&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New spells ==&lt;br /&gt;
*Take for sure [http://www.d20pfsrd.com/magic/all-spells/f/firebelly Firebelly], [http://www.d20pfsrd.com/magic/all-spells/d/detect-undead Detect Undead] &lt;br /&gt;
&lt;br /&gt;
*Would only be good for recharging Edi&#039;s halfling mojo or selling for potion, [http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic Recharge innate magic]&lt;br /&gt;
== silly, but strangely tempting new level 6 idea ==&lt;br /&gt;
*1 level dip of [http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/kensai Kensai Magus] with a weapon choice of whip (gives proficiency and weapon focus)&lt;br /&gt;
*great!: +2 will, spend point to get class bonus on Knowledge (dungeoneering) and Knowledge (planes), 4 pt daily arcane pool to add +1 to weapon 1 minute/pt, opens up so many wand options for ranged fighting, whip gives 15&#039; range (30&#039; trip attack when enlarged)&lt;br /&gt;
*useful: at will detect magic, mage hand, or other 0 level cantrips (2/day), get 6 free level 1 spells &lt;br /&gt;
*bad: arcane failure chance limits usefulness, only 1 level 1 spell/day at cl1, does not advance alchemist abilities, takes more feats to make whips AoO-able or deal damage, Animate Rope not on magus or alchemist lists&lt;br /&gt;
*Enlarge and control the field: [http://paizo.com/threads/rzs2l7ns&amp;amp;page=427?Ask-James-Jacobs-ALL-your-Questions-Here#21334 30&#039; reach] so don&#039;t have to worry about AoO for trips and disarms,  cmb 13! when raging enlarged mutant mode, [http://paizo.com/paizo/blog/v5748dyo5lcom add +3] for cmb if using arcane pool point on a masterwork or above whip for disarm, or trip and drag enemies&lt;br /&gt;
*masterwork [https://www.reddit.com/r/Pathfinder/comments/2l7269/scorpion_whip_fixed_for_pfs_and_eventually/ scorpion whip] to do damage&lt;br /&gt;
**wield a large scorpion whip for extra damage?&lt;br /&gt;
*take a feat to pick up [http://www.d20pfsrd.com/traits/race-traits/caravan-drover-half-orc a trait to make everyone go faster] https://www.youtube.com/watch?v=YdXQJS3Yv0Y&lt;br /&gt;
*Level 7 feat to make it extra fun: [http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat#TOC-Rope-Tricks Rope Master] - carry a 10&#039; section of rope and it&#039;s also a spiked chain and a whip and a lifeline and a net and your best friend&lt;br /&gt;
**spend 1000gp on a [https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/r-z/robe-of-infinite-twine Twine Robe] and always have rope to spare&lt;br /&gt;
**[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-climbing Climbing rope] and [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-knots self-knotting rope]&lt;br /&gt;
**750gp for [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-rope Rope that can turn to iron]&lt;br /&gt;
**use craft weapon to make nets, retire and just make nets&lt;br /&gt;
***lol, it is funny -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***the main problem with this dip that i see (apart from setting back the BaB progression since non-fractional advancement means level 1 dips in stuff with 3/4 or 1/2 progressions hurt more than they would otherwise) is that it doesn&#039;t do much to advance your damage-dealing capabilities, whereas keeping the beastmorph going continues to have huge benefits in self-buffs that make up for the lack of bab (like this [http://www.d20pfsrd.com/magic/all-spells/c/channel-vigor self-only haste alternative] that opens up at level 9, or bull&#039;s strength that will be a mainstay until we have enough dough to plop down for the belts to get permanent enhancement bonuses) -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***also, feat taxes -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
****Yeah, it&#039;s too hard to justify from battle-effectiveness perspective, but for adding abilities and utilities no one in the party has it&#039;s hard to beat. The use of arcane wands and the level 0 spells would be great and the trip and repositioning aspects of the whip would be handy for foes that Gokar doesn&#039;t want to get too close to or in shutting down spell casters. Reading about the whips/scorpion whips stuff shows it&#039;s one of those mixed up Paizo things with contradictory statements and unclear mechanics. Rope master is such a fun feat I may end up taking it anyway even without whip prof.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 18:01, 31 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
A thing I remembered after you were gone, I just picked up lesser restoration, and you can get it from my book (1 hour to memorize (plus a spellcraft check that you can take 10 no sweat) and 2 hours + 40gp to scribe). That should save us some money on potions to get you back into fighting shape. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
Just found this, would have been great for an alternate-reality Gokar: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/mutation-warrior -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
== Masterwork availability ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tool-Masterwork RAW] - &amp;lt;cite&amp;gt;Several common items already count as masterwork tools for particular skills. These are the alchemist&#039;s lab, climber&#039;s kit, disguise kit, healer&#039;s kit, masterwork musical instrument, and masterwork thieves&#039; tools. Therefore, there is no masterwork climber&#039;s kit, masterwork healer&#039;s kit, and so on—those items are already the best available for general checks with the relevant skill.&amp;lt;/cite&amp;gt; As the base portable lab only provides a +1 bonus it should be eligible for a boost to +2 for the masterwork price. The tools mentioned as being &#039;&#039;already the best available&#039;&#039; are all providing the +2 bonus that a masterwork trait would usually allow.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19069</id>
		<title>Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19069"/>
		<updated>2018-02-03T07:48:52Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Secondary Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mad Gokar]] - Level 9 CN Half-Orc Barbarian2([http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/brutal-pugilist Brutal Pugilist])/Alchemist7([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/beastmorph Beastmorph])&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 80&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 21 (+7 from Masterwork Agile Breastplate, +2 from Dex, +1 Ring of Prot)&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +7/+2&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +10/+5&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Attack Bonus || +9/+4&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +10 (+14 Grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 23&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 40 Feet (30 feet in med. armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +13 (+8 Base, +2 CON, +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +10 (+5 Base, +2 DEX, +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +7 (2 Base, +1 WIS, +1 Trait,  +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +4 (+2 Dex, +2 Trait)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full Battle Mode (Rage + Feral Strength Mutagen + Arcane Strike)==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 24 (+7)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|-&lt;br /&gt;
|Hit Points || 98&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 20&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +14/+9&lt;br /&gt;
|-&lt;br /&gt;
|Natural Attack (red in tooth and claw) || 4 primary natural attacks at +14 that count as magic (2 Claw attacks 1d6+8, 1 Bite 1d8+8, 1 Gore 1d8+8), Can sub one for 1 tentacle(secondary natural attack) +9 1d4+4 with [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex- grab] on hit&lt;br /&gt;
|-&lt;br /&gt;
|Power Attack Weapon then Natural attack || +13/+8 Flail 1d10+16, +7 on 2 of the following three:  Bite 1d8+4, 1 Gore 1d8+4, or Tentacle 1d4+4 with grab on hit&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +14 (+18 on grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Gokar is not a good idea || CMD 25. always gets to take an attack of opportunity against grapple attempt, which if it hits add +2 to his CMD against the grapple. If the grapple is successful Gokar takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks. If grappled Gokar also takes advantage of his masterwork silversheen armor spikes to cause damage. On a successful hit with his tentacle Gokar can attempt to start a grapple as a free action without provoking an attack of opportunity with the option to conduct the grapple normally, or simply use the tentacle to hold (–20 penalty CMB check to make and maintain the grapple, but not gain the grappled condition)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +9 (2 Base, +1 WIS, +1 Trait, +2 rage, +3 Cloak of resistance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*some wild Ulani variant (origin)&lt;br /&gt;
*Celesti&lt;br /&gt;
*Bedowyld&lt;br /&gt;
*Petaran&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/race-traits/auspicious-tattoo Auspicious Tattoo] - &#039;&#039;You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.&#039;&#039; +1 Will Save&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/combat-traits/reactionary Reactionary] - &#039;&#039;You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly&#039;&#039; +2 Initiative&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Barbarian Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Fast Movement&#039;&#039;&#039; Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039; You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 16rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. &lt;br /&gt;
*&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039; A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
*&#039;&#039;&#039;Savage Grapple&#039;&#039;&#039; At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.&lt;br /&gt;
&lt;br /&gt;
===Alchemist Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Brew Potion&#039;&#039;&#039;  You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.&lt;br /&gt;
*&#039;&#039;&#039;Throw Anything&#039;&#039;&#039; (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)&lt;br /&gt;
*&#039;&#039;&#039;Bomb&#039;&#039;&#039;: 10 bombs/day, 4d6+3 points of fire damage, Splash damage equal to the bomb&#039;s minimum damage (7), DC 16 Reflex save for half damage. &lt;br /&gt;
*&#039;&#039;&#039;Mutagen Type&#039;&#039;&#039; standard action, +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes (40 for level, 40 for favored class bonus). In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist&#039;s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the &amp;quot;stolen&amp;quot; mutagen immediately cease.)&lt;br /&gt;
*1st Discovery:&#039;&#039;&#039;Feral Mutagen&#039;&#039;&#039; +2 competence bonus on Intimidate skill checks, gain primary natural attacks: &lt;br /&gt;
**2 claw attacks - 1d6 points of damage  &lt;br /&gt;
**bite attack deals 1d8 points of damage&lt;br /&gt;
*2nd Discovery:&#039;&#039;&#039;Tentacle&#039;&#039;&#039;     You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. &lt;br /&gt;
**Less effective limb: does not give any extra attacks or actions per round, but can make tentacle attack in place of another attack. always counts as a secondary natural weapon (-5 to hit, only half STR bonus).&lt;br /&gt;
**Attack: 1d4 Bludgeoning and on a successful hit can attempt to start a grapple as a free action without provoking an attack of opportunity. &lt;br /&gt;
**Grab: You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. When holding an opponent each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold.You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you. &lt;br /&gt;
*&#039;&#039;&#039;Poison Use&#039;&#039;&#039; Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon&lt;br /&gt;
*&#039;&#039;&#039;Beastform Mutagen&#039;&#039;&#039; At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features and gains his choice of darkvision 60 feet, low-light vision, scent, or swim 30 feet which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.&lt;br /&gt;
*&#039;&#039;&#039;Breath Weapon Bomb&#039;&#039;&#039;  Instead of drawing the components of, creating, and throwing a bomb, you can draw the components, drink them, mix them within your body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone. Each creature within the cone takes damage as if it had suffered a direct hit from your bomb, but succeeding at a Reflex save (DC = 16) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. &lt;br /&gt;
*&#039;&#039;&#039;Improved Beastform Mutagen&#039;&#039;&#039; At 6th level, a beastmorph&#039;s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning. &lt;br /&gt;
&lt;br /&gt;
===Race Abilities (half-orc)===&lt;br /&gt;
*&#039;&#039;Ability Bonus&#039;&#039;: (+2 Strength)&lt;br /&gt;
*&#039;&#039;Type&#039;&#039;: Half-orcs are Humanoid creatures with both the human and orc subtypes.&lt;br /&gt;
*&#039;&#039;Scavenger&#039;&#039;: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.&lt;br /&gt;
*&#039;&#039;Skilled&#039;&#039;: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.&lt;br /&gt;
*&#039;&#039;Toothy&#039;&#039;: Some half-orcs&#039; tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.&lt;br /&gt;
*&#039;&#039;Chain Fighter&#039;&#039;: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Improved Unarmed Strike&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Arcane Strike&lt;br /&gt;
*Riving Strike&lt;br /&gt;
*Extra Rage&lt;br /&gt;
&lt;br /&gt;
===Favored Class (Alchemist) Bonuses===&lt;br /&gt;
*&#039;&#039;(7) - Bonus Alchemist Mutagen Duration&#039;&#039;: Add +70 minutes to the duration of the alchemist&#039;s mutagens.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Modifier||Ability Modifier||Ranks||Misc Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX||&#039;&#039;&#039;5&#039;&#039;&#039; ||2 ||3 ||0 (armor check and or/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump)||DEX||&#039;&#039;&#039;8&#039;&#039;&#039;||2||3||3 (armor check/encumbrance reduced by Agile),(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump/Underground)||DEX||&#039;&#039;&#039;5&#039;&#039;&#039;||2||3||0 (armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Appraise ||INT|| &#039;&#039;&#039;9&#039;&#039;&#039;||3||1||5 (trained class skill + trait)&lt;br /&gt;
|- &lt;br /&gt;
|Bluff ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039;||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Climb ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3 (trained class skill)(armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Untrained) ||INT ||&#039;&#039;&#039;3&#039;&#039;&#039;||3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy) ||INT ||&#039;&#039;&#039;17&#039;&#039;&#039;||3||9||5(trained class skill + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy/Create Item) ||INT ||&#039;&#039;&#039;24&#039;&#039;&#039;||3||9||9 (trained class skill + Beastmorph Level + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Blacksmithing) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Tattoo) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Weapons) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device ||DEX ||&#039;&#039;&#039;12&#039;&#039;&#039;||2||3||7(trained class skill, googles)&lt;br /&gt;
|-&lt;br /&gt;
|Disguise  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Escape Artist ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;||2||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Fly ||DEX ||&#039;&#039;&#039;4&#039;&#039;&#039;||2||2||0 (armor check/encumbrance, trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Heal ||WIS ||&#039;&#039;&#039;10&#039;&#039;&#039;||1||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate ||CHA ||&#039;&#039;&#039;3&#039;&#039;&#039;||-2||2||3(trained class skill)&lt;br /&gt;
|- &lt;br /&gt;
|Knowledge (Arcana) ||INT ||&#039;&#039;&#039;15&#039;&#039;&#039;||3||9||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Dungeoneering) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Engineering) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature) ||INT ||&#039;&#039;&#039;9&#039;&#039;&#039;||3||3|| 3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Planes) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Perception ||WIS ||&#039;&#039;&#039;13 (15 find hidden objects, check food is spoiled, or identify a potion by taste)&#039;&#039;&#039;||1||9||3(trained class skill) (+2 Scavenger racial ability)&lt;br /&gt;
|-&lt;br /&gt;
|Perform (Untrained)  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Ride ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;|| 2||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive ||WIS ||&#039;&#039;&#039;1&#039;&#039;&#039;||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Spellcraft || INT ||&#039;&#039;&#039;15&#039;&#039;&#039;||3||9||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;||2||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||&#039;&#039;&#039;6&#039;&#039;&#039;||1||2||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Swim ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Alchemist Extractions ==&lt;br /&gt;
*1st Level (5/day) dc14: Adjuring Step, Ant Haul, Bomber&#039;s Eye, Comprehend Languages, Crafter&#039;s Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, heightened awareness, identify, linebreaker, long arm, Longshot, monkey fish, phantom blood, reduce person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike (Alchemy)&lt;br /&gt;
*2nd Level (4/day) dc15: barkskin, [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor], blur, cure moderate wounds, lesser restoration, invisibility, see invisibility, vomit swarm&lt;br /&gt;
*3rd Level (2/day) dc16:  Arcane sight, &lt;br /&gt;
*Usually Brews 1 Cure Light, 1 linebreaker, 1 lesser restoration, and Darkvision Strength Mutagen to start the day&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Breastplate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Base Item&lt;br /&gt;
| +1 Agile Breastplate with Silversheen spikes&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Max Dex&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
| 2350gp&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | AC Check&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Wt&lt;br /&gt;
| 25 lbs.&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Armor Class Bonus&lt;br /&gt;
| 7 (base 6 + 1 Magic enchantment)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arcane Failure&lt;br /&gt;
| 25&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Size&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Material&lt;br /&gt;
| Steel Hardness 10, hp 45&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Masterwork&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Armor spikes deal extra 1d6 piercing damage on a successful grapple attack. The spikes count as a martial weapon., You can also make a regular melee,attack (or off-hand attack) with the spikes, and they count as a light,weapon in this case. Spikes are masterwork (+1 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Silversheen&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | HP/inch 10; Hardness 8. Spikes made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Explorer&#039;s Outfit (Peteran-style)&lt;br /&gt;
*Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.&lt;br /&gt;
*Cloak of Resistance +3&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Flail&lt;br /&gt;
|-&lt;br /&gt;
| Base Item: Flail (Heavy), masterwork&lt;br /&gt;
Material: Alchemical Silver&lt;br /&gt;
| Type: Weapon. Melee. TwoHanded. Martial. Standard.&lt;br /&gt;
 Bludgeoning. Flail. Weapon Group Flails.&lt;br /&gt;
|-&lt;br /&gt;
| Cost: 495 gp&lt;br /&gt;
| Size: M Wt: 10 lbs. 10 hp/inch 8 hardness&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage: 1d10+1.5STR crit: 19-20 x2, +1 to hit&lt;br /&gt;
| Ranged: 1d10+STR crit:20 x2 (Full-Round action, -3 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Disarm: +2 bonus on Combat Maneuver Checks to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm disarm] an enemy&lt;br /&gt;
Trip: If you are tripped during your own [http://www.d20pfsrd.com/gamemastering/combat#TOC-Trip trip] attempt, you can drop the weapon to avoid being tripped&lt;br /&gt;
|}&lt;br /&gt;
*Wooden Stake: 1d4+STR piercing; Critical 20x2; type: simple, light&lt;br /&gt;
*Spiritbane Spike: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a ghost touch short sword The spike reverts to its old form after 10 minutes, corroded and useless. &lt;br /&gt;
**+1 to hit; 1d6+1+STR Piercing, Magical; Critical 19-20x2; type: martial, light;&lt;br /&gt;
*Unarmed Strike: 1d3+STR bludgeoning, lethal or non-lethal; Critical 20x2;&lt;br /&gt;
*Armor Spikes: +1 to hit(masterwork); 1d6 + STR piercing, silversheen; Critical 20x2; type: martial, light;&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Attack || Damage || Damage Type || Crit || Range || Type || Special&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Net Net] ||2|| 20gp || 6 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; || exotic, ranged || A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.&lt;br /&gt;
&lt;br /&gt;
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.&lt;br /&gt;
&lt;br /&gt;
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Snag%20net Snag Net] ||1|| 30gp || 10 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; max||  exotic, ranged ||It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Stake||1|| n/a || 1 lb || no modifiers || 1d4+STR || piercing ||20x2 ||range 10&#039; || simple, light || vampire-dusting?&lt;br /&gt;
|-&lt;br /&gt;
|Spiritbane Spike ||1||n/a||n/a||-3 to hit(-4 non-ranged weapon, +1 enchantment)|| 1d6+1+STR || Piercing, Magical || 20x2 || range 10&#039; || martial, light || deals damage normally against incorporeal creatures regardless of bonus&lt;br /&gt;
|}&lt;br /&gt;
====Splash Weapons(+1 to hit, +Int to Damage, crit: 20, x2 does not apply to splash damage)====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Craft DC || Damage || Splash Damage || Damage Type || Range || Special&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 7/day || - || - || - || 2d6 + INT || 5 (dc15 reflex for half) || Fire || 20ft || on crit does 2(1d6+INT)+1d6 to target, splash damage not effected&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Acid Acid] ||1||10||1 lb|| Alchemy dc 15 || 1d6 + INT || 1+Int || Acid || 10 ft||&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Alchemist%27s%20fire Alchemist Fire] ||1||20|| 1 lb|| Alchemy dc 20 || 1d6 + INT || 1+INT || fire || 10ft || On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Holy%20water Holy Water] || 2 ||25gp||1 lb|| bless water ability || 2d4 + INT(undead creature or an evil outsider only) || 1 + INT (undead creature or an evil outsider only)|| holy/positive energy || 10 ft || to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/stingchuck Stingchuck] ||1||50gp||9 lbs|| Weapons dc 20 || 1d4 + INT || 1+INT || Bludgeoning || 10 ft || When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*25g130s (out of date)&lt;br /&gt;
====Situational Bonuses (quantity 1 unless otherwise indicated) ====&lt;br /&gt;
*Alchemist&#039;s Lab (portable, masterwork[http://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_%28Pathfinder%29#Masterwork_availability 1])  -  +2 circumstance bonus on Craft (alchemy) checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Block-and-Tackle block and tackle] - Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.&lt;br /&gt;
*Crowbar - +2 circumstance bonus to Strength checks to force open a door or chest&lt;br /&gt;
*Earplugs - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Fetters%20%28common%29 Fetters] - Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Filter%20hood Filter Hood] - This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.&lt;br /&gt;
*Grappling hook - Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.&lt;br /&gt;
*Handle harness - This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness’s ungainly construction gives you a –2 penalty on Escape Artist checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Leeching Leeching Kit] - This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.&lt;br /&gt;
*Manacles (medium) - Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.&lt;br /&gt;
*Merchant Scale - +2 to appraise items valued by weight&lt;br /&gt;
*Piton (4) - You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.,&lt;br /&gt;
*Ram, portable - This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.&lt;br /&gt;
*Smoked Goggles - These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Cap-Tinker Tinker&#039;s Cap] - This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).&lt;br /&gt;
*Wrist Sheath(spring-loaded): Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item. (&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Acid Flask 1&lt;br /&gt;
*Alchemists Fire 1&lt;br /&gt;
*Alchemist&#039;s Kindness  1&lt;br /&gt;
*Candle 10&lt;br /&gt;
*Chalk 1&lt;br /&gt;
*Garlic Necklace 1&lt;br /&gt;
*Holy Water 3&lt;br /&gt;
*Lamp Oil (1 Pint Flask) 10&lt;br /&gt;
*Rations (Trail/Per Day) 10&lt;br /&gt;
*Spiritbane Spike 1&lt;br /&gt;
*Stingchuck 1&lt;br /&gt;
*Sunrod 4&lt;br /&gt;
*Tindertwig 2&lt;br /&gt;
*Waterskin (Filled) 1&lt;br /&gt;
&lt;br /&gt;
====Basic Gear and Equipment====&lt;br /&gt;
*Backpack 1&lt;br /&gt;
*Bandolier (holds potions and splash weapons) 1&lt;br /&gt;
*Bedroll (Cloth) 1&lt;br /&gt;
*Flint and Steel 1&lt;br /&gt;
*Formula Book 1&lt;br /&gt;
*Hammer 1&lt;br /&gt;
*Hip Flask 1&lt;br /&gt;
*Obsidian pieces 10 (from [http://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_3 defiled altar])&lt;br /&gt;
*Sack 2&lt;br /&gt;
*Rope (Hemp/50 ft.) 1 &lt;br /&gt;
*String (50 ft.) 1&lt;br /&gt;
*Waterproof Bag 1&lt;br /&gt;
&lt;br /&gt;
*Assorted standard alchemy supplies&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19068</id>
		<title>Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19068"/>
		<updated>2018-02-03T07:48:06Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mad Gokar]] - Level 9 CN Half-Orc Barbarian2([http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/brutal-pugilist Brutal Pugilist])/Alchemist7([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/beastmorph Beastmorph])&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 80&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 21 (+7 from Masterwork Agile Breastplate +1 from Dex +1 Ring of Prot)&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +7/+2&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +10/+5&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Attack Bonus || +9/+4&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +10 (+14 Grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 23&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 40 Feet (30 feet in med. armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +13 (+8 Base, +2 CON, +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +10 (+5 Base, +2 DEX, +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +7 (2 Base, +1 WIS, +1 Trait,  +3 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +4 (+2 Dex, +2 Trait)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full Battle Mode (Rage + Feral Strength Mutagen + Arcane Strike)==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 24 (+7)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|-&lt;br /&gt;
|Hit Points || 98&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 20&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +14/+9&lt;br /&gt;
|-&lt;br /&gt;
|Natural Attack (red in tooth and claw) || 4 primary natural attacks at +14 that count as magic (2 Claw attacks 1d6+8, 1 Bite 1d8+8, 1 Gore 1d8+8), Can sub one for 1 tentacle(secondary natural attack) +9 1d4+4 with [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex- grab] on hit&lt;br /&gt;
|-&lt;br /&gt;
|Power Attack Weapon then Natural attack || +13/+8 Flail 1d10+16, +7 on 2 of the following three:  Bite 1d8+4, 1 Gore 1d8+4, or Tentacle 1d4+4 with grab on hit&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +14 (+18 on grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Gokar is not a good idea || CMD 25. always gets to take an attack of opportunity against grapple attempt, which if it hits add +2 to his CMD against the grapple. If the grapple is successful Gokar takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks. If grappled Gokar also takes advantage of his masterwork silversheen armor spikes to cause damage. On a successful hit with his tentacle Gokar can attempt to start a grapple as a free action without provoking an attack of opportunity with the option to conduct the grapple normally, or simply use the tentacle to hold (–20 penalty CMB check to make and maintain the grapple, but not gain the grappled condition)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +9 (2 Base, +1 WIS, +1 Trait, +2 rage, +3 Cloak of resistance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*some wild Ulani variant (origin)&lt;br /&gt;
*Celesti&lt;br /&gt;
*Bedowyld&lt;br /&gt;
*Petaran&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/race-traits/auspicious-tattoo Auspicious Tattoo] - &#039;&#039;You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.&#039;&#039; +1 Will Save&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/combat-traits/reactionary Reactionary] - &#039;&#039;You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly&#039;&#039; +2 Initiative&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Barbarian Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Fast Movement&#039;&#039;&#039; Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039; You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 16rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. &lt;br /&gt;
*&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039; A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
*&#039;&#039;&#039;Savage Grapple&#039;&#039;&#039; At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.&lt;br /&gt;
&lt;br /&gt;
===Alchemist Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Brew Potion&#039;&#039;&#039;  You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.&lt;br /&gt;
*&#039;&#039;&#039;Throw Anything&#039;&#039;&#039; (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)&lt;br /&gt;
*&#039;&#039;&#039;Bomb&#039;&#039;&#039;: 10 bombs/day, 4d6+3 points of fire damage, Splash damage equal to the bomb&#039;s minimum damage (7), DC 16 Reflex save for half damage. &lt;br /&gt;
*&#039;&#039;&#039;Mutagen Type&#039;&#039;&#039; standard action, +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes (40 for level, 40 for favored class bonus). In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist&#039;s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the &amp;quot;stolen&amp;quot; mutagen immediately cease.)&lt;br /&gt;
*1st Discovery:&#039;&#039;&#039;Feral Mutagen&#039;&#039;&#039; +2 competence bonus on Intimidate skill checks, gain primary natural attacks: &lt;br /&gt;
**2 claw attacks - 1d6 points of damage  &lt;br /&gt;
**bite attack deals 1d8 points of damage&lt;br /&gt;
*2nd Discovery:&#039;&#039;&#039;Tentacle&#039;&#039;&#039;     You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. &lt;br /&gt;
**Less effective limb: does not give any extra attacks or actions per round, but can make tentacle attack in place of another attack. always counts as a secondary natural weapon (-5 to hit, only half STR bonus).&lt;br /&gt;
**Attack: 1d4 Bludgeoning and on a successful hit can attempt to start a grapple as a free action without provoking an attack of opportunity. &lt;br /&gt;
**Grab: You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. When holding an opponent each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold.You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you. &lt;br /&gt;
*&#039;&#039;&#039;Poison Use&#039;&#039;&#039; Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon&lt;br /&gt;
*&#039;&#039;&#039;Beastform Mutagen&#039;&#039;&#039; At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features and gains his choice of darkvision 60 feet, low-light vision, scent, or swim 30 feet which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.&lt;br /&gt;
*&#039;&#039;&#039;Breath Weapon Bomb&#039;&#039;&#039;  Instead of drawing the components of, creating, and throwing a bomb, you can draw the components, drink them, mix them within your body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone. Each creature within the cone takes damage as if it had suffered a direct hit from your bomb, but succeeding at a Reflex save (DC = 16) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. &lt;br /&gt;
*&#039;&#039;&#039;Improved Beastform Mutagen&#039;&#039;&#039; At 6th level, a beastmorph&#039;s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning. &lt;br /&gt;
&lt;br /&gt;
===Race Abilities (half-orc)===&lt;br /&gt;
*&#039;&#039;Ability Bonus&#039;&#039;: (+2 Strength)&lt;br /&gt;
*&#039;&#039;Type&#039;&#039;: Half-orcs are Humanoid creatures with both the human and orc subtypes.&lt;br /&gt;
*&#039;&#039;Scavenger&#039;&#039;: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.&lt;br /&gt;
*&#039;&#039;Skilled&#039;&#039;: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.&lt;br /&gt;
*&#039;&#039;Toothy&#039;&#039;: Some half-orcs&#039; tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.&lt;br /&gt;
*&#039;&#039;Chain Fighter&#039;&#039;: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Improved Unarmed Strike&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Arcane Strike&lt;br /&gt;
*Riving Strike&lt;br /&gt;
*Extra Rage&lt;br /&gt;
&lt;br /&gt;
===Favored Class (Alchemist) Bonuses===&lt;br /&gt;
*&#039;&#039;(7) - Bonus Alchemist Mutagen Duration&#039;&#039;: Add +70 minutes to the duration of the alchemist&#039;s mutagens.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Modifier||Ability Modifier||Ranks||Misc Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX||&#039;&#039;&#039;5&#039;&#039;&#039; ||2 ||3 ||0 (armor check and or/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump)||DEX||&#039;&#039;&#039;8&#039;&#039;&#039;||2||3||3 (armor check/encumbrance reduced by Agile),(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump/Underground)||DEX||&#039;&#039;&#039;5&#039;&#039;&#039;||2||3||0 (armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Appraise ||INT|| &#039;&#039;&#039;9&#039;&#039;&#039;||3||1||5 (trained class skill + trait)&lt;br /&gt;
|- &lt;br /&gt;
|Bluff ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039;||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Climb ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3 (trained class skill)(armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Untrained) ||INT ||&#039;&#039;&#039;3&#039;&#039;&#039;||3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy) ||INT ||&#039;&#039;&#039;17&#039;&#039;&#039;||3||9||5(trained class skill + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy/Create Item) ||INT ||&#039;&#039;&#039;24&#039;&#039;&#039;||3||9||9 (trained class skill + Beastmorph Level + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Blacksmithing) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Tattoo) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Weapons) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device ||DEX ||&#039;&#039;&#039;12&#039;&#039;&#039;||2||3||7(trained class skill, googles)&lt;br /&gt;
|-&lt;br /&gt;
|Disguise  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Escape Artist ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;||2||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Fly ||DEX ||&#039;&#039;&#039;4&#039;&#039;&#039;||2||2||0 (armor check/encumbrance, trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Heal ||WIS ||&#039;&#039;&#039;10&#039;&#039;&#039;||1||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate ||CHA ||&#039;&#039;&#039;3&#039;&#039;&#039;||-2||2||3(trained class skill)&lt;br /&gt;
|- &lt;br /&gt;
|Knowledge (Arcana) ||INT ||&#039;&#039;&#039;15&#039;&#039;&#039;||3||9||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Dungeoneering) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Engineering) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature) ||INT ||&#039;&#039;&#039;9&#039;&#039;&#039;||3||3|| 3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Planes) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Perception ||WIS ||&#039;&#039;&#039;13 (15 find hidden objects, check food is spoiled, or identify a potion by taste)&#039;&#039;&#039;||1||9||3(trained class skill) (+2 Scavenger racial ability)&lt;br /&gt;
|-&lt;br /&gt;
|Perform (Untrained)  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Ride ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;|| 2||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive ||WIS ||&#039;&#039;&#039;1&#039;&#039;&#039;||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Spellcraft || INT ||&#039;&#039;&#039;15&#039;&#039;&#039;||3||9||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth ||DEX ||&#039;&#039;&#039;-1&#039;&#039;&#039;||2||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||&#039;&#039;&#039;6&#039;&#039;&#039;||1||2||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Swim ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Alchemist Extractions ==&lt;br /&gt;
*1st Level (5/day) dc14: Adjuring Step, Ant Haul, Bomber&#039;s Eye, Comprehend Languages, Crafter&#039;s Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, heightened awareness, identify, linebreaker, long arm, Longshot, monkey fish, phantom blood, reduce person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike (Alchemy)&lt;br /&gt;
*2nd Level (4/day) dc15: barkskin, [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor], blur, cure moderate wounds, lesser restoration, invisibility, see invisibility, vomit swarm&lt;br /&gt;
*3rd Level (2/day) dc16:  Arcane sight, &lt;br /&gt;
*Usually Brews 1 Cure Light, 1 linebreaker, 1 lesser restoration, and Darkvision Strength Mutagen to start the day&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Breastplate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Base Item&lt;br /&gt;
| +1 Agile Breastplate with Silversheen spikes&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Max Dex&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
| 2350gp&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | AC Check&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Wt&lt;br /&gt;
| 25 lbs.&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Armor Class Bonus&lt;br /&gt;
| 7 (base 6 + 1 Magic enchantment)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arcane Failure&lt;br /&gt;
| 25&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Size&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Material&lt;br /&gt;
| Steel Hardness 10, hp 45&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Masterwork&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Armor spikes deal extra 1d6 piercing damage on a successful grapple attack. The spikes count as a martial weapon., You can also make a regular melee,attack (or off-hand attack) with the spikes, and they count as a light,weapon in this case. Spikes are masterwork (+1 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Silversheen&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | HP/inch 10; Hardness 8. Spikes made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Explorer&#039;s Outfit (Peteran-style)&lt;br /&gt;
*Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.&lt;br /&gt;
*Cloak of Resistance +3&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Flail&lt;br /&gt;
|-&lt;br /&gt;
| Base Item: Flail (Heavy), masterwork&lt;br /&gt;
Material: Alchemical Silver&lt;br /&gt;
| Type: Weapon. Melee. TwoHanded. Martial. Standard.&lt;br /&gt;
 Bludgeoning. Flail. Weapon Group Flails.&lt;br /&gt;
|-&lt;br /&gt;
| Cost: 495 gp&lt;br /&gt;
| Size: M Wt: 10 lbs. 10 hp/inch 8 hardness&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage: 1d10+1.5STR crit: 19-20 x2, +1 to hit&lt;br /&gt;
| Ranged: 1d10+STR crit:20 x2 (Full-Round action, -3 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Disarm: +2 bonus on Combat Maneuver Checks to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm disarm] an enemy&lt;br /&gt;
Trip: If you are tripped during your own [http://www.d20pfsrd.com/gamemastering/combat#TOC-Trip trip] attempt, you can drop the weapon to avoid being tripped&lt;br /&gt;
|}&lt;br /&gt;
*Wooden Stake: 1d4+STR piercing; Critical 20x2; type: simple, light&lt;br /&gt;
*Spiritbane Spike: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a ghost touch short sword The spike reverts to its old form after 10 minutes, corroded and useless. &lt;br /&gt;
**+1 to hit; 1d6+1+STR Piercing, Magical; Critical 19-20x2; type: martial, light;&lt;br /&gt;
*Unarmed Strike: 1d3+STR bludgeoning, lethal or non-lethal; Critical 20x2;&lt;br /&gt;
*Armor Spikes: +1 to hit(masterwork); 1d6 + STR piercing, silversheen; Critical 20x2; type: martial, light;&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Attack || Damage || Damage Type || Crit || Range || Type || Special&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Net Net] ||2|| 20gp || 6 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; || exotic, ranged || A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.&lt;br /&gt;
&lt;br /&gt;
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.&lt;br /&gt;
&lt;br /&gt;
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Snag%20net Snag Net] ||1|| 30gp || 10 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; max||  exotic, ranged ||It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Stake||1|| n/a || 1 lb || no modifiers || 1d4+STR || piercing ||20x2 ||range 10&#039; || simple, light || vampire-dusting?&lt;br /&gt;
|-&lt;br /&gt;
|Spiritbane Spike ||1||n/a||n/a||-3 to hit(-4 non-ranged weapon, +1 enchantment)|| 1d6+1+STR || Piercing, Magical || 20x2 || range 10&#039; || martial, light || deals damage normally against incorporeal creatures regardless of bonus&lt;br /&gt;
|}&lt;br /&gt;
====Splash Weapons(+1 to hit, +Int to Damage, crit: 20, x2 does not apply to splash damage)====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Craft DC || Damage || Splash Damage || Damage Type || Range || Special&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 7/day || - || - || - || 2d6 + INT || 5 (dc15 reflex for half) || Fire || 20ft || on crit does 2(1d6+INT)+1d6 to target, splash damage not effected&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Acid Acid] ||1||10||1 lb|| Alchemy dc 15 || 1d6 + INT || 1+Int || Acid || 10 ft||&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Alchemist%27s%20fire Alchemist Fire] ||1||20|| 1 lb|| Alchemy dc 20 || 1d6 + INT || 1+INT || fire || 10ft || On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Holy%20water Holy Water] || 2 ||25gp||1 lb|| bless water ability || 2d4 + INT(undead creature or an evil outsider only) || 1 + INT (undead creature or an evil outsider only)|| holy/positive energy || 10 ft || to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/stingchuck Stingchuck] ||1||50gp||9 lbs|| Weapons dc 20 || 1d4 + INT || 1+INT || Bludgeoning || 10 ft || When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*25g130s (out of date)&lt;br /&gt;
====Situational Bonuses (quantity 1 unless otherwise indicated) ====&lt;br /&gt;
*Alchemist&#039;s Lab (portable, masterwork[http://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_%28Pathfinder%29#Masterwork_availability 1])  -  +2 circumstance bonus on Craft (alchemy) checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Block-and-Tackle block and tackle] - Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.&lt;br /&gt;
*Crowbar - +2 circumstance bonus to Strength checks to force open a door or chest&lt;br /&gt;
*Earplugs - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Fetters%20%28common%29 Fetters] - Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Filter%20hood Filter Hood] - This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.&lt;br /&gt;
*Grappling hook - Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.&lt;br /&gt;
*Handle harness - This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness’s ungainly construction gives you a –2 penalty on Escape Artist checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Leeching Leeching Kit] - This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.&lt;br /&gt;
*Manacles (medium) - Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.&lt;br /&gt;
*Merchant Scale - +2 to appraise items valued by weight&lt;br /&gt;
*Piton (4) - You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.,&lt;br /&gt;
*Ram, portable - This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.&lt;br /&gt;
*Smoked Goggles - These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Cap-Tinker Tinker&#039;s Cap] - This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).&lt;br /&gt;
*Wrist Sheath(spring-loaded): Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item. (&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Acid Flask 1&lt;br /&gt;
*Alchemists Fire 1&lt;br /&gt;
*Alchemist&#039;s Kindness  1&lt;br /&gt;
*Candle 10&lt;br /&gt;
*Chalk 1&lt;br /&gt;
*Garlic Necklace 1&lt;br /&gt;
*Holy Water 3&lt;br /&gt;
*Lamp Oil (1 Pint Flask) 10&lt;br /&gt;
*Rations (Trail/Per Day) 10&lt;br /&gt;
*Spiritbane Spike 1&lt;br /&gt;
*Stingchuck 1&lt;br /&gt;
*Sunrod 4&lt;br /&gt;
*Tindertwig 2&lt;br /&gt;
*Waterskin (Filled) 1&lt;br /&gt;
&lt;br /&gt;
====Basic Gear and Equipment====&lt;br /&gt;
*Backpack 1&lt;br /&gt;
*Bandolier (holds potions and splash weapons) 1&lt;br /&gt;
*Bedroll (Cloth) 1&lt;br /&gt;
*Flint and Steel 1&lt;br /&gt;
*Formula Book 1&lt;br /&gt;
*Hammer 1&lt;br /&gt;
*Hip Flask 1&lt;br /&gt;
*Obsidian pieces 10 (from [http://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_3 defiled altar])&lt;br /&gt;
*Sack 2&lt;br /&gt;
*Rope (Hemp/50 ft.) 1 &lt;br /&gt;
*String (50 ft.) 1&lt;br /&gt;
*Waterproof Bag 1&lt;br /&gt;
&lt;br /&gt;
*Assorted standard alchemy supplies&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19034</id>
		<title>Talk:Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19034"/>
		<updated>2017-12-02T19:09:23Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level 9 ==&lt;br /&gt;
*Alch7: +8 hp, +10 minutes mutagen duration, +1 BAB, +1d6 bomb/breath, level 3 formulae (2/day)&lt;br /&gt;
**Skills: (+1 each): Craft Alchemy, Disable Device, Fly, Heal, Knowledge Arcana, Knowledge(Dungeoneering)(additional +3 class), Perception, Spellcraft&lt;br /&gt;
**Feat: Extra Rage (+6 rds/day)&lt;br /&gt;
**New Formulae: Arcane Sight&lt;br /&gt;
&lt;br /&gt;
== Level 8 ==&lt;br /&gt;
*Alch6, Dex +1, +8 hp, +10 minutes mutagen duration, +1 ability on mutagen (beastmorph6), +1 all 3 saves, BAB now +6/+1, &lt;br /&gt;
**Discovery: [http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-alchemist-discoveries/breath-weapon-bomb/ Breath Weapon Bomb]&lt;br /&gt;
**New Formulae: [http://www.d20pfsrd.com/magic/all-spells/v/vine-strike/ Vine strike]&lt;br /&gt;
**Skills (+1 each): Appraise (additional +3 class), Craft Alchemy, Disable Device, Fly (additional +3 class), Heal, Knowledge Arcana, Perception, Spellcraft&lt;br /&gt;
&lt;br /&gt;
== (here there be run-ons and quick thoughts and garbage ideas) ==&lt;br /&gt;
*Copy 2nd level formulae from Russ: (in rough priority)adhesive blood, barkskin, cat&#039;s grace, elemental touch, invisibility, see invisibility, perceive cues, protection from arrows, vomit swarm, resist energy, spider climb&lt;br /&gt;
*2nd level formulae to purchase when able: detect thoughts, Extreme Flexibility, Investigative Mind, Ironskin&lt;br /&gt;
*Probably stick to alchemist then switch to master chymist after alch7&lt;br /&gt;
*feats under consideration:  improved overrun, [http://www.d20pfsrd.com/feats/general-feats/raging-hurler Raging Hurler],, Splash Weapon Mastery, step up, Cosmopolitan (knowledge(dunge- or engine-ering) and linguistics become class skills, +2 languages), extra discovery(see next), Multiattack, extra rage, [http://www.d20pfsrd.com/feats/racial-feats/grudge-fighter-combat-orc Grudge Fighter], [http://www.d20pfsrd.com/feats/combat-feats/riving-strike-combat Riving Strike], &lt;br /&gt;
&lt;br /&gt;
*discoveries under consideration: Spontaneous Healing, Lingering Spirit, tumor familiar&lt;br /&gt;
&lt;br /&gt;
*craftlist/shopping wishlist: [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bead-boro Boro bead], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/preserving-flask preserving flask], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Tea-Meditation meditation tea], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone Thunderstone], ghost touch net, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/flail-spine spine flail], &#039;&#039;&#039;something with +1 dex to improve AC&#039;&#039;&#039;, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim Bracers of Falcon’s Aim], [http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Allnigt Allnight],[http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Clear%20ear Clear Ear], [http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Second-story%20harness Second-story Harness], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords Muleback Cords], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/traveler-s-any-tool Travelers Any-Tool], Vermin Repellent, &lt;br /&gt;
&lt;br /&gt;
== Done ==&lt;br /&gt;
*all Alchemist going forward: Gokar is redirecting his focus on his alchemy. Instead of basic fighting he&#039;s now obsessed about learning new extracts, potions, poisons, and alchemy tools. Skill points will go mostly towards knowledge, spellcraft, and craft skills while still keeping perception high and occasional points in survival, heal, etc. The main goal of his alchemy is of course to become super strong and monstrous so he can really tear shit up in fight, but the secondary goal is having many options for extracts and magic potions. He&#039;s really a giant unpleasant nerd on super magic steroids, but not actively picking fights. However when a fight seems imminent he will try to end it quickly with massive violence. Which he will enjoy. Prestige class - [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/master-chymist Mr Hyde, but good] starting at level 10. &lt;br /&gt;
**If I go with the tentacle discovery picking up the 3rd level of barbarian may be worth it for the bab, will, more rage, and Pit Fighter archetype ability to get another +1 to grab-ple--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:35, 28 February 2016 (EST)&lt;br /&gt;
:Haha, I love that this is a great synergy with Russ&#039;s, &amp;quot;Be cagey all the time, and if violence appears imminent, start the fight first&amp;quot;, approach. It&#039;s going to get us in trouble, and that will be a really fun session. -[[User:Slitherrr|Slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 6 ==&lt;br /&gt;
*Alchemist Discovery: either Tentacle to pick up grab or spontaneous healing to help prevent rage fallout death&lt;br /&gt;
**Mutated and Raging the tentacle would be +12 to hit (+7 as a secondary attack) with a +16 grapple cmb with the option to take a -20 to hold, but not be grappled. It could be used for AoO or hold a shield or wand. Honestly I&#039;m lazy enough I don&#039;t know if I want to deal with all the rolls and situational stuff, but it would be pretty amazing against casters. That fight with the winter witch hag would have ended a few rounds sooner if Gokar had grabbed her and just smashed her against his armor spikes or rage horns while preventing her from casting or moving. --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 21:13, 27 February 2016 (EST)&lt;br /&gt;
**I really like the [[Barbarian King&#039;s Buckler]] and it would be great for a tentacle. Hopefully it will show up for sale, for the taking, or for trade like the horn.  --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:11, 28 February 2016 (EST)&lt;br /&gt;
*skills(8pts): +1 to Acrobatics, Craft:Alchemy, Heal, Knowledge:Arcana, Knowledge:Dungeoneering, Knowledge:Engineering, Linguistics (Orc?), Perception&lt;br /&gt;
*+8 HP&lt;br /&gt;
*+10 Minutes Mutagen (80 minute duration monster-time)&lt;br /&gt;
*+1 BAB, Fort, Reflex&lt;br /&gt;
*2 2nd-level extracts per day (1 free 2nd-level, prioritize copying lesser restoration and cure mod from Russ).&lt;br /&gt;
**Level-up Formulae to choose from: [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor](&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;intense!&amp;lt;/span&amp;gt;), extreme flexibility (great if i go with the tentacle), fire breath (swarms suck), Investigative Mind (4 roll-twice checks, would making learning new formulae or languages easier), levitate (possibly worth it even when I get fly as a beastmorph choice in 2 levels) --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
**[http://www.d20pfsrd.com/magic/all-spells/b/blood-blaze Blood Blaze] is firey fun, but I imagine it would wind up hurting allies too much to be useful.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:19, 6 March 2016 (EST)&lt;br /&gt;
***[http://www.d20pfsrd.com/magic/all-spells/b/blistering Blistering Invective] would be great if Gokar wasn&#039;t shit at intimidate --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
*spike armor&lt;br /&gt;
**Silver armor spikes only costs 90 gp, you could get it done while we&#039;re in Dell. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***Definitely will do. A tentacle might be pretty cool. It could hold bombs or potions or a maybe a shield. I&#039;ve been reading through the old Silverwalkers notes. Did Germain&#039;s [http://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Buckler arrow magnet shield] ever resurface elsewhere?--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 23:57, 17 December 2015 (EST)&lt;br /&gt;
****We haven&#039;t seen it, but considering the Crone had a horn that looked suspiciously like his horn of haste, there&#039;s a non-zero chance that she has it. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
*With Feral Mutagen and Fiend Totem Rage going at level 4 who needs a weapon: 4 Primary Natural Attacks, +10 to hit: 2 Claws 1d6+7, Bite 1d8+7, Horn Gore 1d8+7. &lt;br /&gt;
or add enlarge person and power attack and poison and really do some damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Question: Where are all the strength bonuses coming from when fully hulked out? I&#039;m having trouble reaching 28. Also, I don&#039;t think you have actually gone full on hulk this dungeon, right? (No enlarge person?)&lt;br /&gt;
*16 base&lt;br /&gt;
*+4 Alchemical (mutagen)&lt;br /&gt;
*+4 morale (rage)&lt;br /&gt;
*+2 size (enlarge person)&lt;br /&gt;
*26 Final Score&lt;br /&gt;
:Yeah, that what i get for trusting pcgen to compute stuff correctly. 26 is the correct value, and no Gokar has never enlarged in battle yet.&lt;br /&gt;
:: I thought it might have been some Alter Self thing which I think is some kind of ability for you, but Alter Self wouldn&#039;t stack with Enlarge Person.&lt;br /&gt;
&lt;br /&gt;
Where are you getting d6 and d8 as damage for your natural attacks, or is that only when enlarged? Bite should be 1d4 and 1d3 if medium and 1d6 and 1d4 when enlarged unless I&#039;m missing something? -gm&lt;br /&gt;
:The header on that section is &amp;quot;When Hulked Out (Rage + Strength Mutagen + Enlarge Extract)&amp;quot;, so yeah. [http://www.d20pfsrd.com/magic/all-spells/s/stone-fist Stone Fist] + enlarge gives him the d8 fist (awesome), Toothy + enlarge gives him the d6 bite (cool!). I think he just reversed them. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::Yeah, that was incorrect. I guess it&#039;s a bug in pcgen as it shows bite going up to d8 when enlarged which is not right.&lt;br /&gt;
:::Note that normal damage for a bite for a Large creature is, in fact, 1d8, it&#039;s just that toothy is as a size smaller. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
== Level 5 Plans ==&lt;br /&gt;
*Alchemist level 3&lt;br /&gt;
*+8hp&lt;br /&gt;
*+1 bab, +1 will&lt;br /&gt;
*bomb changes to 2d6, gain Beastform Mutagen&lt;br /&gt;
*1 more extract a day, learn line breaker&lt;br /&gt;
*+10 minutes to mutagen&lt;br /&gt;
*skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd&lt;br /&gt;
*Feat: arcane strike&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New spells ==&lt;br /&gt;
*Take for sure [http://www.d20pfsrd.com/magic/all-spells/f/firebelly Firebelly], [http://www.d20pfsrd.com/magic/all-spells/d/detect-undead Detect Undead] &lt;br /&gt;
&lt;br /&gt;
*Would only be good for recharging Edi&#039;s halfling mojo or selling for potion, [http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic Recharge innate magic]&lt;br /&gt;
== silly, but strangely tempting new level 6 idea ==&lt;br /&gt;
*1 level dip of [http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/kensai Kensai Magus] with a weapon choice of whip (gives proficiency and weapon focus)&lt;br /&gt;
*great!: +2 will, spend point to get class bonus on Knowledge (dungeoneering) and Knowledge (planes), 4 pt daily arcane pool to add +1 to weapon 1 minute/pt, opens up so many wand options for ranged fighting, whip gives 15&#039; range (30&#039; trip attack when enlarged)&lt;br /&gt;
*useful: at will detect magic, mage hand, or other 0 level cantrips (2/day), get 6 free level 1 spells &lt;br /&gt;
*bad: arcane failure chance limits usefulness, only 1 level 1 spell/day at cl1, does not advance alchemist abilities, takes more feats to make whips AoO-able or deal damage, Animate Rope not on magus or alchemist lists&lt;br /&gt;
*Enlarge and control the field: [http://paizo.com/threads/rzs2l7ns&amp;amp;page=427?Ask-James-Jacobs-ALL-your-Questions-Here#21334 30&#039; reach] so don&#039;t have to worry about AoO for trips and disarms,  cmb 13! when raging enlarged mutant mode, [http://paizo.com/paizo/blog/v5748dyo5lcom add +3] for cmb if using arcane pool point on a masterwork or above whip for disarm, or trip and drag enemies&lt;br /&gt;
*masterwork [https://www.reddit.com/r/Pathfinder/comments/2l7269/scorpion_whip_fixed_for_pfs_and_eventually/ scorpion whip] to do damage&lt;br /&gt;
**wield a large scorpion whip for extra damage?&lt;br /&gt;
*take a feat to pick up [http://www.d20pfsrd.com/traits/race-traits/caravan-drover-half-orc a trait to make everyone go faster] https://www.youtube.com/watch?v=YdXQJS3Yv0Y&lt;br /&gt;
*Level 7 feat to make it extra fun: [http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat#TOC-Rope-Tricks Rope Master] - carry a 10&#039; section of rope and it&#039;s also a spiked chain and a whip and a lifeline and a net and your best friend&lt;br /&gt;
**spend 1000gp on a [https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/r-z/robe-of-infinite-twine Twine Robe] and always have rope to spare&lt;br /&gt;
**[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-climbing Climbing rope] and [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-knots self-knotting rope]&lt;br /&gt;
**750gp for [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-rope Rope that can turn to iron]&lt;br /&gt;
**use craft weapon to make nets, retire and just make nets&lt;br /&gt;
***lol, it is funny -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***the main problem with this dip that i see (apart from setting back the BaB progression since non-fractional advancement means level 1 dips in stuff with 3/4 or 1/2 progressions hurt more than they would otherwise) is that it doesn&#039;t do much to advance your damage-dealing capabilities, whereas keeping the beastmorph going continues to have huge benefits in self-buffs that make up for the lack of bab (like this [http://www.d20pfsrd.com/magic/all-spells/c/channel-vigor self-only haste alternative] that opens up at level 9, or bull&#039;s strength that will be a mainstay until we have enough dough to plop down for the belts to get permanent enhancement bonuses) -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***also, feat taxes -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
****Yeah, it&#039;s too hard to justify from battle-effectiveness perspective, but for adding abilities and utilities no one in the party has it&#039;s hard to beat. The use of arcane wands and the level 0 spells would be great and the trip and repositioning aspects of the whip would be handy for foes that Gokar doesn&#039;t want to get too close to or in shutting down spell casters. Reading about the whips/scorpion whips stuff shows it&#039;s one of those mixed up Paizo things with contradictory statements and unclear mechanics. Rope master is such a fun feat I may end up taking it anyway even without whip prof.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 18:01, 31 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
A thing I remembered after you were gone, I just picked up lesser restoration, and you can get it from my book (1 hour to memorize (plus a spellcraft check that you can take 10 no sweat) and 2 hours + 40gp to scribe). That should save us some money on potions to get you back into fighting shape. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
Just found this, would have been great for an alternate-reality Gokar: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/mutation-warrior -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
== Masterwork availability ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tool-Masterwork RAW] - &amp;lt;cite&amp;gt;Several common items already count as masterwork tools for particular skills. These are the alchemist&#039;s lab, climber&#039;s kit, disguise kit, healer&#039;s kit, masterwork musical instrument, and masterwork thieves&#039; tools. Therefore, there is no masterwork climber&#039;s kit, masterwork healer&#039;s kit, and so on—those items are already the best available for general checks with the relevant skill.&amp;lt;/cite&amp;gt; As the base portable lab only provides a +1 bonus it should be eligible for a boost to +2 for the masterwork price. The tools mentioned as being &#039;&#039;already the best available&#039;&#039; are all providing the +2 bonus that a masterwork trait would usually allow.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19033</id>
		<title>Talk:Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19033"/>
		<updated>2017-12-02T05:23:42Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level 9 ==&lt;br /&gt;
*Alch7: +8 hp, +10 minutes mutagen duration, +1 BAB, +1d6 bomb/breath, level 3 formulae (2/day)&lt;br /&gt;
**Skills: (+1 each): Craft Alchemy, Disable Device, Fly, Heal, Knowledge Arcana, Knowledge(Dungeoneering)(additional +3 class), Perception, Spellcraft&lt;br /&gt;
**Feat: Extra Rage (+6 rds/day)&lt;br /&gt;
**New Formulae: Arcane Sight or Channel Vigor&lt;br /&gt;
&lt;br /&gt;
== Level 8 ==&lt;br /&gt;
*Alch6, Dex +1, +8 hp, +10 minutes mutagen duration, +1 ability on mutagen (beastmorph6), +1 all 3 saves, BAB now +6/+1, &lt;br /&gt;
**Discovery: [http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-alchemist-discoveries/breath-weapon-bomb/ Breath Weapon Bomb]&lt;br /&gt;
**New Formulae: [http://www.d20pfsrd.com/magic/all-spells/v/vine-strike/ Vine strike]&lt;br /&gt;
**Skills (+1 each): Appraise (additional +3 class), Craft Alchemy, Disable Device, Fly (additional +3 class), Heal, Knowledge Arcana, Perception, Spellcraft&lt;br /&gt;
&lt;br /&gt;
== (here there be run-ons and quick thoughts and garbage ideas) ==&lt;br /&gt;
*Copy 2nd level formulae from Russ: (in rough priority)adhesive blood, barkskin, cat&#039;s grace, elemental touch, invisibility, see invisibility, perceive cues, protection from arrows, vomit swarm, resist energy, spider climb&lt;br /&gt;
*2nd level formulae to purchase when able: detect thoughts, Extreme Flexibility, Investigative Mind, Ironskin&lt;br /&gt;
*Probably stick to alchemist then switch to master chymist after alch7&lt;br /&gt;
*feats under consideration:  improved overrun, [http://www.d20pfsrd.com/feats/general-feats/raging-hurler Raging Hurler],, Splash Weapon Mastery, step up, Cosmopolitan (knowledge(dunge- or engine-ering) and linguistics become class skills, +2 languages), extra discovery(see next), Multiattack, extra rage, [http://www.d20pfsrd.com/feats/racial-feats/grudge-fighter-combat-orc Grudge Fighter], [http://www.d20pfsrd.com/feats/combat-feats/riving-strike-combat Riving Strike], &lt;br /&gt;
&lt;br /&gt;
*discoveries under consideration: Spontaneous Healing, Lingering Spirit, tumor familiar&lt;br /&gt;
&lt;br /&gt;
*craftlist/shopping wishlist: [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bead-boro Boro bead], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/preserving-flask preserving flask], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Tea-Meditation meditation tea], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone Thunderstone], ghost touch net, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/flail-spine spine flail], &#039;&#039;&#039;something with +1 dex to improve AC&#039;&#039;&#039;, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim Bracers of Falcon’s Aim], [http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Allnigt Allnight],[http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Clear%20ear Clear Ear], [http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Second-story%20harness Second-story Harness], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords Muleback Cords], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/traveler-s-any-tool Travelers Any-Tool], Vermin Repellent, &lt;br /&gt;
&lt;br /&gt;
== Done ==&lt;br /&gt;
*all Alchemist going forward: Gokar is redirecting his focus on his alchemy. Instead of basic fighting he&#039;s now obsessed about learning new extracts, potions, poisons, and alchemy tools. Skill points will go mostly towards knowledge, spellcraft, and craft skills while still keeping perception high and occasional points in survival, heal, etc. The main goal of his alchemy is of course to become super strong and monstrous so he can really tear shit up in fight, but the secondary goal is having many options for extracts and magic potions. He&#039;s really a giant unpleasant nerd on super magic steroids, but not actively picking fights. However when a fight seems imminent he will try to end it quickly with massive violence. Which he will enjoy. Prestige class - [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/master-chymist Mr Hyde, but good] starting at level 10. &lt;br /&gt;
**If I go with the tentacle discovery picking up the 3rd level of barbarian may be worth it for the bab, will, more rage, and Pit Fighter archetype ability to get another +1 to grab-ple--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:35, 28 February 2016 (EST)&lt;br /&gt;
:Haha, I love that this is a great synergy with Russ&#039;s, &amp;quot;Be cagey all the time, and if violence appears imminent, start the fight first&amp;quot;, approach. It&#039;s going to get us in trouble, and that will be a really fun session. -[[User:Slitherrr|Slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 6 ==&lt;br /&gt;
*Alchemist Discovery: either Tentacle to pick up grab or spontaneous healing to help prevent rage fallout death&lt;br /&gt;
**Mutated and Raging the tentacle would be +12 to hit (+7 as a secondary attack) with a +16 grapple cmb with the option to take a -20 to hold, but not be grappled. It could be used for AoO or hold a shield or wand. Honestly I&#039;m lazy enough I don&#039;t know if I want to deal with all the rolls and situational stuff, but it would be pretty amazing against casters. That fight with the winter witch hag would have ended a few rounds sooner if Gokar had grabbed her and just smashed her against his armor spikes or rage horns while preventing her from casting or moving. --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 21:13, 27 February 2016 (EST)&lt;br /&gt;
**I really like the [[Barbarian King&#039;s Buckler]] and it would be great for a tentacle. Hopefully it will show up for sale, for the taking, or for trade like the horn.  --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:11, 28 February 2016 (EST)&lt;br /&gt;
*skills(8pts): +1 to Acrobatics, Craft:Alchemy, Heal, Knowledge:Arcana, Knowledge:Dungeoneering, Knowledge:Engineering, Linguistics (Orc?), Perception&lt;br /&gt;
*+8 HP&lt;br /&gt;
*+10 Minutes Mutagen (80 minute duration monster-time)&lt;br /&gt;
*+1 BAB, Fort, Reflex&lt;br /&gt;
*2 2nd-level extracts per day (1 free 2nd-level, prioritize copying lesser restoration and cure mod from Russ).&lt;br /&gt;
**Level-up Formulae to choose from: [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor](&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;intense!&amp;lt;/span&amp;gt;), extreme flexibility (great if i go with the tentacle), fire breath (swarms suck), Investigative Mind (4 roll-twice checks, would making learning new formulae or languages easier), levitate (possibly worth it even when I get fly as a beastmorph choice in 2 levels) --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
**[http://www.d20pfsrd.com/magic/all-spells/b/blood-blaze Blood Blaze] is firey fun, but I imagine it would wind up hurting allies too much to be useful.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:19, 6 March 2016 (EST)&lt;br /&gt;
***[http://www.d20pfsrd.com/magic/all-spells/b/blistering Blistering Invective] would be great if Gokar wasn&#039;t shit at intimidate --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
*spike armor&lt;br /&gt;
**Silver armor spikes only costs 90 gp, you could get it done while we&#039;re in Dell. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***Definitely will do. A tentacle might be pretty cool. It could hold bombs or potions or a maybe a shield. I&#039;ve been reading through the old Silverwalkers notes. Did Germain&#039;s [http://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Buckler arrow magnet shield] ever resurface elsewhere?--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 23:57, 17 December 2015 (EST)&lt;br /&gt;
****We haven&#039;t seen it, but considering the Crone had a horn that looked suspiciously like his horn of haste, there&#039;s a non-zero chance that she has it. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
*With Feral Mutagen and Fiend Totem Rage going at level 4 who needs a weapon: 4 Primary Natural Attacks, +10 to hit: 2 Claws 1d6+7, Bite 1d8+7, Horn Gore 1d8+7. &lt;br /&gt;
or add enlarge person and power attack and poison and really do some damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Question: Where are all the strength bonuses coming from when fully hulked out? I&#039;m having trouble reaching 28. Also, I don&#039;t think you have actually gone full on hulk this dungeon, right? (No enlarge person?)&lt;br /&gt;
*16 base&lt;br /&gt;
*+4 Alchemical (mutagen)&lt;br /&gt;
*+4 morale (rage)&lt;br /&gt;
*+2 size (enlarge person)&lt;br /&gt;
*26 Final Score&lt;br /&gt;
:Yeah, that what i get for trusting pcgen to compute stuff correctly. 26 is the correct value, and no Gokar has never enlarged in battle yet.&lt;br /&gt;
:: I thought it might have been some Alter Self thing which I think is some kind of ability for you, but Alter Self wouldn&#039;t stack with Enlarge Person.&lt;br /&gt;
&lt;br /&gt;
Where are you getting d6 and d8 as damage for your natural attacks, or is that only when enlarged? Bite should be 1d4 and 1d3 if medium and 1d6 and 1d4 when enlarged unless I&#039;m missing something? -gm&lt;br /&gt;
:The header on that section is &amp;quot;When Hulked Out (Rage + Strength Mutagen + Enlarge Extract)&amp;quot;, so yeah. [http://www.d20pfsrd.com/magic/all-spells/s/stone-fist Stone Fist] + enlarge gives him the d8 fist (awesome), Toothy + enlarge gives him the d6 bite (cool!). I think he just reversed them. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::Yeah, that was incorrect. I guess it&#039;s a bug in pcgen as it shows bite going up to d8 when enlarged which is not right.&lt;br /&gt;
:::Note that normal damage for a bite for a Large creature is, in fact, 1d8, it&#039;s just that toothy is as a size smaller. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
== Level 5 Plans ==&lt;br /&gt;
*Alchemist level 3&lt;br /&gt;
*+8hp&lt;br /&gt;
*+1 bab, +1 will&lt;br /&gt;
*bomb changes to 2d6, gain Beastform Mutagen&lt;br /&gt;
*1 more extract a day, learn line breaker&lt;br /&gt;
*+10 minutes to mutagen&lt;br /&gt;
*skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd&lt;br /&gt;
*Feat: arcane strike&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New spells ==&lt;br /&gt;
*Take for sure [http://www.d20pfsrd.com/magic/all-spells/f/firebelly Firebelly], [http://www.d20pfsrd.com/magic/all-spells/d/detect-undead Detect Undead] &lt;br /&gt;
&lt;br /&gt;
*Would only be good for recharging Edi&#039;s halfling mojo or selling for potion, [http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic Recharge innate magic]&lt;br /&gt;
== silly, but strangely tempting new level 6 idea ==&lt;br /&gt;
*1 level dip of [http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/kensai Kensai Magus] with a weapon choice of whip (gives proficiency and weapon focus)&lt;br /&gt;
*great!: +2 will, spend point to get class bonus on Knowledge (dungeoneering) and Knowledge (planes), 4 pt daily arcane pool to add +1 to weapon 1 minute/pt, opens up so many wand options for ranged fighting, whip gives 15&#039; range (30&#039; trip attack when enlarged)&lt;br /&gt;
*useful: at will detect magic, mage hand, or other 0 level cantrips (2/day), get 6 free level 1 spells &lt;br /&gt;
*bad: arcane failure chance limits usefulness, only 1 level 1 spell/day at cl1, does not advance alchemist abilities, takes more feats to make whips AoO-able or deal damage, Animate Rope not on magus or alchemist lists&lt;br /&gt;
*Enlarge and control the field: [http://paizo.com/threads/rzs2l7ns&amp;amp;page=427?Ask-James-Jacobs-ALL-your-Questions-Here#21334 30&#039; reach] so don&#039;t have to worry about AoO for trips and disarms,  cmb 13! when raging enlarged mutant mode, [http://paizo.com/paizo/blog/v5748dyo5lcom add +3] for cmb if using arcane pool point on a masterwork or above whip for disarm, or trip and drag enemies&lt;br /&gt;
*masterwork [https://www.reddit.com/r/Pathfinder/comments/2l7269/scorpion_whip_fixed_for_pfs_and_eventually/ scorpion whip] to do damage&lt;br /&gt;
**wield a large scorpion whip for extra damage?&lt;br /&gt;
*take a feat to pick up [http://www.d20pfsrd.com/traits/race-traits/caravan-drover-half-orc a trait to make everyone go faster] https://www.youtube.com/watch?v=YdXQJS3Yv0Y&lt;br /&gt;
*Level 7 feat to make it extra fun: [http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat#TOC-Rope-Tricks Rope Master] - carry a 10&#039; section of rope and it&#039;s also a spiked chain and a whip and a lifeline and a net and your best friend&lt;br /&gt;
**spend 1000gp on a [https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/r-z/robe-of-infinite-twine Twine Robe] and always have rope to spare&lt;br /&gt;
**[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-climbing Climbing rope] and [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-knots self-knotting rope]&lt;br /&gt;
**750gp for [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-rope Rope that can turn to iron]&lt;br /&gt;
**use craft weapon to make nets, retire and just make nets&lt;br /&gt;
***lol, it is funny -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***the main problem with this dip that i see (apart from setting back the BaB progression since non-fractional advancement means level 1 dips in stuff with 3/4 or 1/2 progressions hurt more than they would otherwise) is that it doesn&#039;t do much to advance your damage-dealing capabilities, whereas keeping the beastmorph going continues to have huge benefits in self-buffs that make up for the lack of bab (like this [http://www.d20pfsrd.com/magic/all-spells/c/channel-vigor self-only haste alternative] that opens up at level 9, or bull&#039;s strength that will be a mainstay until we have enough dough to plop down for the belts to get permanent enhancement bonuses) -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***also, feat taxes -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
****Yeah, it&#039;s too hard to justify from battle-effectiveness perspective, but for adding abilities and utilities no one in the party has it&#039;s hard to beat. The use of arcane wands and the level 0 spells would be great and the trip and repositioning aspects of the whip would be handy for foes that Gokar doesn&#039;t want to get too close to or in shutting down spell casters. Reading about the whips/scorpion whips stuff shows it&#039;s one of those mixed up Paizo things with contradictory statements and unclear mechanics. Rope master is such a fun feat I may end up taking it anyway even without whip prof.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 18:01, 31 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
A thing I remembered after you were gone, I just picked up lesser restoration, and you can get it from my book (1 hour to memorize (plus a spellcraft check that you can take 10 no sweat) and 2 hours + 40gp to scribe). That should save us some money on potions to get you back into fighting shape. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
Just found this, would have been great for an alternate-reality Gokar: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/mutation-warrior -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
== Masterwork availability ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tool-Masterwork RAW] - &amp;lt;cite&amp;gt;Several common items already count as masterwork tools for particular skills. These are the alchemist&#039;s lab, climber&#039;s kit, disguise kit, healer&#039;s kit, masterwork musical instrument, and masterwork thieves&#039; tools. Therefore, there is no masterwork climber&#039;s kit, masterwork healer&#039;s kit, and so on—those items are already the best available for general checks with the relevant skill.&amp;lt;/cite&amp;gt; As the base portable lab only provides a +1 bonus it should be eligible for a boost to +2 for the masterwork price. The tools mentioned as being &#039;&#039;already the best available&#039;&#039; are all providing the +2 bonus that a masterwork trait would usually allow.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19032</id>
		<title>Talk:Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19032"/>
		<updated>2017-12-02T05:22:11Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level 9 ==&lt;br /&gt;
*Alch7: +8 hp, +10 minutes mutagen duration, +1 BAB, +1d6 bomb/breath, level 3 formulae (2/day)&lt;br /&gt;
**Skills: (+1 each): Craft Alchemy, Disable Device, Fly, Heal, Knowledge Arcana, Knowledge(Dungeoneering)(additional +3 class), Perception, Spellcraft&lt;br /&gt;
**Feat: Extra Rage (+6 rds/day)&lt;br /&gt;
**New Formulae: Arcane Sight&lt;br /&gt;
&lt;br /&gt;
== Level 8 ==&lt;br /&gt;
*Alch6, Dex +1, +8 hp, +10 minutes mutagen duration, +1 ability on mutagen (beastmorph6), +1 all 3 saves, BAB now +6/+1, &lt;br /&gt;
**Discovery: [http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-alchemist-discoveries/breath-weapon-bomb/ Breath Weapon Bomb]&lt;br /&gt;
**New Formulae: [http://www.d20pfsrd.com/magic/all-spells/v/vine-strike/ Vine strike]&lt;br /&gt;
**Skills (+1 each): Appraise (additional +3 class), Craft Alchemy, Disable Device, Fly (additional +3 class), Heal, Knowledge Arcana, Perception, Spellcraft&lt;br /&gt;
&lt;br /&gt;
== (here there be run-ons and quick thoughts and garbage ideas) ==&lt;br /&gt;
*Copy 2nd level formulae from Russ: (in rough priority)adhesive blood, barkskin, cat&#039;s grace, elemental touch, invisibility, see invisibility, perceive cues, protection from arrows, vomit swarm, resist energy, spider climb&lt;br /&gt;
*2nd level formulae to purchase when able: detect thoughts, Extreme Flexibility, Investigative Mind, Ironskin&lt;br /&gt;
*Probably stick to alchemist then switch to master chymist after alch7&lt;br /&gt;
*feats under consideration:  improved overrun, [http://www.d20pfsrd.com/feats/general-feats/raging-hurler Raging Hurler],, Splash Weapon Mastery, step up, Cosmopolitan (knowledge(dunge- or engine-ering) and linguistics become class skills, +2 languages), extra discovery(see next), Multiattack, extra rage, [http://www.d20pfsrd.com/feats/racial-feats/grudge-fighter-combat-orc Grudge Fighter], [http://www.d20pfsrd.com/feats/combat-feats/riving-strike-combat Riving Strike], &lt;br /&gt;
&lt;br /&gt;
*discoveries under consideration: Spontaneous Healing, Lingering Spirit, tumor familiar&lt;br /&gt;
&lt;br /&gt;
*craftlist/shopping wishlist: [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bead-boro Boro bead], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/preserving-flask preserving flask], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Tea-Meditation meditation tea], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone Thunderstone], ghost touch net, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/flail-spine spine flail], &#039;&#039;&#039;something with +1 dex to improve AC&#039;&#039;&#039;, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim Bracers of Falcon’s Aim], [http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Allnigt Allnight],[http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Clear%20ear Clear Ear], [http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Second-story%20harness Second-story Harness], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords Muleback Cords], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/traveler-s-any-tool Travelers Any-Tool], Vermin Repellent, &lt;br /&gt;
&lt;br /&gt;
== Done ==&lt;br /&gt;
*all Alchemist going forward: Gokar is redirecting his focus on his alchemy. Instead of basic fighting he&#039;s now obsessed about learning new extracts, potions, poisons, and alchemy tools. Skill points will go mostly towards knowledge, spellcraft, and craft skills while still keeping perception high and occasional points in survival, heal, etc. The main goal of his alchemy is of course to become super strong and monstrous so he can really tear shit up in fight, but the secondary goal is having many options for extracts and magic potions. He&#039;s really a giant unpleasant nerd on super magic steroids, but not actively picking fights. However when a fight seems imminent he will try to end it quickly with massive violence. Which he will enjoy. Prestige class - [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/master-chymist Mr Hyde, but good] starting at level 10. &lt;br /&gt;
**If I go with the tentacle discovery picking up the 3rd level of barbarian may be worth it for the bab, will, more rage, and Pit Fighter archetype ability to get another +1 to grab-ple--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:35, 28 February 2016 (EST)&lt;br /&gt;
:Haha, I love that this is a great synergy with Russ&#039;s, &amp;quot;Be cagey all the time, and if violence appears imminent, start the fight first&amp;quot;, approach. It&#039;s going to get us in trouble, and that will be a really fun session. -[[User:Slitherrr|Slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 6 ==&lt;br /&gt;
*Alchemist Discovery: either Tentacle to pick up grab or spontaneous healing to help prevent rage fallout death&lt;br /&gt;
**Mutated and Raging the tentacle would be +12 to hit (+7 as a secondary attack) with a +16 grapple cmb with the option to take a -20 to hold, but not be grappled. It could be used for AoO or hold a shield or wand. Honestly I&#039;m lazy enough I don&#039;t know if I want to deal with all the rolls and situational stuff, but it would be pretty amazing against casters. That fight with the winter witch hag would have ended a few rounds sooner if Gokar had grabbed her and just smashed her against his armor spikes or rage horns while preventing her from casting or moving. --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 21:13, 27 February 2016 (EST)&lt;br /&gt;
**I really like the [[Barbarian King&#039;s Buckler]] and it would be great for a tentacle. Hopefully it will show up for sale, for the taking, or for trade like the horn.  --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:11, 28 February 2016 (EST)&lt;br /&gt;
*skills(8pts): +1 to Acrobatics, Craft:Alchemy, Heal, Knowledge:Arcana, Knowledge:Dungeoneering, Knowledge:Engineering, Linguistics (Orc?), Perception&lt;br /&gt;
*+8 HP&lt;br /&gt;
*+10 Minutes Mutagen (80 minute duration monster-time)&lt;br /&gt;
*+1 BAB, Fort, Reflex&lt;br /&gt;
*2 2nd-level extracts per day (1 free 2nd-level, prioritize copying lesser restoration and cure mod from Russ).&lt;br /&gt;
**Level-up Formulae to choose from: [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor](&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;intense!&amp;lt;/span&amp;gt;), extreme flexibility (great if i go with the tentacle), fire breath (swarms suck), Investigative Mind (4 roll-twice checks, would making learning new formulae or languages easier), levitate (possibly worth it even when I get fly as a beastmorph choice in 2 levels) --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
**[http://www.d20pfsrd.com/magic/all-spells/b/blood-blaze Blood Blaze] is firey fun, but I imagine it would wind up hurting allies too much to be useful.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:19, 6 March 2016 (EST)&lt;br /&gt;
***[http://www.d20pfsrd.com/magic/all-spells/b/blistering Blistering Invective] would be great if Gokar wasn&#039;t shit at intimidate --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
*spike armor&lt;br /&gt;
**Silver armor spikes only costs 90 gp, you could get it done while we&#039;re in Dell. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***Definitely will do. A tentacle might be pretty cool. It could hold bombs or potions or a maybe a shield. I&#039;ve been reading through the old Silverwalkers notes. Did Germain&#039;s [http://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Buckler arrow magnet shield] ever resurface elsewhere?--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 23:57, 17 December 2015 (EST)&lt;br /&gt;
****We haven&#039;t seen it, but considering the Crone had a horn that looked suspiciously like his horn of haste, there&#039;s a non-zero chance that she has it. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
*With Feral Mutagen and Fiend Totem Rage going at level 4 who needs a weapon: 4 Primary Natural Attacks, +10 to hit: 2 Claws 1d6+7, Bite 1d8+7, Horn Gore 1d8+7. &lt;br /&gt;
or add enlarge person and power attack and poison and really do some damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Question: Where are all the strength bonuses coming from when fully hulked out? I&#039;m having trouble reaching 28. Also, I don&#039;t think you have actually gone full on hulk this dungeon, right? (No enlarge person?)&lt;br /&gt;
*16 base&lt;br /&gt;
*+4 Alchemical (mutagen)&lt;br /&gt;
*+4 morale (rage)&lt;br /&gt;
*+2 size (enlarge person)&lt;br /&gt;
*26 Final Score&lt;br /&gt;
:Yeah, that what i get for trusting pcgen to compute stuff correctly. 26 is the correct value, and no Gokar has never enlarged in battle yet.&lt;br /&gt;
:: I thought it might have been some Alter Self thing which I think is some kind of ability for you, but Alter Self wouldn&#039;t stack with Enlarge Person.&lt;br /&gt;
&lt;br /&gt;
Where are you getting d6 and d8 as damage for your natural attacks, or is that only when enlarged? Bite should be 1d4 and 1d3 if medium and 1d6 and 1d4 when enlarged unless I&#039;m missing something? -gm&lt;br /&gt;
:The header on that section is &amp;quot;When Hulked Out (Rage + Strength Mutagen + Enlarge Extract)&amp;quot;, so yeah. [http://www.d20pfsrd.com/magic/all-spells/s/stone-fist Stone Fist] + enlarge gives him the d8 fist (awesome), Toothy + enlarge gives him the d6 bite (cool!). I think he just reversed them. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::Yeah, that was incorrect. I guess it&#039;s a bug in pcgen as it shows bite going up to d8 when enlarged which is not right.&lt;br /&gt;
:::Note that normal damage for a bite for a Large creature is, in fact, 1d8, it&#039;s just that toothy is as a size smaller. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
== Level 5 Plans ==&lt;br /&gt;
*Alchemist level 3&lt;br /&gt;
*+8hp&lt;br /&gt;
*+1 bab, +1 will&lt;br /&gt;
*bomb changes to 2d6, gain Beastform Mutagen&lt;br /&gt;
*1 more extract a day, learn line breaker&lt;br /&gt;
*+10 minutes to mutagen&lt;br /&gt;
*skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd&lt;br /&gt;
*Feat: arcane strike&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New spells ==&lt;br /&gt;
*Take for sure [http://www.d20pfsrd.com/magic/all-spells/f/firebelly Firebelly], [http://www.d20pfsrd.com/magic/all-spells/d/detect-undead Detect Undead] &lt;br /&gt;
&lt;br /&gt;
*Would only be good for recharging Edi&#039;s halfling mojo or selling for potion, [http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic Recharge innate magic]&lt;br /&gt;
== silly, but strangely tempting new level 6 idea ==&lt;br /&gt;
*1 level dip of [http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/kensai Kensai Magus] with a weapon choice of whip (gives proficiency and weapon focus)&lt;br /&gt;
*great!: +2 will, spend point to get class bonus on Knowledge (dungeoneering) and Knowledge (planes), 4 pt daily arcane pool to add +1 to weapon 1 minute/pt, opens up so many wand options for ranged fighting, whip gives 15&#039; range (30&#039; trip attack when enlarged)&lt;br /&gt;
*useful: at will detect magic, mage hand, or other 0 level cantrips (2/day), get 6 free level 1 spells &lt;br /&gt;
*bad: arcane failure chance limits usefulness, only 1 level 1 spell/day at cl1, does not advance alchemist abilities, takes more feats to make whips AoO-able or deal damage, Animate Rope not on magus or alchemist lists&lt;br /&gt;
*Enlarge and control the field: [http://paizo.com/threads/rzs2l7ns&amp;amp;page=427?Ask-James-Jacobs-ALL-your-Questions-Here#21334 30&#039; reach] so don&#039;t have to worry about AoO for trips and disarms,  cmb 13! when raging enlarged mutant mode, [http://paizo.com/paizo/blog/v5748dyo5lcom add +3] for cmb if using arcane pool point on a masterwork or above whip for disarm, or trip and drag enemies&lt;br /&gt;
*masterwork [https://www.reddit.com/r/Pathfinder/comments/2l7269/scorpion_whip_fixed_for_pfs_and_eventually/ scorpion whip] to do damage&lt;br /&gt;
**wield a large scorpion whip for extra damage?&lt;br /&gt;
*take a feat to pick up [http://www.d20pfsrd.com/traits/race-traits/caravan-drover-half-orc a trait to make everyone go faster] https://www.youtube.com/watch?v=YdXQJS3Yv0Y&lt;br /&gt;
*Level 7 feat to make it extra fun: [http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat#TOC-Rope-Tricks Rope Master] - carry a 10&#039; section of rope and it&#039;s also a spiked chain and a whip and a lifeline and a net and your best friend&lt;br /&gt;
**spend 1000gp on a [https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/r-z/robe-of-infinite-twine Twine Robe] and always have rope to spare&lt;br /&gt;
**[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-climbing Climbing rope] and [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-knots self-knotting rope]&lt;br /&gt;
**750gp for [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-rope Rope that can turn to iron]&lt;br /&gt;
**use craft weapon to make nets, retire and just make nets&lt;br /&gt;
***lol, it is funny -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***the main problem with this dip that i see (apart from setting back the BaB progression since non-fractional advancement means level 1 dips in stuff with 3/4 or 1/2 progressions hurt more than they would otherwise) is that it doesn&#039;t do much to advance your damage-dealing capabilities, whereas keeping the beastmorph going continues to have huge benefits in self-buffs that make up for the lack of bab (like this [http://www.d20pfsrd.com/magic/all-spells/c/channel-vigor self-only haste alternative] that opens up at level 9, or bull&#039;s strength that will be a mainstay until we have enough dough to plop down for the belts to get permanent enhancement bonuses) -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***also, feat taxes -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
****Yeah, it&#039;s too hard to justify from battle-effectiveness perspective, but for adding abilities and utilities no one in the party has it&#039;s hard to beat. The use of arcane wands and the level 0 spells would be great and the trip and repositioning aspects of the whip would be handy for foes that Gokar doesn&#039;t want to get too close to or in shutting down spell casters. Reading about the whips/scorpion whips stuff shows it&#039;s one of those mixed up Paizo things with contradictory statements and unclear mechanics. Rope master is such a fun feat I may end up taking it anyway even without whip prof.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 18:01, 31 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
A thing I remembered after you were gone, I just picked up lesser restoration, and you can get it from my book (1 hour to memorize (plus a spellcraft check that you can take 10 no sweat) and 2 hours + 40gp to scribe). That should save us some money on potions to get you back into fighting shape. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
Just found this, would have been great for an alternate-reality Gokar: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/mutation-warrior -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
== Masterwork availability ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tool-Masterwork RAW] - &amp;lt;cite&amp;gt;Several common items already count as masterwork tools for particular skills. These are the alchemist&#039;s lab, climber&#039;s kit, disguise kit, healer&#039;s kit, masterwork musical instrument, and masterwork thieves&#039; tools. Therefore, there is no masterwork climber&#039;s kit, masterwork healer&#039;s kit, and so on—those items are already the best available for general checks with the relevant skill.&amp;lt;/cite&amp;gt; As the base portable lab only provides a +1 bonus it should be eligible for a boost to +2 for the masterwork price. The tools mentioned as being &#039;&#039;already the best available&#039;&#039; are all providing the +2 bonus that a masterwork trait would usually allow.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19031</id>
		<title>Talk:Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=19031"/>
		<updated>2017-12-02T02:47:14Z</updated>

		<summary type="html">&lt;p&gt;Bartley: too lazy to properly update character sheet currently.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level 9 ==&lt;br /&gt;
*Alch7: +8 hp, +10 minutes mutagen duration, +1 BAB, +1d6 bomb/breath, level 3 formulae (2/day)&lt;br /&gt;
**Skills: (+1 each): Craft Alchemy, Disable Device, Fly, Heal, Knowledge Arcana, Knowledge(Dungeoneering)(additional +3 class), Perception, Spellcraft&lt;br /&gt;
**Feat: Extra Rage (+6 rds/day)&lt;br /&gt;
**New Formulae: Burst of Speed&lt;br /&gt;
&lt;br /&gt;
== Level 8 ==&lt;br /&gt;
*Alch6, Dex +1, +8 hp, +10 minutes mutagen duration, +1 ability on mutagen (beastmorph6), +1 all 3 saves, BAB now +6/+1, &lt;br /&gt;
**Discovery: [http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-alchemist-discoveries/breath-weapon-bomb/ Breath Weapon Bomb]&lt;br /&gt;
**New Formulae: [http://www.d20pfsrd.com/magic/all-spells/v/vine-strike/ Vine strike]&lt;br /&gt;
**Skills (+1 each): Appraise (additional +3 class), Craft Alchemy, Disable Device, Fly (additional +3 class), Heal, Knowledge Arcana, Perception, Spellcraft&lt;br /&gt;
&lt;br /&gt;
== (here there be run-ons and quick thoughts and garbage ideas) ==&lt;br /&gt;
*Copy 2nd level formulae from Russ: (in rough priority)adhesive blood, barkskin, cat&#039;s grace, elemental touch, invisibility, see invisibility, perceive cues, protection from arrows, vomit swarm, resist energy, spider climb&lt;br /&gt;
*2nd level formulae to purchase when able: detect thoughts, Extreme Flexibility, Investigative Mind, Ironskin&lt;br /&gt;
*Probably stick to alchemist then switch to master chymist after alch7&lt;br /&gt;
*feats under consideration:  improved overrun, [http://www.d20pfsrd.com/feats/general-feats/raging-hurler Raging Hurler],, Splash Weapon Mastery, step up, Cosmopolitan (knowledge(dunge- or engine-ering) and linguistics become class skills, +2 languages), extra discovery(see next), Multiattack, extra rage, [http://www.d20pfsrd.com/feats/racial-feats/grudge-fighter-combat-orc Grudge Fighter], [http://www.d20pfsrd.com/feats/combat-feats/riving-strike-combat Riving Strike], &lt;br /&gt;
&lt;br /&gt;
*discoveries under consideration: Spontaneous Healing, Lingering Spirit, tumor familiar&lt;br /&gt;
&lt;br /&gt;
*craftlist/shopping wishlist: [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bead-boro Boro bead], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/preserving-flask preserving flask], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Tea-Meditation meditation tea], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone Thunderstone], ghost touch net, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/flail-spine spine flail], &#039;&#039;&#039;something with +1 dex to improve AC&#039;&#039;&#039;, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim Bracers of Falcon’s Aim], [http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Allnigt Allnight],[http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Clear%20ear Clear Ear], [http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Second-story%20harness Second-story Harness], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords Muleback Cords], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/traveler-s-any-tool Travelers Any-Tool], Vermin Repellent, &lt;br /&gt;
&lt;br /&gt;
== Done ==&lt;br /&gt;
*all Alchemist going forward: Gokar is redirecting his focus on his alchemy. Instead of basic fighting he&#039;s now obsessed about learning new extracts, potions, poisons, and alchemy tools. Skill points will go mostly towards knowledge, spellcraft, and craft skills while still keeping perception high and occasional points in survival, heal, etc. The main goal of his alchemy is of course to become super strong and monstrous so he can really tear shit up in fight, but the secondary goal is having many options for extracts and magic potions. He&#039;s really a giant unpleasant nerd on super magic steroids, but not actively picking fights. However when a fight seems imminent he will try to end it quickly with massive violence. Which he will enjoy. Prestige class - [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/master-chymist Mr Hyde, but good] starting at level 10. &lt;br /&gt;
**If I go with the tentacle discovery picking up the 3rd level of barbarian may be worth it for the bab, will, more rage, and Pit Fighter archetype ability to get another +1 to grab-ple--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:35, 28 February 2016 (EST)&lt;br /&gt;
:Haha, I love that this is a great synergy with Russ&#039;s, &amp;quot;Be cagey all the time, and if violence appears imminent, start the fight first&amp;quot;, approach. It&#039;s going to get us in trouble, and that will be a really fun session. -[[User:Slitherrr|Slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 6 ==&lt;br /&gt;
*Alchemist Discovery: either Tentacle to pick up grab or spontaneous healing to help prevent rage fallout death&lt;br /&gt;
**Mutated and Raging the tentacle would be +12 to hit (+7 as a secondary attack) with a +16 grapple cmb with the option to take a -20 to hold, but not be grappled. It could be used for AoO or hold a shield or wand. Honestly I&#039;m lazy enough I don&#039;t know if I want to deal with all the rolls and situational stuff, but it would be pretty amazing against casters. That fight with the winter witch hag would have ended a few rounds sooner if Gokar had grabbed her and just smashed her against his armor spikes or rage horns while preventing her from casting or moving. --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 21:13, 27 February 2016 (EST)&lt;br /&gt;
**I really like the [[Barbarian King&#039;s Buckler]] and it would be great for a tentacle. Hopefully it will show up for sale, for the taking, or for trade like the horn.  --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:11, 28 February 2016 (EST)&lt;br /&gt;
*skills(8pts): +1 to Acrobatics, Craft:Alchemy, Heal, Knowledge:Arcana, Knowledge:Dungeoneering, Knowledge:Engineering, Linguistics (Orc?), Perception&lt;br /&gt;
*+8 HP&lt;br /&gt;
*+10 Minutes Mutagen (80 minute duration monster-time)&lt;br /&gt;
*+1 BAB, Fort, Reflex&lt;br /&gt;
*2 2nd-level extracts per day (1 free 2nd-level, prioritize copying lesser restoration and cure mod from Russ).&lt;br /&gt;
**Level-up Formulae to choose from: [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor](&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;intense!&amp;lt;/span&amp;gt;), extreme flexibility (great if i go with the tentacle), fire breath (swarms suck), Investigative Mind (4 roll-twice checks, would making learning new formulae or languages easier), levitate (possibly worth it even when I get fly as a beastmorph choice in 2 levels) --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
**[http://www.d20pfsrd.com/magic/all-spells/b/blood-blaze Blood Blaze] is firey fun, but I imagine it would wind up hurting allies too much to be useful.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:19, 6 March 2016 (EST)&lt;br /&gt;
***[http://www.d20pfsrd.com/magic/all-spells/b/blistering Blistering Invective] would be great if Gokar wasn&#039;t shit at intimidate --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
*spike armor&lt;br /&gt;
**Silver armor spikes only costs 90 gp, you could get it done while we&#039;re in Dell. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***Definitely will do. A tentacle might be pretty cool. It could hold bombs or potions or a maybe a shield. I&#039;ve been reading through the old Silverwalkers notes. Did Germain&#039;s [http://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Buckler arrow magnet shield] ever resurface elsewhere?--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 23:57, 17 December 2015 (EST)&lt;br /&gt;
****We haven&#039;t seen it, but considering the Crone had a horn that looked suspiciously like his horn of haste, there&#039;s a non-zero chance that she has it. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
*With Feral Mutagen and Fiend Totem Rage going at level 4 who needs a weapon: 4 Primary Natural Attacks, +10 to hit: 2 Claws 1d6+7, Bite 1d8+7, Horn Gore 1d8+7. &lt;br /&gt;
or add enlarge person and power attack and poison and really do some damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Question: Where are all the strength bonuses coming from when fully hulked out? I&#039;m having trouble reaching 28. Also, I don&#039;t think you have actually gone full on hulk this dungeon, right? (No enlarge person?)&lt;br /&gt;
*16 base&lt;br /&gt;
*+4 Alchemical (mutagen)&lt;br /&gt;
*+4 morale (rage)&lt;br /&gt;
*+2 size (enlarge person)&lt;br /&gt;
*26 Final Score&lt;br /&gt;
:Yeah, that what i get for trusting pcgen to compute stuff correctly. 26 is the correct value, and no Gokar has never enlarged in battle yet.&lt;br /&gt;
:: I thought it might have been some Alter Self thing which I think is some kind of ability for you, but Alter Self wouldn&#039;t stack with Enlarge Person.&lt;br /&gt;
&lt;br /&gt;
Where are you getting d6 and d8 as damage for your natural attacks, or is that only when enlarged? Bite should be 1d4 and 1d3 if medium and 1d6 and 1d4 when enlarged unless I&#039;m missing something? -gm&lt;br /&gt;
:The header on that section is &amp;quot;When Hulked Out (Rage + Strength Mutagen + Enlarge Extract)&amp;quot;, so yeah. [http://www.d20pfsrd.com/magic/all-spells/s/stone-fist Stone Fist] + enlarge gives him the d8 fist (awesome), Toothy + enlarge gives him the d6 bite (cool!). I think he just reversed them. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::Yeah, that was incorrect. I guess it&#039;s a bug in pcgen as it shows bite going up to d8 when enlarged which is not right.&lt;br /&gt;
:::Note that normal damage for a bite for a Large creature is, in fact, 1d8, it&#039;s just that toothy is as a size smaller. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
== Level 5 Plans ==&lt;br /&gt;
*Alchemist level 3&lt;br /&gt;
*+8hp&lt;br /&gt;
*+1 bab, +1 will&lt;br /&gt;
*bomb changes to 2d6, gain Beastform Mutagen&lt;br /&gt;
*1 more extract a day, learn line breaker&lt;br /&gt;
*+10 minutes to mutagen&lt;br /&gt;
*skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd&lt;br /&gt;
*Feat: arcane strike&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New spells ==&lt;br /&gt;
*Take for sure [http://www.d20pfsrd.com/magic/all-spells/f/firebelly Firebelly], [http://www.d20pfsrd.com/magic/all-spells/d/detect-undead Detect Undead] &lt;br /&gt;
&lt;br /&gt;
*Would only be good for recharging Edi&#039;s halfling mojo or selling for potion, [http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic Recharge innate magic]&lt;br /&gt;
== silly, but strangely tempting new level 6 idea ==&lt;br /&gt;
*1 level dip of [http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/kensai Kensai Magus] with a weapon choice of whip (gives proficiency and weapon focus)&lt;br /&gt;
*great!: +2 will, spend point to get class bonus on Knowledge (dungeoneering) and Knowledge (planes), 4 pt daily arcane pool to add +1 to weapon 1 minute/pt, opens up so many wand options for ranged fighting, whip gives 15&#039; range (30&#039; trip attack when enlarged)&lt;br /&gt;
*useful: at will detect magic, mage hand, or other 0 level cantrips (2/day), get 6 free level 1 spells &lt;br /&gt;
*bad: arcane failure chance limits usefulness, only 1 level 1 spell/day at cl1, does not advance alchemist abilities, takes more feats to make whips AoO-able or deal damage, Animate Rope not on magus or alchemist lists&lt;br /&gt;
*Enlarge and control the field: [http://paizo.com/threads/rzs2l7ns&amp;amp;page=427?Ask-James-Jacobs-ALL-your-Questions-Here#21334 30&#039; reach] so don&#039;t have to worry about AoO for trips and disarms,  cmb 13! when raging enlarged mutant mode, [http://paizo.com/paizo/blog/v5748dyo5lcom add +3] for cmb if using arcane pool point on a masterwork or above whip for disarm, or trip and drag enemies&lt;br /&gt;
*masterwork [https://www.reddit.com/r/Pathfinder/comments/2l7269/scorpion_whip_fixed_for_pfs_and_eventually/ scorpion whip] to do damage&lt;br /&gt;
**wield a large scorpion whip for extra damage?&lt;br /&gt;
*take a feat to pick up [http://www.d20pfsrd.com/traits/race-traits/caravan-drover-half-orc a trait to make everyone go faster] https://www.youtube.com/watch?v=YdXQJS3Yv0Y&lt;br /&gt;
*Level 7 feat to make it extra fun: [http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat#TOC-Rope-Tricks Rope Master] - carry a 10&#039; section of rope and it&#039;s also a spiked chain and a whip and a lifeline and a net and your best friend&lt;br /&gt;
**spend 1000gp on a [https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/r-z/robe-of-infinite-twine Twine Robe] and always have rope to spare&lt;br /&gt;
**[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-climbing Climbing rope] and [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-knots self-knotting rope]&lt;br /&gt;
**750gp for [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-rope Rope that can turn to iron]&lt;br /&gt;
**use craft weapon to make nets, retire and just make nets&lt;br /&gt;
***lol, it is funny -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***the main problem with this dip that i see (apart from setting back the BaB progression since non-fractional advancement means level 1 dips in stuff with 3/4 or 1/2 progressions hurt more than they would otherwise) is that it doesn&#039;t do much to advance your damage-dealing capabilities, whereas keeping the beastmorph going continues to have huge benefits in self-buffs that make up for the lack of bab (like this [http://www.d20pfsrd.com/magic/all-spells/c/channel-vigor self-only haste alternative] that opens up at level 9, or bull&#039;s strength that will be a mainstay until we have enough dough to plop down for the belts to get permanent enhancement bonuses) -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***also, feat taxes -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
****Yeah, it&#039;s too hard to justify from battle-effectiveness perspective, but for adding abilities and utilities no one in the party has it&#039;s hard to beat. The use of arcane wands and the level 0 spells would be great and the trip and repositioning aspects of the whip would be handy for foes that Gokar doesn&#039;t want to get too close to or in shutting down spell casters. Reading about the whips/scorpion whips stuff shows it&#039;s one of those mixed up Paizo things with contradictory statements and unclear mechanics. Rope master is such a fun feat I may end up taking it anyway even without whip prof.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 18:01, 31 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
A thing I remembered after you were gone, I just picked up lesser restoration, and you can get it from my book (1 hour to memorize (plus a spellcraft check that you can take 10 no sweat) and 2 hours + 40gp to scribe). That should save us some money on potions to get you back into fighting shape. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
Just found this, would have been great for an alternate-reality Gokar: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/mutation-warrior -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
== Masterwork availability ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tool-Masterwork RAW] - &amp;lt;cite&amp;gt;Several common items already count as masterwork tools for particular skills. These are the alchemist&#039;s lab, climber&#039;s kit, disguise kit, healer&#039;s kit, masterwork musical instrument, and masterwork thieves&#039; tools. Therefore, there is no masterwork climber&#039;s kit, masterwork healer&#039;s kit, and so on—those items are already the best available for general checks with the relevant skill.&amp;lt;/cite&amp;gt; As the base portable lab only provides a +1 bonus it should be eligible for a boost to +2 for the masterwork price. The tools mentioned as being &#039;&#039;already the best available&#039;&#039; are all providing the +2 bonus that a masterwork trait would usually allow.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Kivan_Half-Elven&amp;diff=19026</id>
		<title>Talk:Kivan Half-Elven</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Kivan_Half-Elven&amp;diff=19026"/>
		<updated>2017-11-18T06:32:28Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Kivan left the mainland for the Lands of the Lost&amp;quot;&lt;br /&gt;
: Since I&#039;m not *actually* going to have an army of specialist brewers scrutinizing my text, there is an approximate fuckton of canon established about the outlands now and not anything even remotely mentions anything like Kivan. &lt;br /&gt;
: IRL canon also has Kivan in the same place and time as [[Redzan the Clean]].&lt;br /&gt;
:Everyone knows the Land of the Lost is underground anyway. He&#039;s with the sleestaks now.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 16:51, 6 February 2016 (EST)&lt;br /&gt;
:: Whenever I hear sleestak now, I just think of Badger from Breaking Bad saying &amp;quot;I feel like a sleestak&amp;quot; after Jesse&#039;s three day meth-guilt party.&lt;br /&gt;
:: The actor who plays Badger&#039;s real name? Matt Jones. (Inception!) Mattieverse eligible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FUN FACT:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kivan Half-Elven featured prominently in the heresy of Redzan the Clean, centered around the heterodox Second Testimonial of Kivan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This game involved Mattie (Redzan), the pilot of Qa, and a long expired friend. It was the weirdest crossover ever: I brought Kivan into a spin off &amp;quot;alt-future&amp;quot; game while he was in town - I think - for the wedding of the actual players of Sterros and Marwynn.... or whatever their actual names were.&lt;br /&gt;
:All time d&amp;amp;d highlight for me tbh. Featured nice time-fuckery of Kivan getting his magical swords for which he was famous in the future timeline by finding them in said future timeline.[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:32, 18 November 2017 (EST)&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:5e_House_Rules&amp;diff=19017</id>
		<title>Talk:5e House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:5e_House_Rules&amp;diff=19017"/>
		<updated>2017-11-12T10:40:06Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Starting level? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Look at all these things beyond the core set I&#039;m letting slide. No more whinging. Get ya azzez to work. [[User:Detarame|absalom]] ([[User talk:Detarame|talk]]) 23:39, 23 August 2017 (EDT)&lt;br /&gt;
: is Sword Coast Adventurer Guide considered core? [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:54, 24 August 2017 (EDT)&lt;br /&gt;
:: Not until I own it. Y&#039;all think I&#039;m clownin&#039;. I mean I don&#039;t own UA - but the EA player guide and most of UA are already online. -gm&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
any changes to the default way languages are handled? I assume we&#039;re still using the same Ubrekti + Homeland/background language at creation, but it&#039;s my understanding that 5e doesn&#039;t have intelligence bonus languages or skill-based languages and that learning a new language is just &amp;quot;find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount o f time and money, you learn the new language or gain proficiency with the new tool.&amp;quot; Though, it looks like there some feats and archetypes that also grant new languages. [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 13:42, 24 August 2017 (EDT)&lt;br /&gt;
:I like the 5e rules conceptually. But 250 days of at least having access to a tutor is a long time. It&#039;ll make having &#039;&#039;comprehend languages&#039;&#039; or &#039;&#039;tongues&#039;&#039; around that much more important, and I don&#039;t really like those spells to begin with so I&#039;m not sure how I feel about that. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
::Until I see this being an active impediment at the table, we&#039;ll play it as written. All my characters usually end up with, like, 3 languages. That seems fine. -gm&lt;br /&gt;
&lt;br /&gt;
== Starting level? ==&lt;br /&gt;
&lt;br /&gt;
I really like starting at 2 just so the pcs aren&#039;t killable by house cat, and 300xp to get level 2 seems like it would come up by the first long rest anyway. [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 05:40, 12 November 2017 (EST)&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=File_talk:06_rat-a-cat_cat%27s_cat-rat_cat.JPG&amp;diff=18931</id>
		<title>File talk:06 rat-a-cat cat&#039;s cat-rat cat.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=File_talk:06_rat-a-cat_cat%27s_cat-rat_cat.JPG&amp;diff=18931"/>
		<updated>2017-09-24T08:19:52Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ugh.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rat-a-Cat Cat&#039;s Rat-Cat at Bat vs Matt and Matt&amp;quot;&lt;br /&gt;
:Maybe if/when we face Rat-a-Cat Cat next they&#039;ll have reconfigured the eidolon to be larger, have wings and it will be Rat-a-Cat Cat&#039;s Fat Bat-Rat-Cat [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 04:19, 24 September 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=5e_House_Rules&amp;diff=18899</id>
		<title>5e House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=5e_House_Rules&amp;diff=18899"/>
		<updated>2017-08-25T15:54:41Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sage Advice=&lt;br /&gt;
&lt;br /&gt;
WotC publishes a monthly column with errata and official rulings on certain things. Answers from each column are compiled into [http://media.wizards.com/2016/downloads/DND/SA-Compendium.pdf this document].&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
* &#039;&#039;&#039;Point Buy:&#039;&#039;&#039; [https://www.dndbeyond.com/compendium/rules/basic-rules/step-by-step-characters see section &amp;quot;Variant: Customizing Ability Scores&amp;quot;]&lt;br /&gt;
**Available Points - 27, point cost increases with bonus&lt;br /&gt;
**Maximum Attribute Before Racial Bonus - 15&lt;br /&gt;
**Minimum Attribute Before Racial Bonus - 8&lt;br /&gt;
**example calculators [http://1-dot-encounter-planner.appspot.com/point-buy-calculator.html Calculator1] [http://chicken-dinner.com/5e/5e-point-buy.html Calculator2]&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
* Allowed in place of ability score increases at sufficient level or at character creation for variant humans&lt;br /&gt;
** Base set or Unearthed Arcana feats &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt;: [https://media.wizards.com/2017/dnd/downloads/RJSJC2017_04UASkillFeats_24v10.pdf UA Racial Feats] (PDF), [https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf UA Skill Feats] (PDF), [https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf UA Feats v1] (PDF)&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
* &#039;&#039;&#039;Disallowed:&#039;&#039;&#039; Monk&lt;br /&gt;
* &#039;&#039;&#039;Newly Allowed:&#039;&#039;&#039; Warlock&lt;br /&gt;
&lt;br /&gt;
=Racial=&lt;br /&gt;
* &#039;&#039;&#039;Disallowed:&#039;&#039;&#039; Tiefling, Dragonborn, Goliath, Gensai, monsters and &amp;quot;all that nonsense&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Altered:&#039;&#039;&#039; Gnome, Elf, Halfling&lt;br /&gt;
* &#039;&#039;&#039;Newly Allowed:&#039;&#039;&#039; Half-Elf&lt;br /&gt;
&lt;br /&gt;
==Elf==&lt;br /&gt;
All elves belong to the &amp;quot;sidhe&amp;quot; subrace. &lt;br /&gt;
* +1 Intelligence OR +1 Wisdom&lt;br /&gt;
* Elven Weapon Training&lt;br /&gt;
* You are proficient in saving throws against death.&lt;br /&gt;
&lt;br /&gt;
==Halfling==&lt;br /&gt;
Available Subraces: Boat Halfling, Road Halfling&lt;br /&gt;
* Boat Halfling&lt;br /&gt;
** +1 Constitution&lt;br /&gt;
** You have advantage on all checks made to swim and to hold your breath.&lt;br /&gt;
&lt;br /&gt;
* Road Halfling&lt;br /&gt;
** As Lightfoot. &lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
* Hakani Gnomes&lt;br /&gt;
** As Rock Gnome, except:&lt;br /&gt;
*** Replace attribute bonuses with +2 Intelligence and +1 Charisma (Or +2? DMG/PHB contradict. Naturally.)&lt;br /&gt;
* Wild/Island Gnome&lt;br /&gt;
** As Forest Gnome, except:&lt;br /&gt;
*** Replace attribute bonuses with +1 Constitution, +1 Dexterity, +1 Wisdom &lt;br /&gt;
*** Replace &amp;quot;Natural Illusionist&amp;quot; with &amp;quot;Mask of the Wild&amp;quot; from Wood Elf entry.&lt;br /&gt;
* Breaker Gnomes&lt;br /&gt;
** [???]&lt;br /&gt;
*** [???]&lt;br /&gt;
&lt;br /&gt;
=Spells=&lt;br /&gt;
* Spells from Core Rule Books, Unearthed Arcana, and Elemental Evil Player Companion Guide &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:5e_House_Rules&amp;diff=18896</id>
		<title>Talk:5e House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:5e_House_Rules&amp;diff=18896"/>
		<updated>2017-08-24T17:42:54Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Languages */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Look at all these things beyond the core set I&#039;m letting slide. No more whinging. Get ya azzez to work. [[User:Detarame|absalom]] ([[User talk:Detarame|talk]]) 23:39, 23 August 2017 (EDT)&lt;br /&gt;
: is Sword Coast Adventurer Guide considered core? [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:54, 24 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
any changes to the default way languages are handled? I assume we&#039;re still using the same Ubrekti + Homeland/background language at creation, but it&#039;s my understanding that 5e doesn&#039;t have intelligence bonus languages or skill-based languages and that learning a new language is just &amp;quot;find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount o f time and money, you learn the new language or gain proficiency with the new tool.&amp;quot; Though, it looks like there some feats and archetypes that also grant new languages. [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 13:42, 24 August 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:5e_House_Rules&amp;diff=18895</id>
		<title>Talk:5e House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:5e_House_Rules&amp;diff=18895"/>
		<updated>2017-08-24T05:54:49Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Look at all these things beyond the core set I&#039;m letting slide. No more whinging. Get ya azzez to work. [[User:Detarame|absalom]] ([[User talk:Detarame|talk]]) 23:39, 23 August 2017 (EDT)&lt;br /&gt;
: is Sword Coast Adventurer Guide considered core? [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:54, 24 August 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=5e_House_Rules&amp;diff=18884</id>
		<title>5e House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=5e_House_Rules&amp;diff=18884"/>
		<updated>2017-08-23T22:36:58Z</updated>

		<summary type="html">&lt;p&gt;Bartley: unconfirmed, but assuming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sage Advice=&lt;br /&gt;
&lt;br /&gt;
WotC publishes a monthly column with errata and official rulings on certain things. Answers from each column are compiled into [http://media.wizards.com/2016/downloads/DND/SA-Compendium.pdf this document].&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
* &#039;&#039;&#039;Point Buy:&#039;&#039;&#039; [https://www.dndbeyond.com/compendium/rules/basic-rules/step-by-step-characters see section &amp;quot;Variant: Customizing Ability Scores&amp;quot;]&lt;br /&gt;
**Available Points - 27, point cost increases with bonus&lt;br /&gt;
**Maximum Attribute Before Racial Bonus - 15&lt;br /&gt;
**Minimum Attribute Before Racial Bonus - 8&lt;br /&gt;
**example calculators [http://1-dot-encounter-planner.appspot.com/point-buy-calculator.html Calculator1] [http://chicken-dinner.com/5e/5e-point-buy.html Calculator2]&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
* Probably allowed in place of ability score increases at sufficient level or at character creation for variant humans&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
* &#039;&#039;&#039;Disallowed:&#039;&#039;&#039; Monk&lt;br /&gt;
* &#039;&#039;&#039;Newly Allowed:&#039;&#039;&#039; Warlock&lt;br /&gt;
&lt;br /&gt;
=Racial=&lt;br /&gt;
* &#039;&#039;&#039;Disallowed:&#039;&#039;&#039; Tiefling, Dragonborn, Goliath, Gensai, monsters and &amp;quot;all that nonsense&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Altered:&#039;&#039;&#039; Gnome, Elf, Halfling&lt;br /&gt;
* &#039;&#039;&#039;Newly Allowed:&#039;&#039;&#039; Half-Elf&lt;br /&gt;
&lt;br /&gt;
==Elf==&lt;br /&gt;
All elves belong to the &amp;quot;sidhe&amp;quot; subrace. &lt;br /&gt;
* +1 Intelligence OR +1 Wisdom&lt;br /&gt;
* Elven Weapon Training&lt;br /&gt;
* [???]&lt;br /&gt;
&lt;br /&gt;
==Halfling==&lt;br /&gt;
Available Subraces: Boat Halfling, Road Halfling&lt;br /&gt;
* Boat Halfling&lt;br /&gt;
** +1 Constitution&lt;br /&gt;
** You have advantage on all checks made to swim and to hold your breath.&lt;br /&gt;
&lt;br /&gt;
* Road Halfling&lt;br /&gt;
** As Lightfoot. &lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
* Hakani Gnomes&lt;br /&gt;
** As Rock Gnome, except:&lt;br /&gt;
*** Replace attribute bonuses with +2 Intelligence and +1 Charisma (Or +2? DMG/PHB contradict. Naturally.)&lt;br /&gt;
* Wild/Island Gnome&lt;br /&gt;
** As Forest Gnome, except:&lt;br /&gt;
*** Replace attribute bonuses with +1 Constitution, +1 Dexterity, +1 Wisdom &lt;br /&gt;
*** Replace &amp;quot;Natural Illusionist&amp;quot; with &amp;quot;Mask of the Wild&amp;quot; from Wood Elf entry.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=5e_House_Rules&amp;diff=18883</id>
		<title>5e House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=5e_House_Rules&amp;diff=18883"/>
		<updated>2017-08-23T21:59:36Z</updated>

		<summary type="html">&lt;p&gt;Bartley: updating to more recent specifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sage Advice=&lt;br /&gt;
&lt;br /&gt;
WotC publishes a monthly column with errata and official rulings on certain things. Answers from each column are compiled into [http://media.wizards.com/2016/downloads/DND/SA-Compendium.pdf this document].&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
* &#039;&#039;&#039;Disallowed:&#039;&#039;&#039; Monk&lt;br /&gt;
* &#039;&#039;&#039;Newly Allowed:&#039;&#039;&#039; Warlock&lt;br /&gt;
&lt;br /&gt;
=Racial=&lt;br /&gt;
* &#039;&#039;&#039;Disallowed:&#039;&#039;&#039; Tiefling, Dragonborn, Goliath, Gensai, monsters and &amp;quot;all that nonsense&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Altered:&#039;&#039;&#039; Gnome, Elf, Halfling&lt;br /&gt;
* &#039;&#039;&#039;Newly Allowed:&#039;&#039;&#039; Half-Elf&lt;br /&gt;
&lt;br /&gt;
==Elf==&lt;br /&gt;
All elves belong to the &amp;quot;sidhe&amp;quot; subrace. &lt;br /&gt;
* +1 Intelligence OR +1 Wisdom&lt;br /&gt;
* Elven Weapon Training&lt;br /&gt;
* [???]&lt;br /&gt;
&lt;br /&gt;
==Halfling==&lt;br /&gt;
Available Subraces: Boat Halfling, Road Halfling&lt;br /&gt;
* Boat Halfling&lt;br /&gt;
** +1 Constitution&lt;br /&gt;
** You have advantage on all checks made to swim and to hold your breath.&lt;br /&gt;
&lt;br /&gt;
* Road Halfling&lt;br /&gt;
** As Lightfoot. &lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
* Hakani Gnomes&lt;br /&gt;
** As Rock Gnome, except:&lt;br /&gt;
*** Replace attribute bonuses with +2 Intelligence and +1 Charisma (Or +2? DMG/PHB contradict. Naturally.)&lt;br /&gt;
* Wild/Island Gnome&lt;br /&gt;
** As Forest Gnome, except:&lt;br /&gt;
*** Replace attribute bonuses with +1 Constitution, +1 Dexterity, +1 Wisdom &lt;br /&gt;
*** Replace &amp;quot;Natural Illusionist&amp;quot; with &amp;quot;Mask of the Wild&amp;quot; from Wood Elf entry.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18838</id>
		<title>Talk:Edi&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18838"/>
		<updated>2017-07-27T07:31:55Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* prestige options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did my level 4 audit--sorry, Slith, lore isn&#039;t quite so good as all that! --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
:Yeah, didn&#039;t do the half. But it&#039;s probably still a good idea to put the derivation there so it doesn&#039;t get lost. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:: Sorry, I took a look, but I think I prefer to just have the current values for simplicity reading. I audit at every level. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
::: EVENTUALLY. But I accept your judgment. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
1. You should add those halfling-tek orisons that Erky taught you. -gm&lt;br /&gt;
&lt;br /&gt;
2. Favored rank in skill point? Madness! I figured you&#039;d go for the racial special for halflings: &amp;quot;Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric&#039;s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you just need to invent a religious order for Edi to belong to. Also, my phone is now busted: somehow no one can hear me talk on it. -gm&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re not starting in Udrell, you might want to make him from somewhere else. -gm&lt;br /&gt;
&lt;br /&gt;
==prestige options==&lt;br /&gt;
Are any of these off the table? That evangelist one seems bonkers overpowered even without the class feature I don&#039;t understand. The spherewalker seems like a flavored hybrid between the chronicler and the planes walker, and it&#039;s got the skills I want.&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spherewalker/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/pathfinder-chronicler/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/evangelist/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/planes-walker/&lt;br /&gt;
:Without knowing what any of the boons are, the evangelist doesn&#039;t honestly look that overpowered, since you give up a level of priest in exchange for some skill-related stuff. That means being a level behind on the various spellcasting milestones, which is surprisingly annoying (the boons could definitely be over-the-top though, I just don&#039;t know without looking at the sourcebook it references). Yoa would probably enjoy working with a Planes Walker, although its coolest abilities (like improved counterport, which is super-neat) don&#039;t take effect until well after any level we&#039;re likely to get to. Pathfinder Chronicler is a bard that gives up spellcasting for some other stuff that seems like it could be pretty neat. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
::The closest Paizo god analog to Edi&#039;s worship would certainly be &#039;&#039; &#039;&#039;&#039;Sarenrae THE DAWNFLOWER&#039;&#039;&#039;:Goddess of healing, honesty, redemption, and the sun &#039;&#039;&#039;Alignment&#039;&#039;&#039;  NG &#039;&#039;&#039;Domains&#039;&#039;&#039;  Fire, Glory, Good, Healing, Sun &#039;&#039;&#039;Obedience&#039;&#039;&#039;  The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can&#039;t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks. &#039;&#039;&#039;EVANGELIST BOONS 1&#039;&#039;&#039; :  Healing Spirit (Sp)  cure light wounds  3/day,  aid  2/day, or remove curse  1/day &#039;&#039;&#039;2&#039;&#039;&#039;:  Fiery Spirit (Su)  You have spent so much time in the sun, reveling in Sarenrae&#039;s power and meditating on her glory, that its fiery rays have soaked into your very soul. You gain fire resistance 10  &#039;&#039;&#039;3&#039;&#039;&#039;:  Holy Brand of the Sun (Su)  Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1  +  1 for every  4  Hit Dice you possess (maximum  6  rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a  +1 flaming burst  weapon. (You can use this ability on a ranged weapon, but can&#039;t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than  +  1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don&#039;t need to be consecutive.&#039;&#039; [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:03, 27 July 2017 (EDT)&lt;br /&gt;
:::I don&#039;t know if the &amp;quot;or&amp;quot; under boon 1 means you only get one of those options permanently or what, but it certainly doesn&#039;t seem overpowered. Evangelist would also requiring spending a feat on Deific Obedience, so you&#039;d be probably be better off just picking up a feat that gave new class skills like [http://www.d20pfsrd.com/feats/general-feats/cosmopolitan/ cosmopolitan] [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:17, 27 July 2017 (EDT)&lt;br /&gt;
:I do like the sphere walker, but that&#039;s a lot of feats required. Edi turning into a swarm of butterflies (or better yet fireflies) then launching fireballs is fun to imagine. [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 03:31, 27 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==luck of heroes==&lt;br /&gt;
&lt;br /&gt;
Is luck of heroes a possibility for Edi? I see it [http://www.d20pfsrd.com/feats/general-feats/luck-of-heroes here] and [http://dndtools.eu/feats/players-guide-to-faerun--22/luck-of-heroes--1797/ here]--the former is a hero points ability (which we don&#039;t use), and the latter is both 3.5ed and also only can be taken at first level. Maybe you have a different source? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Sadly for us all, it&#039;s located here: [[Luck of Heroes]] The most canonical of sources.&lt;br /&gt;
:: Oh hey, look at that. I&#039;d forgotten that guy. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Yup, we have Slith to blame for it. Happy to have it off limits, though, we did put it in place when we were in 3.5. It&#039;s just the most efficient save booster, so it&#039;s first on my list of getting my saves to be ridiculous. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: I&#039;m honestly of a mind to restrict it for PF. I mean, if Paizo&#039;s insanely permissive feat QA let things like Step Up pass and Luck of Heroes not, I&#039;m inclined to think there is a reason for it. Also, selective channel is amazing. -gm&lt;br /&gt;
::::: lol, I evidently put that on the wiki almost five years ago. Mind-blowing. Anyway I&#039;d guess that any content that still hasn&#039;t been explicitly converted is suspect pending review. Which Jones would probably love, but as a policy it honestly makes sense. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==encumbrance==&lt;br /&gt;
&lt;br /&gt;
So I worked out the encumbrance for Edi since he had an 8 strength, and he is one weak little shit. With a very, very light combat gear(dagger, sling, mithril shirt!) and the bare camp necessities (cold food for a few days, water for a day, tent, sleeping bag), he has enough capacity left to carry no more than a one (maaaaybe 2) days worth of food for a real adult. Edi probably prefers to ride on trips of any length, and I bet he occasionally tries to get one of the orcs to carry him because he&#039;s soooo tired ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==germain redux==&lt;br /&gt;
&lt;br /&gt;
I had to have helpful halfling! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Actually, between helpful halfling and priest lore, he is basically going to replicate the Germain skill trick of giving anyone around him +4 on any knowledge check --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==bit of luck==&lt;br /&gt;
&amp;quot;A bit of luck&amp;quot; is a pretty cool ability. MATHS:&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Effective DC!!Percent chance normally!!Percent chance with &amp;quot;A bit of luck&amp;quot;!!Equivalent bonus&lt;br /&gt;
|-&lt;br /&gt;
|1||100%||100.00%||+0.00&lt;br /&gt;
|-&lt;br /&gt;
|2||95%||99.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|3||90%||99.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|4||85%||97.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|5||80%||96.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|6||75%||93.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|7||70%||91.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|8||65%||87.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|9||60%||84.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|10||55%||79.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|11||50%||75.00%||+5.00&lt;br /&gt;
|-&lt;br /&gt;
|12||45%||69.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|13||40%||64.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|14||35%||57.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|15||30%||51.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|16||25%||43.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|17||20%||36.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|18||15%||27.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|19||10%||19.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|20||5%||9.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It appears that it mostly shines at making a 50/50 chance into nearer a sure thing--the effect is on a bell curve. Still, for anything but a sure thing, it&#039;s at least a +1 bonus, and usually much more.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I also liked this wording: For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. Once you&#039;ve applied this buff, the recipient gets to roll 2d20 take the best for all rolls he makes for the next round. Not so interesting low level, but once AOE effects, more spells/saves, and multiple attacks become a thing, it scales. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Haha yeah geez. I don&#039;t know many AoEs that allow multiple d20 rolls from the attacker, but having it for multiple attacks would be a fantastic damage boost. The ray spells also qualify. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: I was thinking more about saving against an AoE. Seems like as level grows, the likelyhood that a round of combat is going to involve making multiple attacks and saves goes up quite a bit. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: True, I was definitely focused on actions under the recipient&#039;s control (since you can maximize your gain if you maximize the number of d20s you have to roll), but increased chance of having to save against an attack is also justified. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Good against spells and effects that trigger multiple saves, like Phantasmal Killer. -gm&lt;br /&gt;
:::::: I said &amp;quot;bell curve&amp;quot; here, but that&#039;s false--it&#039;s actually parabolic. Not sure why I feel like I have to correct that, but I guess that&#039;s just how I roll. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Level six luck domain ability YASS -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
: All 3 are cool, luck is fantastic, it&#039;s not lost on me that this is one of the highest rated domains in the optimization pages. I&#039;m fixing to get some really solid domain spells in luck too. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18837</id>
		<title>Talk:Edi&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18837"/>
		<updated>2017-07-27T06:28:42Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* prestige options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did my level 4 audit--sorry, Slith, lore isn&#039;t quite so good as all that! --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
:Yeah, didn&#039;t do the half. But it&#039;s probably still a good idea to put the derivation there so it doesn&#039;t get lost. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:: Sorry, I took a look, but I think I prefer to just have the current values for simplicity reading. I audit at every level. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
::: EVENTUALLY. But I accept your judgment. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
1. You should add those halfling-tek orisons that Erky taught you. -gm&lt;br /&gt;
&lt;br /&gt;
2. Favored rank in skill point? Madness! I figured you&#039;d go for the racial special for halflings: &amp;quot;Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric&#039;s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you just need to invent a religious order for Edi to belong to. Also, my phone is now busted: somehow no one can hear me talk on it. -gm&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re not starting in Udrell, you might want to make him from somewhere else. -gm&lt;br /&gt;
&lt;br /&gt;
==prestige options==&lt;br /&gt;
Are any of these off the table? That evangelist one seems bonkers overpowered even without the class feature I don&#039;t understand. The spherewalker seems like a flavored hybrid between the chronicler and the planes walker, and it&#039;s got the skills I want.&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spherewalker/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/pathfinder-chronicler/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/evangelist/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/planes-walker/&lt;br /&gt;
:Without knowing what any of the boons are, the evangelist doesn&#039;t honestly look that overpowered, since you give up a level of priest in exchange for some skill-related stuff. That means being a level behind on the various spellcasting milestones, which is surprisingly annoying (the boons could definitely be over-the-top though, I just don&#039;t know without looking at the sourcebook it references). Yoa would probably enjoy working with a Planes Walker, although its coolest abilities (like improved counterport, which is super-neat) don&#039;t take effect until well after any level we&#039;re likely to get to. Pathfinder Chronicler is a bard that gives up spellcasting for some other stuff that seems like it could be pretty neat. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
::The closest Paizo god analog to Edi&#039;s worship would certainly be &#039;&#039; &#039;&#039;&#039;Sarenrae THE DAWNFLOWER&#039;&#039;&#039;:Goddess of healing, honesty, redemption, and the sun &#039;&#039;&#039;Alignment&#039;&#039;&#039;  NG &#039;&#039;&#039;Domains&#039;&#039;&#039;  Fire, Glory, Good, Healing, Sun &#039;&#039;&#039;Obedience&#039;&#039;&#039;  The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can&#039;t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks. &#039;&#039;&#039;EVANGELIST BOONS 1&#039;&#039;&#039; :  Healing Spirit (Sp)  cure light wounds  3/day,  aid  2/day, or remove curse  1/day &#039;&#039;&#039;2&#039;&#039;&#039;:  Fiery Spirit (Su)  You have spent so much time in the sun, reveling in Sarenrae&#039;s power and meditating on her glory, that its fiery rays have soaked into your very soul. You gain fire resistance 10  &#039;&#039;&#039;3&#039;&#039;&#039;:  Holy Brand of the Sun (Su)  Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1  +  1 for every  4  Hit Dice you possess (maximum  6  rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a  +1 flaming burst  weapon. (You can use this ability on a ranged weapon, but can&#039;t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than  +  1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don&#039;t need to be consecutive.&#039;&#039; [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:03, 27 July 2017 (EDT)&lt;br /&gt;
:::I don&#039;t know if the &amp;quot;or&amp;quot; under boon 1 means you only get one of those options permanently or what, but it certainly doesn&#039;t seem overpowered. Evangelist would also requiring spending a feat on Deific Obedience, so you&#039;d be probably be better off just picking up a feat that gave new class skills like [http://www.d20pfsrd.com/feats/general-feats/cosmopolitan/ cosmopolitan] [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:17, 27 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==luck of heroes==&lt;br /&gt;
&lt;br /&gt;
Is luck of heroes a possibility for Edi? I see it [http://www.d20pfsrd.com/feats/general-feats/luck-of-heroes here] and [http://dndtools.eu/feats/players-guide-to-faerun--22/luck-of-heroes--1797/ here]--the former is a hero points ability (which we don&#039;t use), and the latter is both 3.5ed and also only can be taken at first level. Maybe you have a different source? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Sadly for us all, it&#039;s located here: [[Luck of Heroes]] The most canonical of sources.&lt;br /&gt;
:: Oh hey, look at that. I&#039;d forgotten that guy. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Yup, we have Slith to blame for it. Happy to have it off limits, though, we did put it in place when we were in 3.5. It&#039;s just the most efficient save booster, so it&#039;s first on my list of getting my saves to be ridiculous. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: I&#039;m honestly of a mind to restrict it for PF. I mean, if Paizo&#039;s insanely permissive feat QA let things like Step Up pass and Luck of Heroes not, I&#039;m inclined to think there is a reason for it. Also, selective channel is amazing. -gm&lt;br /&gt;
::::: lol, I evidently put that on the wiki almost five years ago. Mind-blowing. Anyway I&#039;d guess that any content that still hasn&#039;t been explicitly converted is suspect pending review. Which Jones would probably love, but as a policy it honestly makes sense. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==encumbrance==&lt;br /&gt;
&lt;br /&gt;
So I worked out the encumbrance for Edi since he had an 8 strength, and he is one weak little shit. With a very, very light combat gear(dagger, sling, mithril shirt!) and the bare camp necessities (cold food for a few days, water for a day, tent, sleeping bag), he has enough capacity left to carry no more than a one (maaaaybe 2) days worth of food for a real adult. Edi probably prefers to ride on trips of any length, and I bet he occasionally tries to get one of the orcs to carry him because he&#039;s soooo tired ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==germain redux==&lt;br /&gt;
&lt;br /&gt;
I had to have helpful halfling! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Actually, between helpful halfling and priest lore, he is basically going to replicate the Germain skill trick of giving anyone around him +4 on any knowledge check --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==bit of luck==&lt;br /&gt;
&amp;quot;A bit of luck&amp;quot; is a pretty cool ability. MATHS:&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Effective DC!!Percent chance normally!!Percent chance with &amp;quot;A bit of luck&amp;quot;!!Equivalent bonus&lt;br /&gt;
|-&lt;br /&gt;
|1||100%||100.00%||+0.00&lt;br /&gt;
|-&lt;br /&gt;
|2||95%||99.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|3||90%||99.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|4||85%||97.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|5||80%||96.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|6||75%||93.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|7||70%||91.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|8||65%||87.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|9||60%||84.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|10||55%||79.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|11||50%||75.00%||+5.00&lt;br /&gt;
|-&lt;br /&gt;
|12||45%||69.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|13||40%||64.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|14||35%||57.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|15||30%||51.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|16||25%||43.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|17||20%||36.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|18||15%||27.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|19||10%||19.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|20||5%||9.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It appears that it mostly shines at making a 50/50 chance into nearer a sure thing--the effect is on a bell curve. Still, for anything but a sure thing, it&#039;s at least a +1 bonus, and usually much more.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I also liked this wording: For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. Once you&#039;ve applied this buff, the recipient gets to roll 2d20 take the best for all rolls he makes for the next round. Not so interesting low level, but once AOE effects, more spells/saves, and multiple attacks become a thing, it scales. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Haha yeah geez. I don&#039;t know many AoEs that allow multiple d20 rolls from the attacker, but having it for multiple attacks would be a fantastic damage boost. The ray spells also qualify. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: I was thinking more about saving against an AoE. Seems like as level grows, the likelyhood that a round of combat is going to involve making multiple attacks and saves goes up quite a bit. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: True, I was definitely focused on actions under the recipient&#039;s control (since you can maximize your gain if you maximize the number of d20s you have to roll), but increased chance of having to save against an attack is also justified. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Good against spells and effects that trigger multiple saves, like Phantasmal Killer. -gm&lt;br /&gt;
:::::: I said &amp;quot;bell curve&amp;quot; here, but that&#039;s false--it&#039;s actually parabolic. Not sure why I feel like I have to correct that, but I guess that&#039;s just how I roll. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Level six luck domain ability YASS -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
: All 3 are cool, luck is fantastic, it&#039;s not lost on me that this is one of the highest rated domains in the optimization pages. I&#039;m fixing to get some really solid domain spells in luck too. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18836</id>
		<title>Talk:Edi&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18836"/>
		<updated>2017-07-27T06:23:54Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* prestige options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did my level 4 audit--sorry, Slith, lore isn&#039;t quite so good as all that! --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
:Yeah, didn&#039;t do the half. But it&#039;s probably still a good idea to put the derivation there so it doesn&#039;t get lost. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:: Sorry, I took a look, but I think I prefer to just have the current values for simplicity reading. I audit at every level. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
::: EVENTUALLY. But I accept your judgment. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
1. You should add those halfling-tek orisons that Erky taught you. -gm&lt;br /&gt;
&lt;br /&gt;
2. Favored rank in skill point? Madness! I figured you&#039;d go for the racial special for halflings: &amp;quot;Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric&#039;s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you just need to invent a religious order for Edi to belong to. Also, my phone is now busted: somehow no one can hear me talk on it. -gm&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re not starting in Udrell, you might want to make him from somewhere else. -gm&lt;br /&gt;
&lt;br /&gt;
==prestige options==&lt;br /&gt;
Are any of these off the table? That evangelist one seems bonkers overpowered even without the class feature I don&#039;t understand. The spherewalker seems like a flavored hybrid between the chronicler and the planes walker, and it&#039;s got the skills I want.&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spherewalker/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/pathfinder-chronicler/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/evangelist/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/planes-walker/&lt;br /&gt;
:Without knowing what any of the boons are, the evangelist doesn&#039;t honestly look that overpowered, since you give up a level of priest in exchange for some skill-related stuff. That means being a level behind on the various spellcasting milestones, which is surprisingly annoying (the boons could definitely be over-the-top though, I just don&#039;t know without looking at the sourcebook it references). Yoa would probably enjoy working with a Planes Walker, although its coolest abilities (like improved counterport, which is super-neat) don&#039;t take effect until well after any level we&#039;re likely to get to. Pathfinder Chronicler is a bard that gives up spellcasting for some other stuff that seems like it could be pretty neat. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
::The closest Paizo god analog to Edi&#039;s worship would certainly be &#039;&#039; &#039;&#039;&#039;Sarenrae THE DAWNFLOWER&#039;&#039;&#039;:Goddess of healing, honesty, redemption, and the sun &#039;&#039;&#039;Alignment&#039;&#039;&#039;  NG &#039;&#039;&#039;Domains&#039;&#039;&#039;  Fire, Glory, Good, Healing, Sun &#039;&#039;&#039;Obedience&#039;&#039;&#039;  The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can&#039;t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks. &#039;&#039;&#039;EVANGELIST BOONS 1&#039;&#039;&#039; :  Healing Spirit (Sp)  cure light wounds  3/day,  aid  2/day, or remove curse  1/day &#039;&#039;&#039;2&#039;&#039;&#039;:  Fiery Spirit (Su)  You have spent so much time in the sun, reveling in Sarenrae&#039;s power and meditating on her glory, that its fiery rays have soaked into your very soul. You gain fire resistance 1  &#039;&#039;&#039;3&#039;&#039;&#039;:  Holy Brand of the Sun (Su)  Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1  +  1 for every  4  Hit Dice you possess (maximum  6  rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a  +1 flaming burst  weapon. (You can use this ability on a ranged weapon, but can&#039;t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than  +  1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don&#039;t need to be consecutive.&#039;&#039; I don&#039;t know if the &amp;quot;or&amp;quot; under boon 1 means you only get one of those options permanently or what.   [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:03, 27 July 2017 (EDT)&lt;br /&gt;
:::Evangelist would also requiring using a feat on Deific Obedience, so you&#039;d probably be better just picking up some feat that gave new class skills like [http://www.d20pfsrd.com/feats/general-feats/cosmopolitan/ cosmopolitan] [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:17, 27 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==luck of heroes==&lt;br /&gt;
&lt;br /&gt;
Is luck of heroes a possibility for Edi? I see it [http://www.d20pfsrd.com/feats/general-feats/luck-of-heroes here] and [http://dndtools.eu/feats/players-guide-to-faerun--22/luck-of-heroes--1797/ here]--the former is a hero points ability (which we don&#039;t use), and the latter is both 3.5ed and also only can be taken at first level. Maybe you have a different source? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Sadly for us all, it&#039;s located here: [[Luck of Heroes]] The most canonical of sources.&lt;br /&gt;
:: Oh hey, look at that. I&#039;d forgotten that guy. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Yup, we have Slith to blame for it. Happy to have it off limits, though, we did put it in place when we were in 3.5. It&#039;s just the most efficient save booster, so it&#039;s first on my list of getting my saves to be ridiculous. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: I&#039;m honestly of a mind to restrict it for PF. I mean, if Paizo&#039;s insanely permissive feat QA let things like Step Up pass and Luck of Heroes not, I&#039;m inclined to think there is a reason for it. Also, selective channel is amazing. -gm&lt;br /&gt;
::::: lol, I evidently put that on the wiki almost five years ago. Mind-blowing. Anyway I&#039;d guess that any content that still hasn&#039;t been explicitly converted is suspect pending review. Which Jones would probably love, but as a policy it honestly makes sense. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==encumbrance==&lt;br /&gt;
&lt;br /&gt;
So I worked out the encumbrance for Edi since he had an 8 strength, and he is one weak little shit. With a very, very light combat gear(dagger, sling, mithril shirt!) and the bare camp necessities (cold food for a few days, water for a day, tent, sleeping bag), he has enough capacity left to carry no more than a one (maaaaybe 2) days worth of food for a real adult. Edi probably prefers to ride on trips of any length, and I bet he occasionally tries to get one of the orcs to carry him because he&#039;s soooo tired ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==germain redux==&lt;br /&gt;
&lt;br /&gt;
I had to have helpful halfling! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Actually, between helpful halfling and priest lore, he is basically going to replicate the Germain skill trick of giving anyone around him +4 on any knowledge check --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==bit of luck==&lt;br /&gt;
&amp;quot;A bit of luck&amp;quot; is a pretty cool ability. MATHS:&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Effective DC!!Percent chance normally!!Percent chance with &amp;quot;A bit of luck&amp;quot;!!Equivalent bonus&lt;br /&gt;
|-&lt;br /&gt;
|1||100%||100.00%||+0.00&lt;br /&gt;
|-&lt;br /&gt;
|2||95%||99.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|3||90%||99.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|4||85%||97.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|5||80%||96.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|6||75%||93.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|7||70%||91.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|8||65%||87.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|9||60%||84.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|10||55%||79.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|11||50%||75.00%||+5.00&lt;br /&gt;
|-&lt;br /&gt;
|12||45%||69.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|13||40%||64.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|14||35%||57.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|15||30%||51.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|16||25%||43.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|17||20%||36.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|18||15%||27.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|19||10%||19.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|20||5%||9.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It appears that it mostly shines at making a 50/50 chance into nearer a sure thing--the effect is on a bell curve. Still, for anything but a sure thing, it&#039;s at least a +1 bonus, and usually much more.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I also liked this wording: For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. Once you&#039;ve applied this buff, the recipient gets to roll 2d20 take the best for all rolls he makes for the next round. Not so interesting low level, but once AOE effects, more spells/saves, and multiple attacks become a thing, it scales. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Haha yeah geez. I don&#039;t know many AoEs that allow multiple d20 rolls from the attacker, but having it for multiple attacks would be a fantastic damage boost. The ray spells also qualify. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: I was thinking more about saving against an AoE. Seems like as level grows, the likelyhood that a round of combat is going to involve making multiple attacks and saves goes up quite a bit. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: True, I was definitely focused on actions under the recipient&#039;s control (since you can maximize your gain if you maximize the number of d20s you have to roll), but increased chance of having to save against an attack is also justified. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Good against spells and effects that trigger multiple saves, like Phantasmal Killer. -gm&lt;br /&gt;
:::::: I said &amp;quot;bell curve&amp;quot; here, but that&#039;s false--it&#039;s actually parabolic. Not sure why I feel like I have to correct that, but I guess that&#039;s just how I roll. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Level six luck domain ability YASS -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
: All 3 are cool, luck is fantastic, it&#039;s not lost on me that this is one of the highest rated domains in the optimization pages. I&#039;m fixing to get some really solid domain spells in luck too. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18835</id>
		<title>Talk:Edi&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18835"/>
		<updated>2017-07-27T06:17:53Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* prestige options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did my level 4 audit--sorry, Slith, lore isn&#039;t quite so good as all that! --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
:Yeah, didn&#039;t do the half. But it&#039;s probably still a good idea to put the derivation there so it doesn&#039;t get lost. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:: Sorry, I took a look, but I think I prefer to just have the current values for simplicity reading. I audit at every level. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
::: EVENTUALLY. But I accept your judgment. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
1. You should add those halfling-tek orisons that Erky taught you. -gm&lt;br /&gt;
&lt;br /&gt;
2. Favored rank in skill point? Madness! I figured you&#039;d go for the racial special for halflings: &amp;quot;Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric&#039;s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you just need to invent a religious order for Edi to belong to. Also, my phone is now busted: somehow no one can hear me talk on it. -gm&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re not starting in Udrell, you might want to make him from somewhere else. -gm&lt;br /&gt;
&lt;br /&gt;
==prestige options==&lt;br /&gt;
Are any of these off the table? That evangelist one seems bonkers overpowered even without the class feature I don&#039;t understand. The spherewalker seems like a flavored hybrid between the chronicler and the planes walker, and it&#039;s got the skills I want.&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spherewalker/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/pathfinder-chronicler/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/evangelist/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/planes-walker/&lt;br /&gt;
:Without knowing what any of the boons are, the evangelist doesn&#039;t honestly look that overpowered, since you give up a level of priest in exchange for some skill-related stuff. That means being a level behind on the various spellcasting milestones, which is surprisingly annoying (the boons could definitely be over-the-top though, I just don&#039;t know without looking at the sourcebook it references). Yoa would probably enjoy working with a Planes Walker, although its coolest abilities (like improved counterport, which is super-neat) don&#039;t take effect until well after any level we&#039;re likely to get to. Pathfinder Chronicler is a bard that gives up spellcasting for some other stuff that seems like it could be pretty neat. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
::The closest Paizo god analog to Edi&#039;s worship would certainly be &#039;&#039; &#039;&#039;&#039;Sarenrae THE DAWNFLOWER&#039;&#039;&#039;:Goddess of healing, honesty, redemption, and the sun &#039;&#039;&#039;Alignment&#039;&#039;&#039;  NG &#039;&#039;&#039;Domains&#039;&#039;&#039;  Fire, Glory, Good, Healing, Sun &#039;&#039;&#039;Obedience&#039;&#039;&#039;  The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can&#039;t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks. &#039;&#039;&#039;EVANGELIST BOONS 1&#039;&#039;&#039; :  Healing Spirit (Sp)  cure light wounds  3/day,  aid  2/day, or remove curse  1/day &#039;&#039;&#039;2&#039;&#039;&#039;:  Fiery Spirit (Su)  You have spent so much time in the sun, reveling in Sarenrae&#039;s power and meditating on her glory, that its fiery rays have soaked into your very soul. You gain fire resistance 1  &#039;&#039;&#039;3&#039;&#039;&#039;:  Holy Brand of the Sun (Su)  Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1  +  1 for every  4  Hit Dice you possess (maximum  6  rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a  +1 flaming burst  weapon. (You can use this ability on a ranged weapon, but can&#039;t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than  +  1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don&#039;t need to be consecutive.&#039;&#039; I don&#039;t know if the &amp;quot;or&amp;quot; under boon 1 means you only get one of those options permanently or what.   [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:03, 27 July 2017 (EDT)&lt;br /&gt;
:::Evangelist would also requiring using a feat on Deific Obedience, so you&#039;d probably be better just picking up some feat that gave new class skills [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:17, 27 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==luck of heroes==&lt;br /&gt;
&lt;br /&gt;
Is luck of heroes a possibility for Edi? I see it [http://www.d20pfsrd.com/feats/general-feats/luck-of-heroes here] and [http://dndtools.eu/feats/players-guide-to-faerun--22/luck-of-heroes--1797/ here]--the former is a hero points ability (which we don&#039;t use), and the latter is both 3.5ed and also only can be taken at first level. Maybe you have a different source? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Sadly for us all, it&#039;s located here: [[Luck of Heroes]] The most canonical of sources.&lt;br /&gt;
:: Oh hey, look at that. I&#039;d forgotten that guy. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Yup, we have Slith to blame for it. Happy to have it off limits, though, we did put it in place when we were in 3.5. It&#039;s just the most efficient save booster, so it&#039;s first on my list of getting my saves to be ridiculous. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: I&#039;m honestly of a mind to restrict it for PF. I mean, if Paizo&#039;s insanely permissive feat QA let things like Step Up pass and Luck of Heroes not, I&#039;m inclined to think there is a reason for it. Also, selective channel is amazing. -gm&lt;br /&gt;
::::: lol, I evidently put that on the wiki almost five years ago. Mind-blowing. Anyway I&#039;d guess that any content that still hasn&#039;t been explicitly converted is suspect pending review. Which Jones would probably love, but as a policy it honestly makes sense. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==encumbrance==&lt;br /&gt;
&lt;br /&gt;
So I worked out the encumbrance for Edi since he had an 8 strength, and he is one weak little shit. With a very, very light combat gear(dagger, sling, mithril shirt!) and the bare camp necessities (cold food for a few days, water for a day, tent, sleeping bag), he has enough capacity left to carry no more than a one (maaaaybe 2) days worth of food for a real adult. Edi probably prefers to ride on trips of any length, and I bet he occasionally tries to get one of the orcs to carry him because he&#039;s soooo tired ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==germain redux==&lt;br /&gt;
&lt;br /&gt;
I had to have helpful halfling! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Actually, between helpful halfling and priest lore, he is basically going to replicate the Germain skill trick of giving anyone around him +4 on any knowledge check --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==bit of luck==&lt;br /&gt;
&amp;quot;A bit of luck&amp;quot; is a pretty cool ability. MATHS:&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Effective DC!!Percent chance normally!!Percent chance with &amp;quot;A bit of luck&amp;quot;!!Equivalent bonus&lt;br /&gt;
|-&lt;br /&gt;
|1||100%||100.00%||+0.00&lt;br /&gt;
|-&lt;br /&gt;
|2||95%||99.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|3||90%||99.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|4||85%||97.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|5||80%||96.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|6||75%||93.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|7||70%||91.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|8||65%||87.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|9||60%||84.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|10||55%||79.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|11||50%||75.00%||+5.00&lt;br /&gt;
|-&lt;br /&gt;
|12||45%||69.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|13||40%||64.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|14||35%||57.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|15||30%||51.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|16||25%||43.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|17||20%||36.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|18||15%||27.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|19||10%||19.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|20||5%||9.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It appears that it mostly shines at making a 50/50 chance into nearer a sure thing--the effect is on a bell curve. Still, for anything but a sure thing, it&#039;s at least a +1 bonus, and usually much more.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I also liked this wording: For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. Once you&#039;ve applied this buff, the recipient gets to roll 2d20 take the best for all rolls he makes for the next round. Not so interesting low level, but once AOE effects, more spells/saves, and multiple attacks become a thing, it scales. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Haha yeah geez. I don&#039;t know many AoEs that allow multiple d20 rolls from the attacker, but having it for multiple attacks would be a fantastic damage boost. The ray spells also qualify. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: I was thinking more about saving against an AoE. Seems like as level grows, the likelyhood that a round of combat is going to involve making multiple attacks and saves goes up quite a bit. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: True, I was definitely focused on actions under the recipient&#039;s control (since you can maximize your gain if you maximize the number of d20s you have to roll), but increased chance of having to save against an attack is also justified. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Good against spells and effects that trigger multiple saves, like Phantasmal Killer. -gm&lt;br /&gt;
:::::: I said &amp;quot;bell curve&amp;quot; here, but that&#039;s false--it&#039;s actually parabolic. Not sure why I feel like I have to correct that, but I guess that&#039;s just how I roll. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Level six luck domain ability YASS -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
: All 3 are cool, luck is fantastic, it&#039;s not lost on me that this is one of the highest rated domains in the optimization pages. I&#039;m fixing to get some really solid domain spells in luck too. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18834</id>
		<title>Talk:Edi&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18834"/>
		<updated>2017-07-27T06:10:23Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* prestige options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did my level 4 audit--sorry, Slith, lore isn&#039;t quite so good as all that! --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
:Yeah, didn&#039;t do the half. But it&#039;s probably still a good idea to put the derivation there so it doesn&#039;t get lost. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:: Sorry, I took a look, but I think I prefer to just have the current values for simplicity reading. I audit at every level. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
::: EVENTUALLY. But I accept your judgment. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
1. You should add those halfling-tek orisons that Erky taught you. -gm&lt;br /&gt;
&lt;br /&gt;
2. Favored rank in skill point? Madness! I figured you&#039;d go for the racial special for halflings: &amp;quot;Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric&#039;s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you just need to invent a religious order for Edi to belong to. Also, my phone is now busted: somehow no one can hear me talk on it. -gm&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re not starting in Udrell, you might want to make him from somewhere else. -gm&lt;br /&gt;
&lt;br /&gt;
==prestige options==&lt;br /&gt;
Are any of these off the table? That evangelist one seems bonkers overpowered even without the class feature I don&#039;t understand. The spherewalker seems like a flavored hybrid between the chronicler and the planes walker, and it&#039;s got the skills I want.&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spherewalker/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/pathfinder-chronicler/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/evangelist/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/planes-walker/&lt;br /&gt;
:Without knowing what any of the boons are, the evangelist doesn&#039;t honestly look that overpowered, since you give up a level of priest in exchange for some skill-related stuff. That means being a level behind on the various spellcasting milestones, which is surprisingly annoying (the boons could definitely be over-the-top though, I just don&#039;t know without looking at the sourcebook it references). Yoa would probably enjoy working with a Planes Walker, although its coolest abilities (like improved counterport, which is super-neat) don&#039;t take effect until well after any level we&#039;re likely to get to. Pathfinder Chronicler is a bard that gives up spellcasting for some other stuff that seems like it could be pretty neat. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
::The closest Paizo god analog to Edi&#039;s worship would certainly be &#039;&#039; &#039;&#039;&#039;Sarenrae THE DAWNFLOWER&#039;&#039;&#039;:Goddess of healing, honesty, redemption, and the sun &#039;&#039;&#039;Alignment&#039;&#039;&#039;  NG &#039;&#039;&#039;Domains&#039;&#039;&#039;  Fire, Glory, Good, Healing, Sun &#039;&#039;&#039;Obedience&#039;&#039;&#039;  The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can&#039;t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks. &#039;&#039;&#039;EVANGELIST BOONS 1&#039;&#039;&#039; :  Healing Spirit (Sp)  cure light wounds  3/day,  aid  2/day, or remove curse  1/day &#039;&#039;&#039;2&#039;&#039;&#039;:  Fiery Spirit (Su)  You have spent so much time in the sun, reveling in Sarenrae&#039;s power and meditating on her glory, that its fiery rays have soaked into your very soul. You gain fire resistance 1  &#039;&#039;&#039;3&#039;&#039;&#039;:  Holy Brand of the Sun (Su)  Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1  +  1 for every  4  Hit Dice you possess (maximum  6  rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a  +1 flaming burst  weapon. (You can use this ability on a ranged weapon, but can&#039;t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than  +  1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don&#039;t need to be consecutive.&#039;&#039; I don&#039;t know if the &amp;quot;or&amp;quot; under boon 1 means you only get one of those options permanently or what.   [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:03, 27 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==luck of heroes==&lt;br /&gt;
&lt;br /&gt;
Is luck of heroes a possibility for Edi? I see it [http://www.d20pfsrd.com/feats/general-feats/luck-of-heroes here] and [http://dndtools.eu/feats/players-guide-to-faerun--22/luck-of-heroes--1797/ here]--the former is a hero points ability (which we don&#039;t use), and the latter is both 3.5ed and also only can be taken at first level. Maybe you have a different source? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Sadly for us all, it&#039;s located here: [[Luck of Heroes]] The most canonical of sources.&lt;br /&gt;
:: Oh hey, look at that. I&#039;d forgotten that guy. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Yup, we have Slith to blame for it. Happy to have it off limits, though, we did put it in place when we were in 3.5. It&#039;s just the most efficient save booster, so it&#039;s first on my list of getting my saves to be ridiculous. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: I&#039;m honestly of a mind to restrict it for PF. I mean, if Paizo&#039;s insanely permissive feat QA let things like Step Up pass and Luck of Heroes not, I&#039;m inclined to think there is a reason for it. Also, selective channel is amazing. -gm&lt;br /&gt;
::::: lol, I evidently put that on the wiki almost five years ago. Mind-blowing. Anyway I&#039;d guess that any content that still hasn&#039;t been explicitly converted is suspect pending review. Which Jones would probably love, but as a policy it honestly makes sense. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==encumbrance==&lt;br /&gt;
&lt;br /&gt;
So I worked out the encumbrance for Edi since he had an 8 strength, and he is one weak little shit. With a very, very light combat gear(dagger, sling, mithril shirt!) and the bare camp necessities (cold food for a few days, water for a day, tent, sleeping bag), he has enough capacity left to carry no more than a one (maaaaybe 2) days worth of food for a real adult. Edi probably prefers to ride on trips of any length, and I bet he occasionally tries to get one of the orcs to carry him because he&#039;s soooo tired ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==germain redux==&lt;br /&gt;
&lt;br /&gt;
I had to have helpful halfling! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Actually, between helpful halfling and priest lore, he is basically going to replicate the Germain skill trick of giving anyone around him +4 on any knowledge check --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==bit of luck==&lt;br /&gt;
&amp;quot;A bit of luck&amp;quot; is a pretty cool ability. MATHS:&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Effective DC!!Percent chance normally!!Percent chance with &amp;quot;A bit of luck&amp;quot;!!Equivalent bonus&lt;br /&gt;
|-&lt;br /&gt;
|1||100%||100.00%||+0.00&lt;br /&gt;
|-&lt;br /&gt;
|2||95%||99.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|3||90%||99.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|4||85%||97.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|5||80%||96.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|6||75%||93.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|7||70%||91.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|8||65%||87.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|9||60%||84.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|10||55%||79.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|11||50%||75.00%||+5.00&lt;br /&gt;
|-&lt;br /&gt;
|12||45%||69.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|13||40%||64.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|14||35%||57.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|15||30%||51.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|16||25%||43.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|17||20%||36.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|18||15%||27.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|19||10%||19.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|20||5%||9.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It appears that it mostly shines at making a 50/50 chance into nearer a sure thing--the effect is on a bell curve. Still, for anything but a sure thing, it&#039;s at least a +1 bonus, and usually much more.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I also liked this wording: For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. Once you&#039;ve applied this buff, the recipient gets to roll 2d20 take the best for all rolls he makes for the next round. Not so interesting low level, but once AOE effects, more spells/saves, and multiple attacks become a thing, it scales. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Haha yeah geez. I don&#039;t know many AoEs that allow multiple d20 rolls from the attacker, but having it for multiple attacks would be a fantastic damage boost. The ray spells also qualify. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: I was thinking more about saving against an AoE. Seems like as level grows, the likelyhood that a round of combat is going to involve making multiple attacks and saves goes up quite a bit. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: True, I was definitely focused on actions under the recipient&#039;s control (since you can maximize your gain if you maximize the number of d20s you have to roll), but increased chance of having to save against an attack is also justified. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Good against spells and effects that trigger multiple saves, like Phantasmal Killer. -gm&lt;br /&gt;
:::::: I said &amp;quot;bell curve&amp;quot; here, but that&#039;s false--it&#039;s actually parabolic. Not sure why I feel like I have to correct that, but I guess that&#039;s just how I roll. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Level six luck domain ability YASS -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
: All 3 are cool, luck is fantastic, it&#039;s not lost on me that this is one of the highest rated domains in the optimization pages. I&#039;m fixing to get some really solid domain spells in luck too. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18833</id>
		<title>Talk:Edi&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18833"/>
		<updated>2017-07-27T06:09:13Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* prestige options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did my level 4 audit--sorry, Slith, lore isn&#039;t quite so good as all that! --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
:Yeah, didn&#039;t do the half. But it&#039;s probably still a good idea to put the derivation there so it doesn&#039;t get lost. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:: Sorry, I took a look, but I think I prefer to just have the current values for simplicity reading. I audit at every level. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
::: EVENTUALLY. But I accept your judgment. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
1. You should add those halfling-tek orisons that Erky taught you. -gm&lt;br /&gt;
&lt;br /&gt;
2. Favored rank in skill point? Madness! I figured you&#039;d go for the racial special for halflings: &amp;quot;Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric&#039;s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you just need to invent a religious order for Edi to belong to. Also, my phone is now busted: somehow no one can hear me talk on it. -gm&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re not starting in Udrell, you might want to make him from somewhere else. -gm&lt;br /&gt;
&lt;br /&gt;
==prestige options==&lt;br /&gt;
Are any of these off the table? That evangelist one seems bonkers overpowered even without the class feature I don&#039;t understand. The spherewalker seems like a flavored hybrid between the chronicler and the planes walker, and it&#039;s got the skills I want.&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spherewalker/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/pathfinder-chronicler/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/evangelist/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/planes-walker/&lt;br /&gt;
:Without knowing what any of the boons are, the evangelist doesn&#039;t honestly look that overpowered, since you give up a level of priest in exchange for some skill-related stuff. That means being a level behind on the various spellcasting milestones, which is surprisingly annoying (the boons could definitely be over-the-top though, I just don&#039;t know without looking at the sourcebook it references). Yoa would probably enjoy working with a Planes Walker, although its coolest abilities (like improved counterport, which is super-neat) don&#039;t take effect until well after any level we&#039;re likely to get to. Pathfinder Chronicler is a bard that gives up spellcasting for some other stuff that seems like it could be pretty neat. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
::The closest Paizo god analog to Edi&#039;s worship would certainly be &#039;&#039; &#039;&#039;&#039;Sarenrae THE DAWNFLOWER&#039;&#039;&#039;:Goddess of healing, honesty, redemption, and the sun &#039;&#039;&#039;Alignment&#039;&#039;&#039;  NG &#039;&#039;&#039;Domains&#039;&#039;&#039;  Fire, Glory, Good, Healing, Sun &#039;&#039;&#039;Obedience&#039;&#039;&#039;  The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can&#039;t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks. &#039;&#039;&#039;EVANGELIST BOONS 1&#039;&#039;&#039; :  Healing Spirit (Sp)  cure light wounds  3/day,  aid  2/day, or remove curse  1/day &#039;&#039;&#039;2&#039;&#039;&#039;:  Fiery Spirit (Su)  You have spent so much time in the sun, reveling in Sarenrae&#039;s power and meditating on her glory, that its fiery rays have soaked into your very soul. You gain fire resistance 1  &#039;&#039;&#039;3&#039;&#039;&#039;:  Holy Brand of the Sun (Su)  Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1  +  1 for every  4  Hit Dice you possess (maximum  6  rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a  +1 flaming burst  weapon. (You can use this ability on a ranged weapon, but can&#039;t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than  +  1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don&#039;t need to be consecutive.&#039;&#039; &lt;br /&gt;
I don&#039;t know if the &amp;quot;or&amp;quot; under boon 1 means you only get one of those options permanently or what.   [[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:03, 27 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==luck of heroes==&lt;br /&gt;
&lt;br /&gt;
Is luck of heroes a possibility for Edi? I see it [http://www.d20pfsrd.com/feats/general-feats/luck-of-heroes here] and [http://dndtools.eu/feats/players-guide-to-faerun--22/luck-of-heroes--1797/ here]--the former is a hero points ability (which we don&#039;t use), and the latter is both 3.5ed and also only can be taken at first level. Maybe you have a different source? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Sadly for us all, it&#039;s located here: [[Luck of Heroes]] The most canonical of sources.&lt;br /&gt;
:: Oh hey, look at that. I&#039;d forgotten that guy. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Yup, we have Slith to blame for it. Happy to have it off limits, though, we did put it in place when we were in 3.5. It&#039;s just the most efficient save booster, so it&#039;s first on my list of getting my saves to be ridiculous. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: I&#039;m honestly of a mind to restrict it for PF. I mean, if Paizo&#039;s insanely permissive feat QA let things like Step Up pass and Luck of Heroes not, I&#039;m inclined to think there is a reason for it. Also, selective channel is amazing. -gm&lt;br /&gt;
::::: lol, I evidently put that on the wiki almost five years ago. Mind-blowing. Anyway I&#039;d guess that any content that still hasn&#039;t been explicitly converted is suspect pending review. Which Jones would probably love, but as a policy it honestly makes sense. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==encumbrance==&lt;br /&gt;
&lt;br /&gt;
So I worked out the encumbrance for Edi since he had an 8 strength, and he is one weak little shit. With a very, very light combat gear(dagger, sling, mithril shirt!) and the bare camp necessities (cold food for a few days, water for a day, tent, sleeping bag), he has enough capacity left to carry no more than a one (maaaaybe 2) days worth of food for a real adult. Edi probably prefers to ride on trips of any length, and I bet he occasionally tries to get one of the orcs to carry him because he&#039;s soooo tired ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==germain redux==&lt;br /&gt;
&lt;br /&gt;
I had to have helpful halfling! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Actually, between helpful halfling and priest lore, he is basically going to replicate the Germain skill trick of giving anyone around him +4 on any knowledge check --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==bit of luck==&lt;br /&gt;
&amp;quot;A bit of luck&amp;quot; is a pretty cool ability. MATHS:&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Effective DC!!Percent chance normally!!Percent chance with &amp;quot;A bit of luck&amp;quot;!!Equivalent bonus&lt;br /&gt;
|-&lt;br /&gt;
|1||100%||100.00%||+0.00&lt;br /&gt;
|-&lt;br /&gt;
|2||95%||99.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|3||90%||99.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|4||85%||97.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|5||80%||96.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|6||75%||93.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|7||70%||91.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|8||65%||87.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|9||60%||84.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|10||55%||79.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|11||50%||75.00%||+5.00&lt;br /&gt;
|-&lt;br /&gt;
|12||45%||69.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|13||40%||64.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|14||35%||57.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|15||30%||51.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|16||25%||43.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|17||20%||36.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|18||15%||27.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|19||10%||19.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|20||5%||9.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It appears that it mostly shines at making a 50/50 chance into nearer a sure thing--the effect is on a bell curve. Still, for anything but a sure thing, it&#039;s at least a +1 bonus, and usually much more.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I also liked this wording: For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. Once you&#039;ve applied this buff, the recipient gets to roll 2d20 take the best for all rolls he makes for the next round. Not so interesting low level, but once AOE effects, more spells/saves, and multiple attacks become a thing, it scales. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Haha yeah geez. I don&#039;t know many AoEs that allow multiple d20 rolls from the attacker, but having it for multiple attacks would be a fantastic damage boost. The ray spells also qualify. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: I was thinking more about saving against an AoE. Seems like as level grows, the likelyhood that a round of combat is going to involve making multiple attacks and saves goes up quite a bit. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: True, I was definitely focused on actions under the recipient&#039;s control (since you can maximize your gain if you maximize the number of d20s you have to roll), but increased chance of having to save against an attack is also justified. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Good against spells and effects that trigger multiple saves, like Phantasmal Killer. -gm&lt;br /&gt;
:::::: I said &amp;quot;bell curve&amp;quot; here, but that&#039;s false--it&#039;s actually parabolic. Not sure why I feel like I have to correct that, but I guess that&#039;s just how I roll. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Level six luck domain ability YASS -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
: All 3 are cool, luck is fantastic, it&#039;s not lost on me that this is one of the highest rated domains in the optimization pages. I&#039;m fixing to get some really solid domain spells in luck too. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18832</id>
		<title>Talk:Edi&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Edi%27s_Character_Sheet&amp;diff=18832"/>
		<updated>2017-07-27T06:03:07Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* prestige options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did my level 4 audit--sorry, Slith, lore isn&#039;t quite so good as all that! --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
:Yeah, didn&#039;t do the half. But it&#039;s probably still a good idea to put the derivation there so it doesn&#039;t get lost. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:: Sorry, I took a look, but I think I prefer to just have the current values for simplicity reading. I audit at every level. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;br /&gt;
::: EVENTUALLY. But I accept your judgment. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
1. You should add those halfling-tek orisons that Erky taught you. -gm&lt;br /&gt;
&lt;br /&gt;
2. Favored rank in skill point? Madness! I figured you&#039;d go for the racial special for halflings: &amp;quot;Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric&#039;s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you just need to invent a religious order for Edi to belong to. Also, my phone is now busted: somehow no one can hear me talk on it. -gm&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re not starting in Udrell, you might want to make him from somewhere else. -gm&lt;br /&gt;
&lt;br /&gt;
==prestige options==&lt;br /&gt;
Are any of these off the table? That evangelist one seems bonkers overpowered even without the class feature I don&#039;t understand. The spherewalker seems like a flavored hybrid between the chronicler and the planes walker, and it&#039;s got the skills I want.&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spherewalker/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/pathfinder-chronicler/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/evangelist/&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/planes-walker/&lt;br /&gt;
:Without knowing what any of the boons are, the evangelist doesn&#039;t honestly look that overpowered, since you give up a level of priest in exchange for some skill-related stuff. That means being a level behind on the various spellcasting milestones, which is surprisingly annoying (the boons could definitely be over-the-top though, I just don&#039;t know without looking at the sourcebook it references). Yoa would probably enjoy working with a Planes Walker, although its coolest abilities (like improved counterport, which is super-neat) don&#039;t take effect until well after any level we&#039;re likely to get to. Pathfinder Chronicler is a bard that gives up spellcasting for some other stuff that seems like it could be pretty neat. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
::The closest Paizo god analog to Edi&#039;s worship would certainly be &#039;&#039; &#039;&#039;&#039;Sarenrae THE DAWNFLOWER&#039;&#039;&#039;:Goddess of healing, honesty, redemption, and the sun &#039;&#039;&#039;Alignment&#039;&#039;&#039;  NG &#039;&#039;&#039;Domains&#039;&#039;&#039;  Fire, Glory, Good, Healing, Sun &#039;&#039;&#039;Obedience&#039;&#039;&#039;  The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can&#039;t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks. &#039;&#039;&#039;EVANGELIST BOONS 1&#039;&#039;&#039; :  Healing Spirit (Sp)  cure light wounds  3/day,  aid  2/day, or remove curse  1/day &#039;&#039;&#039;2&#039;&#039;&#039;:  Fiery Spirit (Su)  You have spent so much time in the sun, reveling in Sarenrae&#039;s power and meditating on her glory, that its fiery rays have soaked into your very soul. You gain fire resistance 1  &#039;&#039;&#039;3&#039;&#039;&#039;:  Holy Brand of the Sun (Su)  Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1  +  1 for every  4  Hit Dice you possess (maximum  6  rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a  +1 flaming burst  weapon. (You can use this ability on a ranged weapon, but can&#039;t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than  +  1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don&#039;t need to be consecutive.&#039;&#039;&lt;br /&gt;
[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:03, 27 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==luck of heroes==&lt;br /&gt;
&lt;br /&gt;
Is luck of heroes a possibility for Edi? I see it [http://www.d20pfsrd.com/feats/general-feats/luck-of-heroes here] and [http://dndtools.eu/feats/players-guide-to-faerun--22/luck-of-heroes--1797/ here]--the former is a hero points ability (which we don&#039;t use), and the latter is both 3.5ed and also only can be taken at first level. Maybe you have a different source? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Sadly for us all, it&#039;s located here: [[Luck of Heroes]] The most canonical of sources.&lt;br /&gt;
:: Oh hey, look at that. I&#039;d forgotten that guy. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Yup, we have Slith to blame for it. Happy to have it off limits, though, we did put it in place when we were in 3.5. It&#039;s just the most efficient save booster, so it&#039;s first on my list of getting my saves to be ridiculous. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: I&#039;m honestly of a mind to restrict it for PF. I mean, if Paizo&#039;s insanely permissive feat QA let things like Step Up pass and Luck of Heroes not, I&#039;m inclined to think there is a reason for it. Also, selective channel is amazing. -gm&lt;br /&gt;
::::: lol, I evidently put that on the wiki almost five years ago. Mind-blowing. Anyway I&#039;d guess that any content that still hasn&#039;t been explicitly converted is suspect pending review. Which Jones would probably love, but as a policy it honestly makes sense. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==encumbrance==&lt;br /&gt;
&lt;br /&gt;
So I worked out the encumbrance for Edi since he had an 8 strength, and he is one weak little shit. With a very, very light combat gear(dagger, sling, mithril shirt!) and the bare camp necessities (cold food for a few days, water for a day, tent, sleeping bag), he has enough capacity left to carry no more than a one (maaaaybe 2) days worth of food for a real adult. Edi probably prefers to ride on trips of any length, and I bet he occasionally tries to get one of the orcs to carry him because he&#039;s soooo tired ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==germain redux==&lt;br /&gt;
&lt;br /&gt;
I had to have helpful halfling! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Actually, between helpful halfling and priest lore, he is basically going to replicate the Germain skill trick of giving anyone around him +4 on any knowledge check --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
==bit of luck==&lt;br /&gt;
&amp;quot;A bit of luck&amp;quot; is a pretty cool ability. MATHS:&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Effective DC!!Percent chance normally!!Percent chance with &amp;quot;A bit of luck&amp;quot;!!Equivalent bonus&lt;br /&gt;
|-&lt;br /&gt;
|1||100%||100.00%||+0.00&lt;br /&gt;
|-&lt;br /&gt;
|2||95%||99.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|3||90%||99.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|4||85%||97.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|5||80%||96.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|6||75%||93.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|7||70%||91.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|8||65%||87.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|9||60%||84.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|10||55%||79.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|11||50%||75.00%||+5.00&lt;br /&gt;
|-&lt;br /&gt;
|12||45%||69.75%||+4.95&lt;br /&gt;
|-&lt;br /&gt;
|13||40%||64.00%||+4.80&lt;br /&gt;
|-&lt;br /&gt;
|14||35%||57.75%||+4.55&lt;br /&gt;
|-&lt;br /&gt;
|15||30%||51.00%||+4.20&lt;br /&gt;
|-&lt;br /&gt;
|16||25%||43.75%||+3.75&lt;br /&gt;
|-&lt;br /&gt;
|17||20%||36.00%||+3.20&lt;br /&gt;
|-&lt;br /&gt;
|18||15%||27.75%||+2.55&lt;br /&gt;
|-&lt;br /&gt;
|19||10%||19.00%||+1.80&lt;br /&gt;
|-&lt;br /&gt;
|20||5%||9.75%||+0.95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It appears that it mostly shines at making a 50/50 chance into nearer a sure thing--the effect is on a bell curve. Still, for anything but a sure thing, it&#039;s at least a +1 bonus, and usually much more.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I also liked this wording: For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. Once you&#039;ve applied this buff, the recipient gets to roll 2d20 take the best for all rolls he makes for the next round. Not so interesting low level, but once AOE effects, more spells/saves, and multiple attacks become a thing, it scales. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Haha yeah geez. I don&#039;t know many AoEs that allow multiple d20 rolls from the attacker, but having it for multiple attacks would be a fantastic damage boost. The ray spells also qualify. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: I was thinking more about saving against an AoE. Seems like as level grows, the likelyhood that a round of combat is going to involve making multiple attacks and saves goes up quite a bit. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: True, I was definitely focused on actions under the recipient&#039;s control (since you can maximize your gain if you maximize the number of d20s you have to roll), but increased chance of having to save against an attack is also justified. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Good against spells and effects that trigger multiple saves, like Phantasmal Killer. -gm&lt;br /&gt;
:::::: I said &amp;quot;bell curve&amp;quot; here, but that&#039;s false--it&#039;s actually parabolic. Not sure why I feel like I have to correct that, but I guess that&#039;s just how I roll. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Level six luck domain ability YASS -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
: All 3 are cool, luck is fantastic, it&#039;s not lost on me that this is one of the highest rated domains in the optimization pages. I&#039;m fixing to get some really solid domain spells in luck too. --[[User:Msallen|Msallen]] ([[User talk:Msallen|talk]])&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18771</id>
		<title>Talk:Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18771"/>
		<updated>2017-04-29T01:30:53Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level 8 ==&lt;br /&gt;
*Alch6, Dex +1, +8 hp, +10 minutes mutagen duration, +1 ability on mutagen (beastmorph6), +1 all 3 saves, BAB now +6/+1, &lt;br /&gt;
**Discovery: [http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-alchemist-discoveries/breath-weapon-bomb/ Breath Weapon Bomb]&lt;br /&gt;
**New Formulae: [http://www.d20pfsrd.com/magic/all-spells/v/vine-strike/ Vine strike]&lt;br /&gt;
**Skills (+1 each): Appraise (additional +3 class), Craft Alchemy, Disable Device, Fly (additional +3 class), Heal, Knowledge Arcana, Perception, Spellcraft&lt;br /&gt;
&lt;br /&gt;
== Level 9 and Above (here there be run-ons and quick thoughts and garbage ideas) ==&lt;br /&gt;
*Copy 2nd level formulae from Russ: (in rough priority)adhesive blood, barkskin, cat&#039;s grace, elemental touch, invisibility, see invisibility, perceive cues, protection from arrows, vomit swarm, resist energy, spider climb&lt;br /&gt;
*2nd level formulae to purchase when able: detect thoughts, Extreme Flexibility, Investigative Mind, Ironskin&lt;br /&gt;
*Probably stick to alchemist then switch to master chymist after alch7&lt;br /&gt;
*feats under consideration:  improved overrun, [http://www.d20pfsrd.com/feats/general-feats/raging-hurler Raging Hurler],, Splash Weapon Mastery, step up, Cosmopolitan (knowledge(dunge- or engine-ering) and linguistics become class skills, +2 languages), extra discovery(see next), Multiattack, extra rage, [http://www.d20pfsrd.com/feats/racial-feats/grudge-fighter-combat-orc Grudge Fighter], [http://www.d20pfsrd.com/feats/combat-feats/riving-strike-combat Riving Strike], &lt;br /&gt;
&lt;br /&gt;
*discoveries under consideration: Spontaneous Healing, Lingering Spirit, tumor familiar&lt;br /&gt;
&lt;br /&gt;
*craftlist/shopping wishlist: [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bead-boro Boro bead], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/preserving-flask preserving flask], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Tea-Meditation meditation tea], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone Thunderstone], ghost touch net, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/flail-spine spine flail], &#039;&#039;&#039;something with +1 dex to improve AC&#039;&#039;&#039;, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim Bracers of Falcon’s Aim], [http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Allnigt Allnight],[http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Clear%20ear Clear Ear], [http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Second-story%20harness Second-story Harness], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords Muleback Cords], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/traveler-s-any-tool Travelers Any-Tool], Vermin Repellent, &lt;br /&gt;
&lt;br /&gt;
== Done ==&lt;br /&gt;
*all Alchemist going forward: Gokar is redirecting his focus on his alchemy. Instead of basic fighting he&#039;s now obsessed about learning new extracts, potions, poisons, and alchemy tools. Skill points will go mostly towards knowledge, spellcraft, and craft skills while still keeping perception high and occasional points in survival, heal, etc. The main goal of his alchemy is of course to become super strong and monstrous so he can really tear shit up in fight, but the secondary goal is having many options for extracts and magic potions. He&#039;s really a giant unpleasant nerd on super magic steroids, but not actively picking fights. However when a fight seems imminent he will try to end it quickly with massive violence. Which he will enjoy. Prestige class - [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/master-chymist Mr Hyde, but good] starting at level 10. &lt;br /&gt;
**If I go with the tentacle discovery picking up the 3rd level of barbarian may be worth it for the bab, will, more rage, and Pit Fighter archetype ability to get another +1 to grab-ple--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:35, 28 February 2016 (EST)&lt;br /&gt;
:Haha, I love that this is a great synergy with Russ&#039;s, &amp;quot;Be cagey all the time, and if violence appears imminent, start the fight first&amp;quot;, approach. It&#039;s going to get us in trouble, and that will be a really fun session. -[[User:Slitherrr|Slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 6 ==&lt;br /&gt;
*Alchemist Discovery: either Tentacle to pick up grab or spontaneous healing to help prevent rage fallout death&lt;br /&gt;
**Mutated and Raging the tentacle would be +12 to hit (+7 as a secondary attack) with a +16 grapple cmb with the option to take a -20 to hold, but not be grappled. It could be used for AoO or hold a shield or wand. Honestly I&#039;m lazy enough I don&#039;t know if I want to deal with all the rolls and situational stuff, but it would be pretty amazing against casters. That fight with the winter witch hag would have ended a few rounds sooner if Gokar had grabbed her and just smashed her against his armor spikes or rage horns while preventing her from casting or moving. --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 21:13, 27 February 2016 (EST)&lt;br /&gt;
**I really like the [[Barbarian King&#039;s Buckler]] and it would be great for a tentacle. Hopefully it will show up for sale, for the taking, or for trade like the horn.  --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:11, 28 February 2016 (EST)&lt;br /&gt;
*skills(8pts): +1 to Acrobatics, Craft:Alchemy, Heal, Knowledge:Arcana, Knowledge:Dungeoneering, Knowledge:Engineering, Linguistics (Orc?), Perception&lt;br /&gt;
*+8 HP&lt;br /&gt;
*+10 Minutes Mutagen (80 minute duration monster-time)&lt;br /&gt;
*+1 BAB, Fort, Reflex&lt;br /&gt;
*2 2nd-level extracts per day (1 free 2nd-level, prioritize copying lesser restoration and cure mod from Russ).&lt;br /&gt;
**Level-up Formulae to choose from: [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor](&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;intense!&amp;lt;/span&amp;gt;), extreme flexibility (great if i go with the tentacle), fire breath (swarms suck), Investigative Mind (4 roll-twice checks, would making learning new formulae or languages easier), levitate (possibly worth it even when I get fly as a beastmorph choice in 2 levels) --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
**[http://www.d20pfsrd.com/magic/all-spells/b/blood-blaze Blood Blaze] is firey fun, but I imagine it would wind up hurting allies too much to be useful.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:19, 6 March 2016 (EST)&lt;br /&gt;
***[http://www.d20pfsrd.com/magic/all-spells/b/blistering Blistering Invective] would be great if Gokar wasn&#039;t shit at intimidate --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
*spike armor&lt;br /&gt;
**Silver armor spikes only costs 90 gp, you could get it done while we&#039;re in Dell. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***Definitely will do. A tentacle might be pretty cool. It could hold bombs or potions or a maybe a shield. I&#039;ve been reading through the old Silverwalkers notes. Did Germain&#039;s [http://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Buckler arrow magnet shield] ever resurface elsewhere?--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 23:57, 17 December 2015 (EST)&lt;br /&gt;
****We haven&#039;t seen it, but considering the Crone had a horn that looked suspiciously like his horn of haste, there&#039;s a non-zero chance that she has it. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
*With Feral Mutagen and Fiend Totem Rage going at level 4 who needs a weapon: 4 Primary Natural Attacks, +10 to hit: 2 Claws 1d6+7, Bite 1d8+7, Horn Gore 1d8+7. &lt;br /&gt;
or add enlarge person and power attack and poison and really do some damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Question: Where are all the strength bonuses coming from when fully hulked out? I&#039;m having trouble reaching 28. Also, I don&#039;t think you have actually gone full on hulk this dungeon, right? (No enlarge person?)&lt;br /&gt;
*16 base&lt;br /&gt;
*+4 Alchemical (mutagen)&lt;br /&gt;
*+4 morale (rage)&lt;br /&gt;
*+2 size (enlarge person)&lt;br /&gt;
*26 Final Score&lt;br /&gt;
:Yeah, that what i get for trusting pcgen to compute stuff correctly. 26 is the correct value, and no Gokar has never enlarged in battle yet.&lt;br /&gt;
:: I thought it might have been some Alter Self thing which I think is some kind of ability for you, but Alter Self wouldn&#039;t stack with Enlarge Person.&lt;br /&gt;
&lt;br /&gt;
Where are you getting d6 and d8 as damage for your natural attacks, or is that only when enlarged? Bite should be 1d4 and 1d3 if medium and 1d6 and 1d4 when enlarged unless I&#039;m missing something? -gm&lt;br /&gt;
:The header on that section is &amp;quot;When Hulked Out (Rage + Strength Mutagen + Enlarge Extract)&amp;quot;, so yeah. [http://www.d20pfsrd.com/magic/all-spells/s/stone-fist Stone Fist] + enlarge gives him the d8 fist (awesome), Toothy + enlarge gives him the d6 bite (cool!). I think he just reversed them. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::Yeah, that was incorrect. I guess it&#039;s a bug in pcgen as it shows bite going up to d8 when enlarged which is not right.&lt;br /&gt;
:::Note that normal damage for a bite for a Large creature is, in fact, 1d8, it&#039;s just that toothy is as a size smaller. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
== Level 5 Plans ==&lt;br /&gt;
*Alchemist level 3&lt;br /&gt;
*+8hp&lt;br /&gt;
*+1 bab, +1 will&lt;br /&gt;
*bomb changes to 2d6, gain Beastform Mutagen&lt;br /&gt;
*1 more extract a day, learn line breaker&lt;br /&gt;
*+10 minutes to mutagen&lt;br /&gt;
*skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd&lt;br /&gt;
*Feat: arcane strike&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New spells ==&lt;br /&gt;
*Take for sure [http://www.d20pfsrd.com/magic/all-spells/f/firebelly Firebelly], [http://www.d20pfsrd.com/magic/all-spells/d/detect-undead Detect Undead] &lt;br /&gt;
&lt;br /&gt;
*Would only be good for recharging Edi&#039;s halfling mojo or selling for potion, [http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic Recharge innate magic]&lt;br /&gt;
== silly, but strangely tempting new level 6 idea ==&lt;br /&gt;
*1 level dip of [http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/kensai Kensai Magus] with a weapon choice of whip (gives proficiency and weapon focus)&lt;br /&gt;
*great!: +2 will, spend point to get class bonus on Knowledge (dungeoneering) and Knowledge (planes), 4 pt daily arcane pool to add +1 to weapon 1 minute/pt, opens up so many wand options for ranged fighting, whip gives 15&#039; range (30&#039; trip attack when enlarged)&lt;br /&gt;
*useful: at will detect magic, mage hand, or other 0 level cantrips (2/day), get 6 free level 1 spells &lt;br /&gt;
*bad: arcane failure chance limits usefulness, only 1 level 1 spell/day at cl1, does not advance alchemist abilities, takes more feats to make whips AoO-able or deal damage, Animate Rope not on magus or alchemist lists&lt;br /&gt;
*Enlarge and control the field: [http://paizo.com/threads/rzs2l7ns&amp;amp;page=427?Ask-James-Jacobs-ALL-your-Questions-Here#21334 30&#039; reach] so don&#039;t have to worry about AoO for trips and disarms,  cmb 13! when raging enlarged mutant mode, [http://paizo.com/paizo/blog/v5748dyo5lcom add +3] for cmb if using arcane pool point on a masterwork or above whip for disarm, or trip and drag enemies&lt;br /&gt;
*masterwork [https://www.reddit.com/r/Pathfinder/comments/2l7269/scorpion_whip_fixed_for_pfs_and_eventually/ scorpion whip] to do damage&lt;br /&gt;
**wield a large scorpion whip for extra damage?&lt;br /&gt;
*take a feat to pick up [http://www.d20pfsrd.com/traits/race-traits/caravan-drover-half-orc a trait to make everyone go faster] https://www.youtube.com/watch?v=YdXQJS3Yv0Y&lt;br /&gt;
*Level 7 feat to make it extra fun: [http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat#TOC-Rope-Tricks Rope Master] - carry a 10&#039; section of rope and it&#039;s also a spiked chain and a whip and a lifeline and a net and your best friend&lt;br /&gt;
**spend 1000gp on a [https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/r-z/robe-of-infinite-twine Twine Robe] and always have rope to spare&lt;br /&gt;
**[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-climbing Climbing rope] and [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-knots self-knotting rope]&lt;br /&gt;
**750gp for [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-rope Rope that can turn to iron]&lt;br /&gt;
**use craft weapon to make nets, retire and just make nets&lt;br /&gt;
***lol, it is funny -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***the main problem with this dip that i see (apart from setting back the BaB progression since non-fractional advancement means level 1 dips in stuff with 3/4 or 1/2 progressions hurt more than they would otherwise) is that it doesn&#039;t do much to advance your damage-dealing capabilities, whereas keeping the beastmorph going continues to have huge benefits in self-buffs that make up for the lack of bab (like this [http://www.d20pfsrd.com/magic/all-spells/c/channel-vigor self-only haste alternative] that opens up at level 9, or bull&#039;s strength that will be a mainstay until we have enough dough to plop down for the belts to get permanent enhancement bonuses) -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***also, feat taxes -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
****Yeah, it&#039;s too hard to justify from battle-effectiveness perspective, but for adding abilities and utilities no one in the party has it&#039;s hard to beat. The use of arcane wands and the level 0 spells would be great and the trip and repositioning aspects of the whip would be handy for foes that Gokar doesn&#039;t want to get too close to or in shutting down spell casters. Reading about the whips/scorpion whips stuff shows it&#039;s one of those mixed up Paizo things with contradictory statements and unclear mechanics. Rope master is such a fun feat I may end up taking it anyway even without whip prof.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 18:01, 31 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
A thing I remembered after you were gone, I just picked up lesser restoration, and you can get it from my book (1 hour to memorize (plus a spellcraft check that you can take 10 no sweat) and 2 hours + 40gp to scribe). That should save us some money on potions to get you back into fighting shape. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
Just found this, would have been great for an alternate-reality Gokar: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/mutation-warrior -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
== Masterwork availability ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tool-Masterwork RAW] - &amp;lt;cite&amp;gt;Several common items already count as masterwork tools for particular skills. These are the alchemist&#039;s lab, climber&#039;s kit, disguise kit, healer&#039;s kit, masterwork musical instrument, and masterwork thieves&#039; tools. Therefore, there is no masterwork climber&#039;s kit, masterwork healer&#039;s kit, and so on—those items are already the best available for general checks with the relevant skill.&amp;lt;/cite&amp;gt; As the base portable lab only provides a +1 bonus it should be eligible for a boost to +2 for the masterwork price. The tools mentioned as being &#039;&#039;already the best available&#039;&#039; are all providing the +2 bonus that a masterwork trait would usually allow.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_21&amp;diff=18762</id>
		<title>Mattsters of the Mattiverse Session 21</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_21&amp;diff=18762"/>
		<updated>2017-03-25T18:38:41Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* The Cathedral of... Alexandria? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Mattsters of the Mattiverse Session 20|...last episode]]==&lt;br /&gt;
*Apt&#039;s soul is shuffled to beyond the Veil. The Summoner Yoa and her soulmate Try join the cause for another attempt.&lt;br /&gt;
&lt;br /&gt;
==Sewer Access Part Deux==&lt;br /&gt;
*The party, with more sewer knowledge, decides to use its previous entry strategy.&lt;br /&gt;
*Hobgoblin sky patrols still occasionally blot out stars, following the pattern the party has already observed.&lt;br /&gt;
*Navigating the sewers proceeds quickly and without incident. They arrive back at the scene of Apt&#039;s untimely demise.&lt;br /&gt;
**The corpses of the otyughs met earlier in the sewers have disappeared, carried away by denizens unknown.&lt;br /&gt;
**In contrast, the carnage in the Otyugh Queen&#039;s den is relatively undisturbed. However, there are signs of humanoid (probably wererat) passage all over the grounds, although it has been days since there was last passage.&lt;br /&gt;
**The party diligently ignores the splotchy pool of human blood among the rest of the refuse.&lt;br /&gt;
*A well breaches the surface into the sewer area, here. It comes up near a great square with a giant statue of Alexandria, only a few hundred feet away from the cathedral. After a bit of scouting, the party decides to exit the sewer here and continue the rest of the way aboveground.&lt;br /&gt;
*They approach the cathedral with some care. &lt;br /&gt;
*The windows are all blackened out, and their design is impossible to make out.&lt;br /&gt;
**There is a lingering mist in the area. It seems to cling to the cathedral.&lt;br /&gt;
**They discover on approach, with little surprise, that it is associated with strong magic. After several failed attempts to discern the source [ed: three ones in a row :/], it is discovered to be of the Conjuration(teleportation) school.&lt;br /&gt;
**The party enters through the door on the cemetery side.&lt;br /&gt;
&lt;br /&gt;
==The Cathedral of... Alexandria?==&lt;br /&gt;
*Inside, the cathedral is maintained and in good repair. Candles provide a soft light, and a mild breeze wafts through its chambers.&lt;br /&gt;
*In contrast to outside, the windows are clearly visible and lit from an unknown source from behind. Their designs are distinctly non-Alexandrian. In general, the iconography of the church is sinister, and in no particular order, the differences noticed by the party are listed below:&lt;br /&gt;
**&amp;quot;The one on the south wall is of a figure cloaked in red robes with a skull for a head. Red embers burn in the place of eyes. He holds a scepter and an orb, and wears a crown of iron inset with a single, purple gem.&amp;quot;&lt;br /&gt;
**&amp;quot;The same figure appears in the windows to the west and east. These two feature the same figure, though in one it has no orb and in the other there is no scepter. Here, only, the figure is wreathed in flame. In the hand missing either the orb or the scepter, for both figures, there is an iron band around its wrist, where no such band appears on the south-wall-figure&#039;s wrists. The two figures also have crowns, but their gems have been replaced with coal-black stones.&amp;quot;&lt;br /&gt;
**&amp;quot;The alcoves are prayer nooks. However, the frescoes and carvings are of bones and ossuaries and chains, not of cherubs and martial scenes.&amp;quot;&lt;br /&gt;
**&amp;quot;This is a stained glass widow of a giant stone tower, from the perspective of a person on the ground looking up. The stone tower is wrapped in chains. At the top of the tower is a single window, an blood red glow atop a mountain of greys, blues and blacks.&amp;quot;&lt;br /&gt;
**In the nave: &amp;quot;These stained glass windows are all identical. A leering, doughy man with pinpricks for eyes wearing the outfit of a clown or a jester. But, there is no gaiety in the image: the colors are sickly greens and purples. He holds in his hand four bones, splayed out in two crosses like a marionette&#039;s control bar. At the end of six strings dangling from the bars are six cheap, fraying rag dolls. Though he, too,  wears iron manacles, he still controls the grisly marionettes.&amp;quot;&lt;br /&gt;
*The windows do not appear to be new construction and seem as old as the rest of the cathedral despite not matching Yoa&#039;s memories of the place before the fall of the city.&lt;br /&gt;
*As the party traverses the floor of the nave, the sound of crying children echoes faintly around the chamber, and a light breeze gusts softly around them. They notice a font of bubbling, thick fluid. From this distance, it appears to be blood. It slowly overfills its container and spreads slowly across the floor.&lt;br /&gt;
**About halfway across the nave, the liquid begins to assert itself purposefully. Bringing itself together into a coherent mass, it forms into two [www.d20pfsrd.com/bestiary/monster-listings/oozes/ebon-ooze-fgg/ ebon oozes] that begin lurching across the floor.&lt;br /&gt;
**At the same time, dust motes in the air coalesce into an incorporeal image of a child. It wears a burial shroud, and its fingers have had their flesh worn to the bone, as if from digging. It is a [http://www.d20pfsrd.com/bestiary/monster-listings/undead/wraith/ wraith]. More appear in turns--in all, six assault the party, appearing directly next to party members as they show themselves.&lt;br /&gt;
**Everyone starts getting into position.&lt;br /&gt;
**The first wraith attacks Russ and sucks away some of his life force. Try retaliates on Russ&#039;s behalf, but doesn&#039;t finish it. Edi summons a spiritual ally, whose sword of force is able to remove the wraith from concern.&lt;br /&gt;
**Russ throws a bomb at the oozes, which gets their attention very effectively. One immediately approaches him and slams a pseudopod, critically wounding Russ and enveloping him into its grasp (a critical, then a spectacular roll on the free grab attempt).&lt;br /&gt;
**Try shoots arrows into things while Yoa brings up haste. Edi&#039;s ally finishes off another wraith while Edi channels a heal to bring Russ back into a safer zone of health. Gokar rushes the other ooze.&lt;br /&gt;
**Russ, in a violent flurry of attacks, has a strongly negative impact on the structural integrity of the ooze that contains him. It dissolves around him as he breathes heavily, covered in strange fluids.&lt;br /&gt;
**The other ooze lurches about, mindlessly snapping at Gokar, who very narrowly avoids the pseudopod.&lt;br /&gt;
[[File:Mattiverse 20170318 one ooze down.png]]&lt;br /&gt;
**Yoa summons a hound archon, who gleefully tears into the ooze.&lt;br /&gt;
**Try&#039;s arrows puff a wraith out of existence, despite being at half effectiveness. He and Gokar both set into the other ooze, which is severely damaged by the assault, and then quickly finished off.&lt;br /&gt;
**Another wraith dies in here somewhere.&lt;br /&gt;
**Two of the wraiths have appeared next to Yoa and Edi, by this point. Yoa, not familiar with the wraiths&#039; &#039;&#039;lifesense&#039;&#039; ability, attempts to disengage with a casting of &#039;&#039;invisibility&#039;&#039;. The wraith doggedly pursues her despite that, but does not connect a blow.&lt;br /&gt;
[[File:Child wraithspawn.JPG]]&lt;br /&gt;
**Gokar finishes the other ooze, and rushes back to protect Edi, landing a charging blow.&lt;br /&gt;
**Yoa, noticing she has no way to damage the wraiths, runs back toward the entrance in a panic. Try moves to interpose himself in front of the wraiths. The hound archon uselessly attacks, as well, discovering the limits of its corporeal nature against the opponent.&lt;br /&gt;
**Russ charges the wraith threatening Edi, and Edi&#039;s spiritual ally finishes it off. Try and Gokar each get another. The last one appears next to Russ. It misses, and Russ&#039;s full attack makes short work of it.&lt;br /&gt;
*After everything is put to rest, the chamber quiets. The sobbing sound, and the breeze, are gone. The font no longer overflows, the dark stain on the floor a still puddle.&lt;br /&gt;
**They are able to get a better look at the fluid, now, and note that it is not actually blood, but some eldritch compound that smells of rotten eggs.&lt;br /&gt;
*The archon touches everyone to give them &#039;&#039;aid&#039;&#039; before it poofs back to its home.&lt;br /&gt;
*The party makes haste to investigate the rest of the chamber. Gokar drinks an extract of Detect Undead in the hopes of not being surprised by any more spooky wraiths.&lt;br /&gt;
[[File:Mattiverse 20170318 end game.png]]&lt;br /&gt;
&lt;br /&gt;
==Awards==&lt;br /&gt;
*600 xp to all from the oozes&lt;br /&gt;
*1800 xp to all from the child wraiths&lt;br /&gt;
*50 xp to Gokar for a knowledge check&lt;br /&gt;
&lt;br /&gt;
==Awards==&lt;br /&gt;
&lt;br /&gt;
[[Category:Mattsters of the Mattiverse|2017-03-18]]&lt;br /&gt;
[[Category:Quest Notes]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_17-30-00.jpg&amp;diff=18596</id>
		<title>File:FantasyGrounds 2016-11-05 17-30-00.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_17-30-00.jpg&amp;diff=18596"/>
		<updated>2016-12-03T18:29:17Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_14-09-32.jpg&amp;diff=18595</id>
		<title>File:FantasyGrounds 2016-11-05 14-09-32.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_14-09-32.jpg&amp;diff=18595"/>
		<updated>2016-12-03T18:28:43Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_18-36-12.jpg&amp;diff=18594</id>
		<title>File:FantasyGrounds 2016-11-05 18-36-12.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_18-36-12.jpg&amp;diff=18594"/>
		<updated>2016-12-03T18:27:35Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_18-39-20.jpg&amp;diff=18593</id>
		<title>File:FantasyGrounds 2016-11-05 18-39-20.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_18-39-20.jpg&amp;diff=18593"/>
		<updated>2016-12-03T18:27:16Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_19-15-18.jpg&amp;diff=18592</id>
		<title>File:FantasyGrounds 2016-11-05 19-15-18.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=File:FantasyGrounds_2016-11-05_19-15-18.jpg&amp;diff=18592"/>
		<updated>2016-12-03T18:26:33Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Category_talk:Fantasy_Grounds&amp;diff=18546</id>
		<title>Category talk:Fantasy Grounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Category_talk:Fantasy_Grounds&amp;diff=18546"/>
		<updated>2016-11-06T00:07:18Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Things to add */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Things to add ==&lt;br /&gt;
*&amp;quot;REMOVE:&amp;quot; extension info - http://imgur.com/a/Kvmoo&lt;br /&gt;
*examples and explanation of built-in modifiers &lt;br /&gt;
*examples and explanation of built-in effects&lt;br /&gt;
*examples and explanation of creating spells and abilities with effects and target options&lt;br /&gt;
&lt;br /&gt;
== Link dump ==&lt;br /&gt;
===general===&lt;br /&gt;
http://www.fantasygrounds.com/wiki/index.php/Library&lt;br /&gt;
&lt;br /&gt;
http://www.fantasygrounds.com/wiki/index.php/Combat_Tracker&lt;br /&gt;
&lt;br /&gt;
http://www.fantasygrounds.com/wiki/index.php/3.5E_Combat_Tracker&lt;br /&gt;
&lt;br /&gt;
http://www.fantasygrounds.com/forums/faq.php?faq=fantasy_grounds_faq&lt;br /&gt;
&lt;br /&gt;
http://fg2app.idea.informer.com/&lt;br /&gt;
&lt;br /&gt;
https://www.fantasygrounds.com/forums/showthread.php?26394-New-character/page2&lt;br /&gt;
&lt;br /&gt;
https://www.fantasygrounds.com/forums/forumdisplay.php?63-3-5E-Pathfinder&lt;br /&gt;
&lt;br /&gt;
https://www.fantasygrounds.com/forums/showthread.php?18006-Effects-library&lt;br /&gt;
&lt;br /&gt;
===add-ons and extensions===&lt;br /&gt;
https://www.fantasygrounds.com/forums/showthread.php?21546-Player-Effect-Removal-Extension&lt;br /&gt;
&lt;br /&gt;
https://www.fantasygrounds.com/forums/showthread.php?15925-List-of-Extensions&lt;br /&gt;
&lt;br /&gt;
https://www.fantasygrounds.com/forums/showthread.php?24614-Farnaby-s-PFRPG-Spellbook&lt;br /&gt;
&lt;br /&gt;
==Qs==&lt;br /&gt;
What&#039;s the interaction between paladin &#039;&#039;smite&#039;&#039; and incorporeals? Do we have to worry about the force tag giving them full damage in that case? -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:Yeah, it would screw that up, but you could always just use the Half-damage modifier button for those or if using a non-magic weapon it&#039;s even easier because you just wouldn&#039;t roll damage at all. Smite is FAQ&#039;d to [http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qv0 not bypass incorporeal].--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 13:43, 29 July 2016 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Table_of_the_Stars&amp;diff=18538</id>
		<title>Talk:Table of the Stars</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Table_of_the_Stars&amp;diff=18538"/>
		<updated>2016-10-15T10:50:08Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FWiW - the table it was sitting on was just a table. Table, in this case, means &amp;quot;list&amp;quot; or &amp;quot;database. The plates of astronomical data *are* the Table of the Stars, it&#039;s just that the gnoblins took the word Table a little too literally. -gm&lt;br /&gt;
:Really, they&#039;re both Tables of the Stars. Only one of them is currenly under the (magical) roof with stars on it, after all. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:So no matching chairs and cabinets of the stars. --~~&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar&amp;diff=18524</id>
		<title>Talk:Mad Gokar</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar&amp;diff=18524"/>
		<updated>2016-09-28T17:41:13Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Shopping List/Wishlist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reminders ==&lt;br /&gt;
*craft Meditation Tea, (have Edi make holy water for splash weapons and ambrosia(see below)).&lt;br /&gt;
*Create alternate grappled condition in FG with Pugilist bonuses (pseuducode): Dex:-2;ATK:-1;CMB/D:-1(all except grapple)&lt;br /&gt;
*redo actions tab&lt;br /&gt;
&lt;br /&gt;
== Weapon/Alchemical Creations to consider ==&lt;br /&gt;
====&#039;&#039;&#039;Twitch tonic&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Source&#039;&#039;&#039;&#039;: &#039;&#039;UE pg101&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039; Balms, Medicines and Tonics Alchemical Remedies&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; dc 25&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 45gp; &lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleep, paralysis, and the staggered condition. If you drink twitch tonic, you gain a +2 alchemical bonus on saving throws made against these effects for the next hour. If you drink twitch tonic while suffering from any of these effects, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day. You can administer twitch tonic to an unconscious or paralyzed creature as a full-round action, similar to administering a potion.&lt;br /&gt;
====&#039;&#039;&#039;Soul stimulant&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Source&#039;&#039;&#039;&#039;: &#039;&#039;Ultimate Equipment pg. 101 &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; -&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039; Balms, Medicines and Tonics Alchemical Remedies&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; dc 30&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 300gp; &lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level’s penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level’s effects.&lt;br /&gt;
====&#039;&#039;&#039;Troll oil&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Source&#039;&#039;&#039;&#039;: &#039;&#039;Ultimate Equipment pg. 101 &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 1 lbs.&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039; Balms, Medicines and Tonics&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; dc 30&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 50gp; &lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.&lt;br /&gt;
====&#039;&#039;&#039;Ambrosia&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Source&#039;&#039;&#039;&#039;: &#039;&#039;PRG:ARG&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 100 gp; &lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 2 lbs.&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039; Misc Substances&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; dc 25&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, grants a +2 sacred bonus on saving throws against negative energy, energy drain, and death effects for 1 hour, including saves to remove negative levels. Ambrosia affects undead and evil outsiders as holy water.&lt;br /&gt;
====&#039;&#039;&#039;Carrion bait&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Source&#039;&#039;&#039; &#039;&#039;Undead Slayer&#039;s Handbook&#039;&#039; pg. 11&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 25 gp; &lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 2 lbs.&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039; Alchemical Tools&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; Craft (Alchemy) DC 19&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: This large glass jar is vacuum-sealed with an airtight wax plug. Inside, festering chunks of monkey meat are covered in fungal mycelium and seeded with fly eggs, though the mixture’s potency is not evident until it’s exposed to air. Once the jar is opened (a standard action), the stench quickly becomes overpowering as the jar’s contents swell and rot at an accelerated rate. Any living creature within 15 feet of the jar when it is opened must succeed at a DC 12 Fortitude save or be sickened for 1d4 rounds. Vermin and undead have a hard time distinguishing carrion bait from rotten human flesh, but intelligent undead that succeed at a DC 15 Perception check realize the difference. Regardless, any creature that spends more than 1 round eating the carrion bait quickly realizes its error, since the bait continues to swell and grow even as it’s digested. One round after eating carrion bait, an affected undead or vermin becomes staggered for 1d4 rounds as its belly bulges to incredible proportions (other creature types cannot stomach carrion bait and instead are nauseated for 2d4 rounds). If the affected creature is already staggered, its movement speed instead decreases by 10 feet for the duration of the carrion bait’s effect. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Spiritbane spike&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Source&#039;&#039;&#039; &#039;&#039;Undead Slayer&#039;s Handbook&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 300 gp; &lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 1 lb.&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039; Alchemical Tools&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; Craft (Alchemy) DC 25&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a short sword with the ghost touch weapon special ability. The spike reverts to its old form after 10 minutes, corroded and useless. Should a spiritbane spike rematerialize within a corporeal body, it is shunted to the nearest empty space without effect. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Stingchuck&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; Not listed&lt;br /&gt;
*&#039;&#039;&#039;Dmg&#039;&#039;&#039; (S)-1d3 (M)-1d4 Critical x2	&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039; 10 ft. 	 	&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 9lbs&lt;br /&gt;
*&#039;&#039;&#039;Cost&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; Craft Weapon dc ?&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: A stingchuck is a foul bag made of a humanoid’s head with the brain removed and the skull heavily scored so that it bursts open when thrown. Normally filled with biting vermin, a stingchuck acts as a splash weapon. When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Desiccating lubricant&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Source&#039;&#039;&#039; Alchemy Manual pg. 23&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 30 gp; &lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; — 0&lt;br /&gt;
*&#039;&#039;&#039;Category Alchemical Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039;: Craft(Alchemy) 20, (Recipe (25 cold iron + 10 salt + 10 urea)/congelation), Time 10 minutes; Tools alchemist&#039;s lab; &lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: This oily solution draws water out of living creatures (especially amorphous creatures), simultaneously dehydrating them and drenching their surfaces with a slick, sickly cold sweat. Desiccating lubricant can be thrown as a splash weapon with a range increment of 10 feet. A living creature struck by a direct hit from desiccating lubricant takes 1d4 points of nonlethal damage; a –2 penalty on combat maneuver checks to grapple, bull rush, or disarm; and a –2 penalty to CMD against grapple, bull rush, and disarm checks. These penalties last 1 minute. Against ooze creatures and creatures with the water subtype, desiccating lubricant deals 2d4 points of lethal damage and the penalties increase to –4.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Slime grenade&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Source&#039;&#039;&#039; Alchemy Manual pg. 23&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 100 gp; &lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 3 lbs.&lt;br /&gt;
*&#039;&#039;&#039;Category Alchemical Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039;:Craft(Alchemy) 25, Recipe (50 phosphorus + 75 quicksilver + 50 urea)/congelation; Time 10 minutes; Tools alchemist&#039;s lab; &lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;:The alchemists of Nex have found several uses for the toxic residue left over from their massive ooze cultivating experiments, including a variety of items known collectively as slime grenades. These ceramic ovoids are filled with caustic sludge and capped with a stone plug. You can throw a slime grenade as a splash weapon with a range increment of 5 feet. A successful ranged touch attack coats the target with green slime, dealing 2d6 points of acid damage to the creature. If the target is wearing wooden or metal armor or wielding a wooden or metal shield, a slime grenade eats through the material on a hit, dealing 3d6 points of acid damage to the equipment and ignoring the items’ hardness. Creatures in the splash radius of a slime grenade take no damage, but any wooden or metal armor or shields they are wearing take 1d6 points of acid damage (ignoring hardness). Affected creatures can attempt DC 15 Reflex saves to halve the damage dealt to their equipment.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Brewed reek&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 40&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; Craft alchemy dc 25&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: Animal musk, spoiled meat, pungent plants, and any other foul-smelling substances on hand go into a batch of brewed reek. When boiled, this mixture becomes a thick alchemical slime that adheres to anything it touches. You can hurl brewed reek as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round. A creature that drinks brewed reek does not get a saving throw and is sickened for 2d6 rounds and nauseated for 1 round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Elemental breath&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 80&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 1/2 pound&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; Craft alchemy dc?&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: This vial at first seems to be empty, but when it&#039;s opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Meditation Tea&#039;&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039; 30&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 0&lt;br /&gt;
*&#039;&#039;&#039;Construction&#039;&#039;&#039; Craft alchemy dc20&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.&lt;br /&gt;
&lt;br /&gt;
== Shopping List/Wishlist ==&lt;br /&gt;
*armored scarf that&#039;s acid/fire resistant&lt;br /&gt;
*items that improve will save, resist mind control&lt;br /&gt;
*amulet of might fists&lt;br /&gt;
*Poisoner&#039;s Gloves&lt;br /&gt;
*jaunt boots&lt;br /&gt;
*[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/investigator-s-pipe investigators pipe]&lt;br /&gt;
*[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/vest-of-stable-mutation mutation vest]&lt;br /&gt;
*[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gloves-pliant pliant gloves]: -2ATK, +5 Reach&lt;br /&gt;
*[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gloves-deliquescent acid gloves]: (add to tentacle?)&lt;br /&gt;
*[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/extraction-scarificator extraction scarifcator]: small amount of bleed damage to make free potions, can be used against helpless opponents as well.&lt;br /&gt;
*[http://paizo.com/pathfinderRPG/prd/ultimateEquipment/magicArmsAndArmor/specificMagicArmorShields.html#Burglar%27s-Buckler Burglar&#039;s Buckler]&lt;br /&gt;
&lt;br /&gt;
== Etc ==&lt;br /&gt;
I love the little DF-like memories page. [[User:Detarame|absalom]] ([[User talk:Detarame|talk]]) 12:34, 20 December 2015 (EST)&lt;br /&gt;
*Did you see [http://wiki.memphisgamers.com/index.php?title=Torekk_Deeperdown Torekk&#039;s] previous update?--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 23:53, 20 December 2015 (EST)&lt;br /&gt;
** I had not. ha! [[User:Detarame|absalom]] ([[User talk:Detarame|talk]]) 11:33, 21 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Another quick note: [http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/sasquatch This] is something we can turn into with &#039;&#039;alter self&#039;&#039; (once you actually &lt;br /&gt;
get level 2 extracts in a level). Note the movement speed, and note that your [http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/transmutation barbarian move bonus still applies], and you&#039;re keeping up with horses. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
A nice thing about Gokar is I can always RP-justify brash and foolhardy battle tactics as barbarian antics. -[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:10, 24 May 2016 (EDT)&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18523</id>
		<title>Talk:Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18523"/>
		<updated>2016-09-28T06:06:36Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purchase and creation plans between sessions 17 and 18 ==&lt;br /&gt;
*Copy 2nd level formulae from Russ: (in rough priority)adhesive blood, barkskin, blur, cat&#039;s grace, elemental touch, invisibility, see invisibility, perceive cues, protection from arrows, vomit swarm, resist energy, spider climb&lt;br /&gt;
*2nd level formulae to purchase when able: detect thoughts, Extreme Flexibility, Investigative Mind, vine strike, blood transcription, Ironskin&lt;br /&gt;
*purchase or craft: javelins, turn admantine into weapon &amp;lt; 2 lbs, reforge elf sword to something useful?, [http://www.archivesofnethys.com/MagicArmorDisplay.aspx?ItemName=Skin%20of%20Klendar%20the%20Troll%20King possible use for that troll skin], shield or buckler,&lt;br /&gt;
*brew potions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 8 and Above (here there be run-ons and quick thoughts and garbage ideas) ==&lt;br /&gt;
*Probably stick to alchemist then switch to master chymist after alch7&lt;br /&gt;
*feats under consideration:  improved overrun, [http://www.d20pfsrd.com/feats/general-feats/raging-hurler Raging Hurler],, Splash Weapon Mastery, step up, Cosmopolitan (knowledge(dunge- or engine-ering) and linguistics become class skills, +2 languages), extra discovery(see next), Multiattack, extra rage, [http://www.d20pfsrd.com/feats/racial-feats/grudge-fighter-combat-orc Grudge Fighter], [http://www.d20pfsrd.com/feats/combat-feats/riving-strike-combat Riving Strike], &lt;br /&gt;
&lt;br /&gt;
*discoveries under consideration: Spontaneous Healing, Lingering Spirit, tumor familiar&lt;br /&gt;
&lt;br /&gt;
*craftlist/shopping wishlist: [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bead-boro Boro bead], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/preserving-flask preserving flask], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Tea-Meditation meditation tea], [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone Thunderstone], ghost touch net, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/flail-spine spine flail], &#039;&#039;&#039;something with +1 dex to improve AC&#039;&#039;&#039;, [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim Bracers of Falcon’s Aim], [http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Allnigt Allnight],[http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Clear%20ear Clear Ear], [http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Second-story%20harness Second-story Harness], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords Muleback Cords], [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/traveler-s-any-tool Travelers Any-Tool], Vermin Repellent, &lt;br /&gt;
&lt;br /&gt;
== Done ==&lt;br /&gt;
*all Alchemist going forward: Gokar is redirecting his focus on his alchemy. Instead of basic fighting he&#039;s now obsessed about learning new extracts, potions, poisons, and alchemy tools. Skill points will go mostly towards knowledge, spellcraft, and craft skills while still keeping perception high and occasional points in survival, heal, etc. The main goal of his alchemy is of course to become super strong and monstrous so he can really tear shit up in fight, but the secondary goal is having many options for extracts and magic potions. He&#039;s really a giant unpleasant nerd on super magic steroids, but not actively picking fights. However when a fight seems imminent he will try to end it quickly with massive violence. Which he will enjoy. Prestige class - [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/master-chymist Mr Hyde, but good] starting at level 10. &lt;br /&gt;
**If I go with the tentacle discovery picking up the 3rd level of barbarian may be worth it for the bab, will, more rage, and Pit Fighter archetype ability to get another +1 to grab-ple--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:35, 28 February 2016 (EST)&lt;br /&gt;
:Haha, I love that this is a great synergy with Russ&#039;s, &amp;quot;Be cagey all the time, and if violence appears imminent, start the fight first&amp;quot;, approach. It&#039;s going to get us in trouble, and that will be a really fun session. -[[User:Slitherrr|Slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 6 ==&lt;br /&gt;
*Alchemist Discovery: either Tentacle to pick up grab or spontaneous healing to help prevent rage fallout death&lt;br /&gt;
**Mutated and Raging the tentacle would be +12 to hit (+7 as a secondary attack) with a +16 grapple cmb with the option to take a -20 to hold, but not be grappled. It could be used for AoO or hold a shield or wand. Honestly I&#039;m lazy enough I don&#039;t know if I want to deal with all the rolls and situational stuff, but it would be pretty amazing against casters. That fight with the winter witch hag would have ended a few rounds sooner if Gokar had grabbed her and just smashed her against his armor spikes or rage horns while preventing her from casting or moving. --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 21:13, 27 February 2016 (EST)&lt;br /&gt;
**I really like the [[Barbarian King&#039;s Buckler]] and it would be great for a tentacle. Hopefully it will show up for sale, for the taking, or for trade like the horn.  --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:11, 28 February 2016 (EST)&lt;br /&gt;
*skills(8pts): +1 to Acrobatics, Craft:Alchemy, Heal, Knowledge:Arcana, Knowledge:Dungeoneering, Knowledge:Engineering, Linguistics (Orc?), Perception&lt;br /&gt;
*+8 HP&lt;br /&gt;
*+10 Minutes Mutagen (80 minute duration monster-time)&lt;br /&gt;
*+1 BAB, Fort, Reflex&lt;br /&gt;
*2 2nd-level extracts per day (1 free 2nd-level, prioritize copying lesser restoration and cure mod from Russ).&lt;br /&gt;
**Level-up Formulae to choose from: [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor](&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;intense!&amp;lt;/span&amp;gt;), extreme flexibility (great if i go with the tentacle), fire breath (swarms suck), Investigative Mind (4 roll-twice checks, would making learning new formulae or languages easier), levitate (possibly worth it even when I get fly as a beastmorph choice in 2 levels) --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
**[http://www.d20pfsrd.com/magic/all-spells/b/blood-blaze Blood Blaze] is firey fun, but I imagine it would wind up hurting allies too much to be useful.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:19, 6 March 2016 (EST)&lt;br /&gt;
***[http://www.d20pfsrd.com/magic/all-spells/b/blistering Blistering Invective] would be great if Gokar wasn&#039;t shit at intimidate --[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 01:01, 28 February 2016 (EST)&lt;br /&gt;
*spike armor&lt;br /&gt;
**Silver armor spikes only costs 90 gp, you could get it done while we&#039;re in Dell. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***Definitely will do. A tentacle might be pretty cool. It could hold bombs or potions or a maybe a shield. I&#039;ve been reading through the old Silverwalkers notes. Did Germain&#039;s [http://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Buckler arrow magnet shield] ever resurface elsewhere?--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 23:57, 17 December 2015 (EST)&lt;br /&gt;
****We haven&#039;t seen it, but considering the Crone had a horn that looked suspiciously like his horn of haste, there&#039;s a non-zero chance that she has it. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
*With Feral Mutagen and Fiend Totem Rage going at level 4 who needs a weapon: 4 Primary Natural Attacks, +10 to hit: 2 Claws 1d6+7, Bite 1d8+7, Horn Gore 1d8+7. &lt;br /&gt;
or add enlarge person and power attack and poison and really do some damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Question: Where are all the strength bonuses coming from when fully hulked out? I&#039;m having trouble reaching 28. Also, I don&#039;t think you have actually gone full on hulk this dungeon, right? (No enlarge person?)&lt;br /&gt;
*16 base&lt;br /&gt;
*+4 Alchemical (mutagen)&lt;br /&gt;
*+4 morale (rage)&lt;br /&gt;
*+2 size (enlarge person)&lt;br /&gt;
*26 Final Score&lt;br /&gt;
:Yeah, that what i get for trusting pcgen to compute stuff correctly. 26 is the correct value, and no Gokar has never enlarged in battle yet.&lt;br /&gt;
:: I thought it might have been some Alter Self thing which I think is some kind of ability for you, but Alter Self wouldn&#039;t stack with Enlarge Person.&lt;br /&gt;
&lt;br /&gt;
Where are you getting d6 and d8 as damage for your natural attacks, or is that only when enlarged? Bite should be 1d4 and 1d3 if medium and 1d6 and 1d4 when enlarged unless I&#039;m missing something? -gm&lt;br /&gt;
:The header on that section is &amp;quot;When Hulked Out (Rage + Strength Mutagen + Enlarge Extract)&amp;quot;, so yeah. [http://www.d20pfsrd.com/magic/all-spells/s/stone-fist Stone Fist] + enlarge gives him the d8 fist (awesome), Toothy + enlarge gives him the d6 bite (cool!). I think he just reversed them. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::Yeah, that was incorrect. I guess it&#039;s a bug in pcgen as it shows bite going up to d8 when enlarged which is not right.&lt;br /&gt;
:::Note that normal damage for a bite for a Large creature is, in fact, 1d8, it&#039;s just that toothy is as a size smaller. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
== Level 5 Plans ==&lt;br /&gt;
*Alchemist level 3&lt;br /&gt;
*+8hp&lt;br /&gt;
*+1 bab, +1 will&lt;br /&gt;
*bomb changes to 2d6, gain Beastform Mutagen&lt;br /&gt;
*1 more extract a day, learn line breaker&lt;br /&gt;
*+10 minutes to mutagen&lt;br /&gt;
*skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd&lt;br /&gt;
*Feat: arcane strike&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New spells ==&lt;br /&gt;
*Take for sure [http://www.d20pfsrd.com/magic/all-spells/f/firebelly Firebelly], [http://www.d20pfsrd.com/magic/all-spells/d/detect-undead Detect Undead] &lt;br /&gt;
&lt;br /&gt;
*Would only be good for recharging Edi&#039;s halfling mojo or selling for potion, [http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic Recharge innate magic]&lt;br /&gt;
== silly, but strangely tempting new level 6 idea ==&lt;br /&gt;
*1 level dip of [http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/kensai Kensai Magus] with a weapon choice of whip (gives proficiency and weapon focus)&lt;br /&gt;
*great!: +2 will, spend point to get class bonus on Knowledge (dungeoneering) and Knowledge (planes), 4 pt daily arcane pool to add +1 to weapon 1 minute/pt, opens up so many wand options for ranged fighting, whip gives 15&#039; range (30&#039; trip attack when enlarged)&lt;br /&gt;
*useful: at will detect magic, mage hand, or other 0 level cantrips (2/day), get 6 free level 1 spells &lt;br /&gt;
*bad: arcane failure chance limits usefulness, only 1 level 1 spell/day at cl1, does not advance alchemist abilities, takes more feats to make whips AoO-able or deal damage, Animate Rope not on magus or alchemist lists&lt;br /&gt;
*Enlarge and control the field: [http://paizo.com/threads/rzs2l7ns&amp;amp;page=427?Ask-James-Jacobs-ALL-your-Questions-Here#21334 30&#039; reach] so don&#039;t have to worry about AoO for trips and disarms,  cmb 13! when raging enlarged mutant mode, [http://paizo.com/paizo/blog/v5748dyo5lcom add +3] for cmb if using arcane pool point on a masterwork or above whip for disarm, or trip and drag enemies&lt;br /&gt;
*masterwork [https://www.reddit.com/r/Pathfinder/comments/2l7269/scorpion_whip_fixed_for_pfs_and_eventually/ scorpion whip] to do damage&lt;br /&gt;
**wield a large scorpion whip for extra damage?&lt;br /&gt;
*take a feat to pick up [http://www.d20pfsrd.com/traits/race-traits/caravan-drover-half-orc a trait to make everyone go faster] https://www.youtube.com/watch?v=YdXQJS3Yv0Y&lt;br /&gt;
*Level 7 feat to make it extra fun: [http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat#TOC-Rope-Tricks Rope Master] - carry a 10&#039; section of rope and it&#039;s also a spiked chain and a whip and a lifeline and a net and your best friend&lt;br /&gt;
**spend 1000gp on a [https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/r-z/robe-of-infinite-twine Twine Robe] and always have rope to spare&lt;br /&gt;
**[http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-climbing Climbing rope] and [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/rope-of-knots self-knotting rope]&lt;br /&gt;
**750gp for [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-rope Rope that can turn to iron]&lt;br /&gt;
**use craft weapon to make nets, retire and just make nets&lt;br /&gt;
***lol, it is funny -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***the main problem with this dip that i see (apart from setting back the BaB progression since non-fractional advancement means level 1 dips in stuff with 3/4 or 1/2 progressions hurt more than they would otherwise) is that it doesn&#039;t do much to advance your damage-dealing capabilities, whereas keeping the beastmorph going continues to have huge benefits in self-buffs that make up for the lack of bab (like this [http://www.d20pfsrd.com/magic/all-spells/c/channel-vigor self-only haste alternative] that opens up at level 9, or bull&#039;s strength that will be a mainstay until we have enough dough to plop down for the belts to get permanent enhancement bonuses) -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
***also, feat taxes -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
****Yeah, it&#039;s too hard to justify from battle-effectiveness perspective, but for adding abilities and utilities no one in the party has it&#039;s hard to beat. The use of arcane wands and the level 0 spells would be great and the trip and repositioning aspects of the whip would be handy for foes that Gokar doesn&#039;t want to get too close to or in shutting down spell casters. Reading about the whips/scorpion whips stuff shows it&#039;s one of those mixed up Paizo things with contradictory statements and unclear mechanics. Rope master is such a fun feat I may end up taking it anyway even without whip prof.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 18:01, 31 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
A thing I remembered after you were gone, I just picked up lesser restoration, and you can get it from my book (1 hour to memorize (plus a spellcraft check that you can take 10 no sweat) and 2 hours + 40gp to scribe). That should save us some money on potions to get you back into fighting shape. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
Just found this, would have been great for an alternate-reality Gokar: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/mutation-warrior -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
== Masterwork availability ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tool-Masterwork RAW] - &amp;lt;cite&amp;gt;Several common items already count as masterwork tools for particular skills. These are the alchemist&#039;s lab, climber&#039;s kit, disguise kit, healer&#039;s kit, masterwork musical instrument, and masterwork thieves&#039; tools. Therefore, there is no masterwork climber&#039;s kit, masterwork healer&#039;s kit, and so on—those items are already the best available for general checks with the relevant skill.&amp;lt;/cite&amp;gt; As the base portable lab only provides a +1 bonus it should be eligible for a boost to +2 for the masterwork price. The tools mentioned as being &#039;&#039;already the best available&#039;&#039; are all providing the +2 bonus that a masterwork trait would usually allow.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18504</id>
		<title>Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18504"/>
		<updated>2016-09-24T22:23:12Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Undo revision 18501 by Bartley (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mad Gokar]] - Level 6 CN Half-Orc Barbarian2([http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/brutal-pugilist Brutal Pugilist])/Alchemist4([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/beastmorph Beastmorph])&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 (+1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 56&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 19 (+7 from Masterwork Agile Breastplate +1 from Dex +1 Ring of Prot)&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +5&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +8&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Attack Bonus || +6&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +8 (+12 Grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 20&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 40 Feet (30 feet in med. armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +10 (+7 Base, +2 CON, +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +6 (+4 Base, +1 DEX, +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +4 (1 Base, +1 WIS, +1 Trait,  +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +3 (+1 Dex, +2 Trait)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full Battle Mode (Rage + Feral Strength Mutagen + Arcane Strike)==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 24 (+7)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 (1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|-&lt;br /&gt;
|Hit Points || 68&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 19&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +12&lt;br /&gt;
|-&lt;br /&gt;
|Natural Attack (red in tooth and claw) || 4 primary natural attacks at +12 that count as magic (2 Claw attacks 1d6+8, 1 Bite 1d8+8, 1 Gore 1d8+8), Can sub one for 1 tentacle(secondary natural attack) +7 1d4+4 with [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex- grab] on hit&lt;br /&gt;
|-&lt;br /&gt;
|Weapon then Natural attack || +13 Flail 1d10+11, +7 on 2 of the following three:  Bite 1d8+4, 1 Gore 1d8+4, or Tentacle 1d4+4 with grab on hit&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +12 (+16 on grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 21&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Gokar is not a good idea || CMD 21. always gets to take an attack of opportunity against grapple attempt, which if it hits add +2 to his CMD against the grapple. If the grapple is successful Gokar takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks. If grappled Gokar also takes advantage of his masterwork silversheen armor spikes to cause damage. On a successful hit with his tentacle Gokar can attempt to start a grapple as a free action without provoking an attack of opportunity with the option to conduct the grapple normally, or simply use the tentacle to hold (–20 penalty CMB check to make and maintain the grapple, but not gain the grappled condition)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +6 (1 Base, +1 WIS, +1 Trait, +2 rage, +1 Cloak of resistance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Hulk (Rage + Feral Strength Mutagen + Arcane Strike + Haste + Enlarge + Shield)==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 26 (+8)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 (1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|-&lt;br /&gt;
|Hit Points || 68&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 22&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +13&lt;br /&gt;
|-&lt;br /&gt;
|Massive Attacks || reach 10&#039;, 5 primary natural attacks at +13, count as magic (2 Claw attacks 1d8+9, 1 Bite 1d10+9, 1 Gore 1d10+9)&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +14, +18 for grapple&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*some wild Ulani variant (origin)&lt;br /&gt;
*Celesti&lt;br /&gt;
*Bedowyld&lt;br /&gt;
*Petaran&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/race-traits/auspicious-tattoo Auspicious Tattoo] - &#039;&#039;You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.&#039;&#039; +1 Will Save&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/combat-traits/reactionary Reactionary] - &#039;&#039;You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly&#039;&#039; +2 Initiative&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Barbarian Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Fast Movement&#039;&#039;&#039; Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039; 8 times per day you can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 8 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. &lt;br /&gt;
*&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039; A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
*&#039;&#039;&#039;Savage Grapple&#039;&#039;&#039; At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.&lt;br /&gt;
&lt;br /&gt;
===Alchemist Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Brew Potion&#039;&#039;&#039;  You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.&lt;br /&gt;
*&#039;&#039;&#039;Throw Anything&#039;&#039;&#039; (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)&lt;br /&gt;
*&#039;&#039;&#039;Bomb&#039;&#039;&#039;: 7 bombs/day, 2d6+3 points of fire damage, Splash damage equal to the bomb&#039;s minimum damage (5), DC 15 Reflex save for half damage. &lt;br /&gt;
*&#039;&#039;&#039;Mutagen Type&#039;&#039;&#039; standard action, +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes (40 for level, 40 for favored class bonus). In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist&#039;s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the &amp;quot;stolen&amp;quot; mutagen immediately cease.)&lt;br /&gt;
*1st Discovery:&#039;&#039;&#039;Feral Mutagen&#039;&#039;&#039; +2 competence bonus on Intimidate skill checks, gain primary natural attacks: &lt;br /&gt;
**2 claw attacks - 1d6 points of damage  &lt;br /&gt;
**bite attack deals 1d8 points of damage&lt;br /&gt;
*2nd Discovery:&#039;&#039;&#039;Tentacle&#039;&#039;&#039;     You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. &lt;br /&gt;
**Less effective limb: does not give any extra attacks or actions per round, but can make tentacle attack in place of another attack. always counts as a secondary natural weapon (-5 to hit, only half STR bonus).&lt;br /&gt;
**Attack: 1d4 Bludgeoning and on a successful hit can attempt to start a grapple as a free action without provoking an attack of opportunity. &lt;br /&gt;
**Grab: You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. When holding an opponent each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold.You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you. &lt;br /&gt;
*&#039;&#039;&#039;Poison Use&#039;&#039;&#039; Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon&lt;br /&gt;
*&#039;&#039;&#039;Beastform Mutagen&#039;&#039;&#039; At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features and gains his choice of darkvision 60 feet, low-light vision, scent, or swim 30 feet which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.&lt;br /&gt;
&lt;br /&gt;
===Race Abilities (half-orc)===&lt;br /&gt;
*&#039;&#039;Ability Bonus&#039;&#039;: (+2 Strength)&lt;br /&gt;
*&#039;&#039;Type&#039;&#039;: Half-orcs are Humanoid creatures with both the human and orc subtypes.&lt;br /&gt;
*&#039;&#039;Scavenger&#039;&#039;: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.&lt;br /&gt;
*&#039;&#039;Skilled&#039;&#039;: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.&lt;br /&gt;
*&#039;&#039;Toothy&#039;&#039;: Some half-orcs&#039; tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.&lt;br /&gt;
*&#039;&#039;Chain Fighter&#039;&#039;: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Improved Unarmed Strike&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Arcane Strike&lt;br /&gt;
&lt;br /&gt;
===Favored Class (Alchemist) Bonuses===&lt;br /&gt;
*&#039;&#039;(4) - Bonus Alchemist Mutagen Duration&#039;&#039;: Add +40 minutes to the duration of the alchemist&#039;s mutagens.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Modifier||Ability Modifier||Ranks||Misc Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX||&#039;&#039;&#039;4&#039;&#039;&#039; ||1 ||3 ||0 (armor check and or/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump)||DEX||&#039;&#039;&#039;7&#039;&#039;&#039;||1||3||3 (armor check/encumbrance reduced by Agile),(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump/Underground)||DEX||&#039;&#039;&#039;4&#039;&#039;&#039;||1||3||0 (armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Appraise ||INT|| &#039;&#039;&#039;9&#039;&#039;&#039;||3||1||5 (trained class skill + trait)&lt;br /&gt;
|- &lt;br /&gt;
|Bluff ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039;||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Climb ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3 (trained class skill)(armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Untrained) ||INT ||&#039;&#039;&#039;3&#039;&#039;&#039;||3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy) ||INT ||&#039;&#039;&#039;14&#039;&#039;&#039;||3||6||5(trained class skill + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy/Create Item) ||INT ||&#039;&#039;&#039;18&#039;&#039;&#039;||3||6||9 (trained class skill + Beastmorph Level + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Blacksmithing) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Tattoo) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Weapons) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device ||DEX ||&#039;&#039;&#039;2&#039;&#039;&#039;||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Disguise  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Escape Artist ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Fly ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Heal ||WIS ||&#039;&#039;&#039;10&#039;&#039;&#039;||1||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate ||CHA ||&#039;&#039;&#039;3&#039;&#039;&#039;||-2||2||3(trained class skill)&lt;br /&gt;
|- &lt;br /&gt;
|Knowledge (Arcana) ||INT ||&#039;&#039;&#039;12&#039;&#039;&#039;||3||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1|| 3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Perception ||WIS ||&#039;&#039;&#039;10 (12 find hidden objects, check food is spoiled, or identify a potion by taste)&#039;&#039;&#039;||1||6||3(trained class skill) (+2 Scavenger racial ability)&lt;br /&gt;
|-&lt;br /&gt;
|Perform (Untrained)  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Ride ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;|| 1||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive ||WIS ||&#039;&#039;&#039;1&#039;&#039;&#039;||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Spellcraft || INT ||&#039;&#039;&#039;12&#039;&#039;&#039;||3||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||&#039;&#039;&#039;6&#039;&#039;&#039;||1||2||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Swim ||STR ||&#039;&#039;&#039;4 &#039;&#039;&#039;||3||1||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Alchemist Extractions ==&lt;br /&gt;
*1st Level (4/day) dc14: Adjuring Step, Ant Haul, Bomber&#039;s Eye, Comprehend Languages, Crafter&#039;s Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, heightened awareness, identify, linebreaker, long arm, Longshot, monkey fish, phantom blood, reduce person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike (Alchemy)&lt;br /&gt;
*2nd Level (2/day) dc15: barkskin, [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor], blur, cure moderate wounds, lesser restoration, invisibility, see invisibility, vomit swarm&lt;br /&gt;
*Usually Brews 1 Cure Light, 1 linebreaker, 1 lesser restoration, and Darkvision Strength Mutagen to start the day&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Breastplate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Base Item&lt;br /&gt;
| +1 Agile Breastplate with Silversheen spikes&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Max Dex&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
| 2350gp&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | AC Check&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Wt&lt;br /&gt;
| 25 lbs.&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Armor Class Bonus&lt;br /&gt;
| 7 (base 6 + 1 Magic enchantment)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arcane Failure&lt;br /&gt;
| 25&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Size&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Material&lt;br /&gt;
| Steel Hardness 10, hp 45&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Masterwork&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Armor spikes deal extra 1d6 piercing damage on a successful grapple attack. The spikes count as a martial weapon., You can also make a regular melee,attack (or off-hand attack) with the spikes, and they count as a light,weapon in this case. Spikes are masterwork (+1 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Silversheen&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | HP/inch 10; Hardness 8. Spikes made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Explorer&#039;s Outfit (Peteran-style)&lt;br /&gt;
*Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.&lt;br /&gt;
*Cloak of Resistance +1&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Flail&lt;br /&gt;
|-&lt;br /&gt;
| Base Item: Flail (Heavy), masterwork&lt;br /&gt;
Material: Alchemical Silver&lt;br /&gt;
| Type: Weapon. Melee. TwoHanded. Martial. Standard.&lt;br /&gt;
 Bludgeoning. Flail. Weapon Group Flails.&lt;br /&gt;
|-&lt;br /&gt;
| Cost: 495 gp&lt;br /&gt;
| Size: M Wt: 10 lbs. 10 hp/inch 8 hardness&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage: 1d10+1.5STR crit: 19-20 x2, +1 to hit&lt;br /&gt;
| Ranged: 1d10+STR crit:20 x2 (Full-Round action, -3 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Disarm: +2 bonus on Combat Maneuver Checks to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm disarm] an enemy&lt;br /&gt;
Trip: If you are tripped during your own [http://www.d20pfsrd.com/gamemastering/combat#TOC-Trip trip] attempt, you can drop the weapon to avoid being tripped&lt;br /&gt;
|}&lt;br /&gt;
*Wooden Stake: 1d4+STR piercing; Critical 20x2; type: simple, light&lt;br /&gt;
*Spiritbane Spike: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a ghost touch short sword The spike reverts to its old form after 10 minutes, corroded and useless. &lt;br /&gt;
**+1 to hit; 1d6+1+STR Piercing, Magical; Critical 19-20x2; type: martial, light;&lt;br /&gt;
*Unarmed Strike: 1d3+STR bludgeoning, lethal or non-lethal; Critical 20x2;&lt;br /&gt;
*Armor Spikes: +1 to hit(masterwork); 1d6 + STR piercing, silversheen; Critical 20x2; type: martial, light;&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Attack || Damage || Damage Type || Crit || Range || Type || Special&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Net Net] ||2|| 20gp || 6 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; || exotic, ranged || A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.&lt;br /&gt;
&lt;br /&gt;
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.&lt;br /&gt;
&lt;br /&gt;
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Snag%20net Snag Net] ||1|| 30gp || 10 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; max||  exotic, ranged ||It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Stake||1|| n/a || 1 lb || no modifiers || 1d4+STR || piercing ||20x2 ||range 10&#039; || simple, light || vampire-dusting?&lt;br /&gt;
|-&lt;br /&gt;
|Spiritbane Spike ||1||n/a||n/a||-3 to hit(-4 non-ranged weapon, +1 enchantment)|| 1d6+1+STR || Piercing, Magical || 20x2 || range 10&#039; || martial, light || deals damage normally against incorporeal creatures regardless of bonus&lt;br /&gt;
|}&lt;br /&gt;
====Splash Weapons(+1 to hit, +Int to Damage, crit: 20, x2 does not apply to splash damage)====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Craft DC || Damage || Splash Damage || Damage Type || Range || Special&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 7/day || - || - || - || 2d6 + INT || 5 (dc15 reflex for half) || Fire || 20ft || on crit does 2(1d6+INT)+1d6 to target, splash damage not effected&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Acid Acid] ||1||10||1 lb|| Alchemy dc 15 || 1d6 + INT || 1+Int || Acid || 10 ft||&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Alchemist%27s%20fire Alchemist Fire] ||1||20|| 1 lb|| Alchemy dc 20 || 1d6 + INT || 1+INT || fire || 10ft || On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Holy%20water Holy Water] || 2 ||25gp||1 lb|| bless water ability || 2d4 + INT(undead creature or an evil outsider only) || 1 + INT (undead creature or an evil outsider only)|| holy/positive energy || 10 ft || to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/stingchuck Stingchuck] ||1||50gp||9 lbs|| Weapons dc 20 || 1d4 + INT || 1+INT || Bludgeoning || 10 ft || When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*25g130s (out of date)&lt;br /&gt;
====Situational Bonuses (quantity 1 unless otherwise indicated) ====&lt;br /&gt;
*Alchemist&#039;s Lab (portable, masterwork[http://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_%28Pathfinder%29#Masterwork_availability 1])  -  +2 circumstance bonus on Craft (alchemy) checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Block-and-Tackle block and tackle] - Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.&lt;br /&gt;
*Crowbar - +2 circumstance bonus to Strength checks to force open a door or chest&lt;br /&gt;
*Earplugs - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Fetters%20%28common%29 Fetters] - Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Filter%20hood Filter Hood] - This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.&lt;br /&gt;
*Grappling hook - Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.&lt;br /&gt;
*Handle harness - This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness’s ungainly construction gives you a –2 penalty on Escape Artist checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Leeching Leeching Kit] - This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.&lt;br /&gt;
*Manacles (medium) - Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.&lt;br /&gt;
*Merchant Scale - +2 to appraise items valued by weight&lt;br /&gt;
*Piton (4) - You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.,&lt;br /&gt;
*Ram, portable - This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.&lt;br /&gt;
*Smoked Goggles - These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Cap-Tinker Tinker&#039;s Cap] - This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).&lt;br /&gt;
*Wrist Sheath(spring-loaded): Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item. (&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Acid Flask 1&lt;br /&gt;
*Alchemists Fire 1&lt;br /&gt;
*Alchemist&#039;s Kindness  1&lt;br /&gt;
*Candle 10&lt;br /&gt;
*Chalk 1&lt;br /&gt;
*Garlic Necklace 1&lt;br /&gt;
*Holy Water 3&lt;br /&gt;
*Lamp Oil (1 Pint Flask) 10&lt;br /&gt;
*Rations (Trail/Per Day) 10&lt;br /&gt;
*Spiritbane Spike 1&lt;br /&gt;
*Stingchuck 1&lt;br /&gt;
*Sunrod 4&lt;br /&gt;
*Tindertwig 2&lt;br /&gt;
*Waterskin (Filled) 1&lt;br /&gt;
&lt;br /&gt;
====Basic Gear and Equipment====&lt;br /&gt;
*Backpack 1&lt;br /&gt;
*Bandolier (holds potions and splash weapons) 1&lt;br /&gt;
*Bedroll (Cloth) 1&lt;br /&gt;
*Flint and Steel 1&lt;br /&gt;
*Formula Book 1&lt;br /&gt;
*Hammer 1&lt;br /&gt;
*Hip Flask 1&lt;br /&gt;
*Obsidian pieces 10 (from [http://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_3 defiled altar])&lt;br /&gt;
*Sack 2&lt;br /&gt;
*Rope (Hemp/50 ft.) 1 &lt;br /&gt;
*String (50 ft.) 1&lt;br /&gt;
*Waterproof Bag 1&lt;br /&gt;
&lt;br /&gt;
*Assorted standard alchemy supplies&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18503</id>
		<title>Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18503"/>
		<updated>2016-09-24T22:22:51Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Undo revision 18502 by Bartley (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mad Gokar]] - Level 7 CN Half-Orc Barbarian2([http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/brutal-pugilist Brutal Pugilist])/Alchemist4([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/beastmorph Beastmorph])&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 (+1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 67&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 19 (+7 from Masterwork Agile Breastplate +1 from Dex +1 Ring of Prot)&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +6/+1&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +9/+4&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Attack Bonus || +7/+2&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +9 (+13 Grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 21&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 40 Feet (30 feet in med. armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +10 (+7 Base, +2 CON, +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +7 (+5 Base, +1 DEX, +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +5 (+2 Base, +1 WIS, +1 Trait,  +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +3 (+1 Dex, +2 Trait)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full Battle Mode (Rage + Feral Strength Mutagen + Arcane Strike)==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 24 (+7)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 (1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|-&lt;br /&gt;
|Hit Points || 81&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 19&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +13/+8&lt;br /&gt;
|-&lt;br /&gt;
|Natural Attack (red in tooth and claw) || 4 primary natural attacks at +13 that count as magic (2 Claw attacks 1d6+8, 1 Bite 1d8+8, 1 Gore 1d8+8), Can sub one for 1 tentacle(secondary natural attack) +7 1d4+4 with [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex- grab] on hit&lt;br /&gt;
|-&lt;br /&gt;
|Weapon then Natural attack || +14/+9 Flail 1d10+10, +8 on 2 of the following three:  Bite 1d8+4, 1 Gore 1d8+4, or Tentacle 1d4+4 with grab on hit&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +13 (+17 on grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 23&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Gokar is not a good idea || CMD 23. always gets to take an attack of opportunity against grapple attempt, which if it hits add +2 to his CMD against the grapple. If the grapple is successful Gokar takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks. If grappled Gokar also takes advantage of his masterwork silversheen armor spikes to cause damage. On a successful hit with his tentacle Gokar can attempt to start a grapple as a free action without provoking an attack of opportunity with the option to conduct the grapple normally, or simply use the tentacle to hold (–20 penalty CMB check to make and maintain the grapple, but not gain the grappled condition)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +7 (2 Base, +1 WIS, +1 Trait, +2 rage, +1 Cloak of resistance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*some wild Ulani variant (origin)&lt;br /&gt;
*Celesti&lt;br /&gt;
*Bedowyld&lt;br /&gt;
*Petaran&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/race-traits/auspicious-tattoo Auspicious Tattoo] - &#039;&#039;You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.&#039;&#039; +1 Will Save&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/combat-traits/reactionary Reactionary] - &#039;&#039;You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly&#039;&#039; +2 Initiative&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Barbarian Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Fast Movement&#039;&#039;&#039; Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039; 8 times per day you can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 8 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. &lt;br /&gt;
*&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039; A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
*&#039;&#039;&#039;Savage Grapple&#039;&#039;&#039; At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.&lt;br /&gt;
&lt;br /&gt;
===Alchemist Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Brew Potion&#039;&#039;&#039;  You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.&lt;br /&gt;
*&#039;&#039;&#039;Throw Anything&#039;&#039;&#039; (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)&lt;br /&gt;
*&#039;&#039;&#039;Bomb&#039;&#039;&#039;: 7 bombs/day, 2d6+3 points of fire damage, Splash damage equal to the bomb&#039;s minimum damage (5), DC 15 Reflex save for half damage. &lt;br /&gt;
*&#039;&#039;&#039;Mutagen Type&#039;&#039;&#039; standard action, +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes (40 for level, 40 for favored class bonus). In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist&#039;s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the &amp;quot;stolen&amp;quot; mutagen immediately cease.)&lt;br /&gt;
*1st Discovery:&#039;&#039;&#039;Feral Mutagen&#039;&#039;&#039; +2 competence bonus on Intimidate skill checks, gain primary natural attacks: &lt;br /&gt;
**2 claw attacks - 1d6 points of damage  &lt;br /&gt;
**bite attack deals 1d8 points of damage&lt;br /&gt;
*2nd Discovery:&#039;&#039;&#039;Tentacle&#039;&#039;&#039;     You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. &lt;br /&gt;
**Less effective limb: does not give any extra attacks or actions per round, but can make tentacle attack in place of another attack. always counts as a secondary natural weapon (-5 to hit, only half STR bonus).&lt;br /&gt;
**Attack: 1d4 Bludgeoning and on a successful hit can attempt to start a grapple as a free action without provoking an attack of opportunity. &lt;br /&gt;
**Grab: You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. When holding an opponent each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold.You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you. &lt;br /&gt;
*&#039;&#039;&#039;Poison Use&#039;&#039;&#039; Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon&lt;br /&gt;
*&#039;&#039;&#039;Beastform Mutagen&#039;&#039;&#039; At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features and gains his choice of darkvision 60 feet, low-light vision, scent, or swim 30 feet which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.&lt;br /&gt;
&lt;br /&gt;
===Race Abilities (half-orc)===&lt;br /&gt;
*&#039;&#039;Ability Bonus&#039;&#039;: (+2 Strength)&lt;br /&gt;
*&#039;&#039;Type&#039;&#039;: Half-orcs are Humanoid creatures with both the human and orc subtypes.&lt;br /&gt;
*&#039;&#039;Scavenger&#039;&#039;: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.&lt;br /&gt;
*&#039;&#039;Skilled&#039;&#039;: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.&lt;br /&gt;
*&#039;&#039;Toothy&#039;&#039;: Some half-orcs&#039; tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.&lt;br /&gt;
*&#039;&#039;Chain Fighter&#039;&#039;: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Improved Unarmed Strike&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Arcane Strike&lt;br /&gt;
*Riving Strike&lt;br /&gt;
&lt;br /&gt;
===Favored Class (Alchemist) Bonuses===&lt;br /&gt;
*&#039;&#039;(4) - Bonus Alchemist Mutagen Duration&#039;&#039;: Add +40 minutes to the duration of the alchemist&#039;s mutagens.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Modifier||Ability Modifier||Ranks||Misc Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX||&#039;&#039;&#039;4&#039;&#039;&#039; ||1 ||3 ||0 (armor check and or/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump)||DEX||&#039;&#039;&#039;7&#039;&#039;&#039;||1||3||3 (armor check/encumbrance reduced by Agile),(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump/Underground)||DEX||&#039;&#039;&#039;4&#039;&#039;&#039;||1||3||0 (armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Appraise ||INT|| &#039;&#039;&#039;9&#039;&#039;&#039;||3||1||5 (trained class skill + trait)&lt;br /&gt;
|- &lt;br /&gt;
|Bluff ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039;||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Climb ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3 (trained class skill)(armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Untrained) ||INT ||&#039;&#039;&#039;3&#039;&#039;&#039;||3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy) ||INT ||&#039;&#039;&#039;14&#039;&#039;&#039;||3||6||5(trained class skill + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy/Create Item) ||INT ||&#039;&#039;&#039;18&#039;&#039;&#039;||3||6||9 (trained class skill + Beastmorph Level + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Blacksmithing) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Tattoo) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Weapons) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device ||DEX ||&#039;&#039;&#039;2&#039;&#039;&#039;||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Disguise  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Escape Artist ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Fly ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Heal ||WIS ||&#039;&#039;&#039;10&#039;&#039;&#039;||1||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate ||CHA ||&#039;&#039;&#039;3&#039;&#039;&#039;||-2||2||3(trained class skill)&lt;br /&gt;
|- &lt;br /&gt;
|Knowledge (Arcana) ||INT ||&#039;&#039;&#039;12&#039;&#039;&#039;||3||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1|| 3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Perception ||WIS ||&#039;&#039;&#039;10 (12 find hidden objects, check food is spoiled, or identify a potion by taste)&#039;&#039;&#039;||1||6||3(trained class skill) (+2 Scavenger racial ability)&lt;br /&gt;
|-&lt;br /&gt;
|Perform (Untrained)  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Ride ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;|| 1||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive ||WIS ||&#039;&#039;&#039;1&#039;&#039;&#039;||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Spellcraft || INT ||&#039;&#039;&#039;12&#039;&#039;&#039;||3||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||&#039;&#039;&#039;6&#039;&#039;&#039;||1||2||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Swim ||STR ||&#039;&#039;&#039;4 &#039;&#039;&#039;||3||1||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Alchemist Extractions ==&lt;br /&gt;
*1st Level (4/day) dc14: Adjuring Step, Ant Haul, Bomber&#039;s Eye, Comprehend Languages, Crafter&#039;s Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, heightened awareness, identify, linebreaker, long arm, Longshot, monkey fish, phantom blood, reduce person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike (Alchemy)&lt;br /&gt;
*2nd Level (2/day) dc15: barkskin, [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor], blur, cure moderate wounds, lesser restoration, invisibility, see invisibility, vomit swarm&lt;br /&gt;
*Usually Brews 1 Cure Light, 1 linebreaker, 1 lesser restoration, and Darkvision Strength Mutagen to start the day&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Breastplate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Base Item&lt;br /&gt;
| +1 Agile Breastplate with Silversheen spikes&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Max Dex&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
| 2350gp&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | AC Check&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Wt&lt;br /&gt;
| 25 lbs.&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Armor Class Bonus&lt;br /&gt;
| 7 (base 6 + 1 Magic enchantment)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arcane Failure&lt;br /&gt;
| 25&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Size&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Material&lt;br /&gt;
| Steel Hardness 10, hp 45&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Masterwork&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Armor spikes deal extra 1d6 piercing damage on a successful grapple attack. The spikes count as a martial weapon., You can also make a regular melee,attack (or off-hand attack) with the spikes, and they count as a light,weapon in this case. Spikes are masterwork (+1 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Silversheen&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | HP/inch 10; Hardness 8. Spikes made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Explorer&#039;s Outfit (Peteran-style)&lt;br /&gt;
*Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.&lt;br /&gt;
*Cloak of Resistance +1&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Flail&lt;br /&gt;
|-&lt;br /&gt;
| Base Item: Flail (Heavy), masterwork&lt;br /&gt;
Material: Alchemical Silver&lt;br /&gt;
| Type: Weapon. Melee. TwoHanded. Martial. Standard.&lt;br /&gt;
 Bludgeoning. Flail. Weapon Group Flails.&lt;br /&gt;
|-&lt;br /&gt;
| Cost: 495 gp&lt;br /&gt;
| Size: M Wt: 10 lbs. 10 hp/inch 8 hardness&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage: 1d10+1.5STR crit: 19-20 x2, +1 to hit&lt;br /&gt;
| Ranged: 1d10+STR crit:20 x2 (Full-Round action, -3 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Disarm: +2 bonus on Combat Maneuver Checks to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm disarm] an enemy&lt;br /&gt;
Trip: If you are tripped during your own [http://www.d20pfsrd.com/gamemastering/combat#TOC-Trip trip] attempt, you can drop the weapon to avoid being tripped&lt;br /&gt;
|}&lt;br /&gt;
*Wooden Stake: 1d4+STR piercing; Critical 20x2; type: simple, light&lt;br /&gt;
*Spiritbane Spike: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a ghost touch short sword The spike reverts to its old form after 10 minutes, corroded and useless. &lt;br /&gt;
**+1 to hit; 1d6+1+STR Piercing, Magical; Critical 19-20x2; type: martial, light;&lt;br /&gt;
*Unarmed Strike: 1d3+STR bludgeoning, lethal or non-lethal; Critical 20x2;&lt;br /&gt;
*Armor Spikes: +1 to hit(masterwork); 1d6 + STR piercing, silversheen; Critical 20x2; type: martial, light;&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Attack || Damage || Damage Type || Crit || Range || Type || Special&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Net Net] ||2|| 20gp || 6 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; || exotic, ranged || A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.&lt;br /&gt;
&lt;br /&gt;
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.&lt;br /&gt;
&lt;br /&gt;
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Snag%20net Snag Net] ||1|| 30gp || 10 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; max||  exotic, ranged ||It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Stake||1|| n/a || 1 lb || no modifiers || 1d4+STR || piercing ||20x2 ||range 10&#039; || simple, light || vampire-dusting?&lt;br /&gt;
|-&lt;br /&gt;
|Spiritbane Spike ||1||n/a||n/a||-3 to hit(-4 non-ranged weapon, +1 enchantment)|| 1d6+1+STR || Piercing, Magical || 20x2 || range 10&#039; || martial, light || deals damage normally against incorporeal creatures regardless of bonus&lt;br /&gt;
|}&lt;br /&gt;
====Splash Weapons(+1 to hit, +Int to Damage, crit: 20, x2 does not apply to splash damage)====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Craft DC || Damage || Splash Damage || Damage Type || Range || Special&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 7/day || - || - || - || 2d6 + INT || 5 (dc15 reflex for half) || Fire || 20ft || on crit does 2(1d6+INT)+1d6 to target, splash damage not effected&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Acid Acid] ||1||10||1 lb|| Alchemy dc 15 || 1d6 + INT || 1+Int || Acid || 10 ft||&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Alchemist%27s%20fire Alchemist Fire] ||1||20|| 1 lb|| Alchemy dc 20 || 1d6 + INT || 1+INT || fire || 10ft || On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Holy%20water Holy Water] || 2 ||25gp||1 lb|| bless water ability || 2d4 + INT(undead creature or an evil outsider only) || 1 + INT (undead creature or an evil outsider only)|| holy/positive energy || 10 ft || to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/stingchuck Stingchuck] ||1||50gp||9 lbs|| Weapons dc 20 || 1d4 + INT || 1+INT || Bludgeoning || 10 ft || When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Situational Bonuses (quantity 1 unless otherwise indicated) ====&lt;br /&gt;
*Alchemist&#039;s Lab (portable, masterwork[http://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_%28Pathfinder%29#Masterwork_availability 1])  -  +2 circumstance bonus on Craft (alchemy) checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Block-and-Tackle block and tackle] - Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.&lt;br /&gt;
*Crowbar - +2 circumstance bonus to Strength checks to force open a door or chest&lt;br /&gt;
*Earplugs - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Fetters%20%28common%29 Fetters] - Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Filter%20hood Filter Hood] - This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.&lt;br /&gt;
*Grappling hook - Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.&lt;br /&gt;
*Handle harness - This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness’s ungainly construction gives you a –2 penalty on Escape Artist checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Leeching Leeching Kit] - This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.&lt;br /&gt;
*Manacles (medium) - Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.&lt;br /&gt;
*Merchant Scale - +2 to appraise items valued by weight&lt;br /&gt;
*Piton (4) - You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.,&lt;br /&gt;
*Ram, portable - This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.&lt;br /&gt;
*Smoked Goggles - These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Cap-Tinker Tinker&#039;s Cap] - This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).&lt;br /&gt;
*Wrist Sheath(spring-loaded): Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item. (&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Acid Flask 1&lt;br /&gt;
*Alchemists Fire 1&lt;br /&gt;
*Alchemist&#039;s Kindness  1&lt;br /&gt;
*Candle 10&lt;br /&gt;
*Chalk 1&lt;br /&gt;
*Garlic Necklace 1&lt;br /&gt;
*Holy Water 3&lt;br /&gt;
*Lamp Oil (1 Pint Flask) 10&lt;br /&gt;
*Rations (Trail/Per Day) 10&lt;br /&gt;
*Spiritbane Spike 1&lt;br /&gt;
*Stingchuck 1&lt;br /&gt;
*Sunrod 4&lt;br /&gt;
*Tindertwig 2&lt;br /&gt;
*Waterskin (Filled) 1&lt;br /&gt;
&lt;br /&gt;
====Basic Gear and Equipment====&lt;br /&gt;
*Backpack 1&lt;br /&gt;
*Bandolier (holds potions and splash weapons) 1&lt;br /&gt;
*Bedroll (Cloth) 1&lt;br /&gt;
*Flint and Steel 1&lt;br /&gt;
*Formula Book 1&lt;br /&gt;
*Hammer 1&lt;br /&gt;
*Hip Flask 1&lt;br /&gt;
*Obsidian pieces 10 (from [http://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_3 defiled altar])&lt;br /&gt;
*Sack 2&lt;br /&gt;
*Rope (Hemp/50 ft.) 1 &lt;br /&gt;
*String (50 ft.) 1&lt;br /&gt;
*Waterproof Bag 1&lt;br /&gt;
&lt;br /&gt;
*Assorted standard alchemy supplies&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18502</id>
		<title>Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18502"/>
		<updated>2016-09-24T22:20:29Z</updated>

		<summary type="html">&lt;p&gt;Bartley: partially complete, skills and inventory need updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mad Gokar]] - Level 7 CN Half-Orc Barbarian3([http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/brutal-pugilist Brutal Pugilist])/Alchemist4([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/beastmorph Beastmorph])&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 (+1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 67&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 19 (+7 from Masterwork Agile Breastplate +1 from Dex +1 Ring of Prot)&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +6/+1&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +9/+4&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Attack Bonus || +7/+2&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +9 (+13 Grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 21&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 40 Feet (30 feet in med. armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +10 (+7 Base, +2 CON, +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +7 (+5 Base, +1 DEX, +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +5 (+2 Base, +1 WIS, +1 Trait,  +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +3 (+1 Dex, +2 Trait)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full Battle Mode (Rage + Feral Strength Mutagen + Arcane Strike)==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 24 (+7)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 (1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|-&lt;br /&gt;
|Hit Points || 81&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 19&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +13/+8&lt;br /&gt;
|-&lt;br /&gt;
|Natural Attack (red in tooth and claw) || 4 primary natural attacks at +13 that count as magic (2 Claw attacks 1d6+8, 1 Bite 1d8+8, 1 Gore 1d8+8), Can sub one for 1 tentacle(secondary natural attack) +7 1d4+4 with [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex- grab] on hit&lt;br /&gt;
|-&lt;br /&gt;
|Weapon then Natural attack || +14/+9 Flail 1d10+10, +8 on 2 of the following three:  Bite 1d8+4, 1 Gore 1d8+4, or Tentacle 1d4+4 with grab on hit&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +13 (+17 on grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 23&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Gokar is not a good idea || CMD 23. always gets to take an attack of opportunity against grapple attempt, which if it hits add +2 to his CMD against the grapple. If the grapple is successful Gokar takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks. If grappled Gokar also takes advantage of his masterwork silversheen armor spikes to cause damage. On a successful hit with his tentacle Gokar can attempt to start a grapple as a free action without provoking an attack of opportunity with the option to conduct the grapple normally, or simply use the tentacle to hold (–20 penalty CMB check to make and maintain the grapple, but not gain the grappled condition)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +7 (2 Base, +1 WIS, +1 Trait, +2 rage, +1 Cloak of resistance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*some wild Ulani variant (origin)&lt;br /&gt;
*Celesti&lt;br /&gt;
*Bedowyld&lt;br /&gt;
*Petaran&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/race-traits/auspicious-tattoo Auspicious Tattoo] - &#039;&#039;You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.&#039;&#039; +1 Will Save&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/combat-traits/reactionary Reactionary] - &#039;&#039;You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly&#039;&#039; +2 Initiative&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Barbarian Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Fast Movement&#039;&#039;&#039; Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039; 8 times per day you can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 8 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. &lt;br /&gt;
*&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039; A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
*&#039;&#039;&#039;Savage Grapple&#039;&#039;&#039; At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.&lt;br /&gt;
&lt;br /&gt;
===Alchemist Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Brew Potion&#039;&#039;&#039;  You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.&lt;br /&gt;
*&#039;&#039;&#039;Throw Anything&#039;&#039;&#039; (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)&lt;br /&gt;
*&#039;&#039;&#039;Bomb&#039;&#039;&#039;: 7 bombs/day, 2d6+3 points of fire damage, Splash damage equal to the bomb&#039;s minimum damage (5), DC 15 Reflex save for half damage. &lt;br /&gt;
*&#039;&#039;&#039;Mutagen Type&#039;&#039;&#039; standard action, +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes (40 for level, 40 for favored class bonus). In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist&#039;s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the &amp;quot;stolen&amp;quot; mutagen immediately cease.)&lt;br /&gt;
*1st Discovery:&#039;&#039;&#039;Feral Mutagen&#039;&#039;&#039; +2 competence bonus on Intimidate skill checks, gain primary natural attacks: &lt;br /&gt;
**2 claw attacks - 1d6 points of damage  &lt;br /&gt;
**bite attack deals 1d8 points of damage&lt;br /&gt;
*2nd Discovery:&#039;&#039;&#039;Tentacle&#039;&#039;&#039;     You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. &lt;br /&gt;
**Less effective limb: does not give any extra attacks or actions per round, but can make tentacle attack in place of another attack. always counts as a secondary natural weapon (-5 to hit, only half STR bonus).&lt;br /&gt;
**Attack: 1d4 Bludgeoning and on a successful hit can attempt to start a grapple as a free action without provoking an attack of opportunity. &lt;br /&gt;
**Grab: You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. When holding an opponent each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold.You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you. &lt;br /&gt;
*&#039;&#039;&#039;Poison Use&#039;&#039;&#039; Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon&lt;br /&gt;
*&#039;&#039;&#039;Beastform Mutagen&#039;&#039;&#039; At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features and gains his choice of darkvision 60 feet, low-light vision, scent, or swim 30 feet which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.&lt;br /&gt;
&lt;br /&gt;
===Race Abilities (half-orc)===&lt;br /&gt;
*&#039;&#039;Ability Bonus&#039;&#039;: (+2 Strength)&lt;br /&gt;
*&#039;&#039;Type&#039;&#039;: Half-orcs are Humanoid creatures with both the human and orc subtypes.&lt;br /&gt;
*&#039;&#039;Scavenger&#039;&#039;: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.&lt;br /&gt;
*&#039;&#039;Skilled&#039;&#039;: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.&lt;br /&gt;
*&#039;&#039;Toothy&#039;&#039;: Some half-orcs&#039; tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.&lt;br /&gt;
*&#039;&#039;Chain Fighter&#039;&#039;: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Improved Unarmed Strike&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Arcane Strike&lt;br /&gt;
*Riving Strike&lt;br /&gt;
&lt;br /&gt;
===Favored Class (Alchemist) Bonuses===&lt;br /&gt;
*&#039;&#039;(4) - Bonus Alchemist Mutagen Duration&#039;&#039;: Add +40 minutes to the duration of the alchemist&#039;s mutagens.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Modifier||Ability Modifier||Ranks||Misc Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX||&#039;&#039;&#039;4&#039;&#039;&#039; ||1 ||3 ||0 (armor check and or/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump)||DEX||&#039;&#039;&#039;7&#039;&#039;&#039;||1||3||3 (armor check/encumbrance reduced by Agile),(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump/Underground)||DEX||&#039;&#039;&#039;4&#039;&#039;&#039;||1||3||0 (armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Appraise ||INT|| &#039;&#039;&#039;9&#039;&#039;&#039;||3||1||5 (trained class skill + trait)&lt;br /&gt;
|- &lt;br /&gt;
|Bluff ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039;||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Climb ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3 (trained class skill)(armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Untrained) ||INT ||&#039;&#039;&#039;3&#039;&#039;&#039;||3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy) ||INT ||&#039;&#039;&#039;14&#039;&#039;&#039;||3||6||5(trained class skill + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy/Create Item) ||INT ||&#039;&#039;&#039;18&#039;&#039;&#039;||3||6||9 (trained class skill + Beastmorph Level + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Blacksmithing) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Tattoo) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Weapons) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device ||DEX ||&#039;&#039;&#039;2&#039;&#039;&#039;||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Disguise  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Escape Artist ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Fly ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Heal ||WIS ||&#039;&#039;&#039;10&#039;&#039;&#039;||1||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate ||CHA ||&#039;&#039;&#039;3&#039;&#039;&#039;||-2||2||3(trained class skill)&lt;br /&gt;
|- &lt;br /&gt;
|Knowledge (Arcana) ||INT ||&#039;&#039;&#039;12&#039;&#039;&#039;||3||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1|| 3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Perception ||WIS ||&#039;&#039;&#039;10 (12 find hidden objects, check food is spoiled, or identify a potion by taste)&#039;&#039;&#039;||1||6||3(trained class skill) (+2 Scavenger racial ability)&lt;br /&gt;
|-&lt;br /&gt;
|Perform (Untrained)  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Ride ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;|| 1||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive ||WIS ||&#039;&#039;&#039;1&#039;&#039;&#039;||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Spellcraft || INT ||&#039;&#039;&#039;12&#039;&#039;&#039;||3||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||&#039;&#039;&#039;6&#039;&#039;&#039;||1||2||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Swim ||STR ||&#039;&#039;&#039;4 &#039;&#039;&#039;||3||1||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Alchemist Extractions ==&lt;br /&gt;
*1st Level (4/day) dc14: Adjuring Step, Ant Haul, Bomber&#039;s Eye, Comprehend Languages, Crafter&#039;s Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, heightened awareness, identify, linebreaker, long arm, Longshot, monkey fish, phantom blood, reduce person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike (Alchemy)&lt;br /&gt;
*2nd Level (2/day) dc15: barkskin, [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor], blur, cure moderate wounds, lesser restoration, invisibility, see invisibility, vomit swarm&lt;br /&gt;
*Usually Brews 1 Cure Light, 1 linebreaker, 1 lesser restoration, and Darkvision Strength Mutagen to start the day&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Breastplate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Base Item&lt;br /&gt;
| +1 Agile Breastplate with Silversheen spikes&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Max Dex&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
| 2350gp&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | AC Check&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Wt&lt;br /&gt;
| 25 lbs.&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Armor Class Bonus&lt;br /&gt;
| 7 (base 6 + 1 Magic enchantment)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arcane Failure&lt;br /&gt;
| 25&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Size&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Material&lt;br /&gt;
| Steel Hardness 10, hp 45&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Masterwork&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Armor spikes deal extra 1d6 piercing damage on a successful grapple attack. The spikes count as a martial weapon., You can also make a regular melee,attack (or off-hand attack) with the spikes, and they count as a light,weapon in this case. Spikes are masterwork (+1 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Silversheen&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | HP/inch 10; Hardness 8. Spikes made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Explorer&#039;s Outfit (Peteran-style)&lt;br /&gt;
*Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.&lt;br /&gt;
*Cloak of Resistance +1&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Flail&lt;br /&gt;
|-&lt;br /&gt;
| Base Item: Flail (Heavy), masterwork&lt;br /&gt;
Material: Alchemical Silver&lt;br /&gt;
| Type: Weapon. Melee. TwoHanded. Martial. Standard.&lt;br /&gt;
 Bludgeoning. Flail. Weapon Group Flails.&lt;br /&gt;
|-&lt;br /&gt;
| Cost: 495 gp&lt;br /&gt;
| Size: M Wt: 10 lbs. 10 hp/inch 8 hardness&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage: 1d10+1.5STR crit: 19-20 x2, +1 to hit&lt;br /&gt;
| Ranged: 1d10+STR crit:20 x2 (Full-Round action, -3 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Disarm: +2 bonus on Combat Maneuver Checks to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm disarm] an enemy&lt;br /&gt;
Trip: If you are tripped during your own [http://www.d20pfsrd.com/gamemastering/combat#TOC-Trip trip] attempt, you can drop the weapon to avoid being tripped&lt;br /&gt;
|}&lt;br /&gt;
*Wooden Stake: 1d4+STR piercing; Critical 20x2; type: simple, light&lt;br /&gt;
*Spiritbane Spike: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a ghost touch short sword The spike reverts to its old form after 10 minutes, corroded and useless. &lt;br /&gt;
**+1 to hit; 1d6+1+STR Piercing, Magical; Critical 19-20x2; type: martial, light;&lt;br /&gt;
*Unarmed Strike: 1d3+STR bludgeoning, lethal or non-lethal; Critical 20x2;&lt;br /&gt;
*Armor Spikes: +1 to hit(masterwork); 1d6 + STR piercing, silversheen; Critical 20x2; type: martial, light;&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Attack || Damage || Damage Type || Crit || Range || Type || Special&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Net Net] ||2|| 20gp || 6 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; || exotic, ranged || A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.&lt;br /&gt;
&lt;br /&gt;
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.&lt;br /&gt;
&lt;br /&gt;
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Snag%20net Snag Net] ||1|| 30gp || 10 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; max||  exotic, ranged ||It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Stake||1|| n/a || 1 lb || no modifiers || 1d4+STR || piercing ||20x2 ||range 10&#039; || simple, light || vampire-dusting?&lt;br /&gt;
|-&lt;br /&gt;
|Spiritbane Spike ||1||n/a||n/a||-3 to hit(-4 non-ranged weapon, +1 enchantment)|| 1d6+1+STR || Piercing, Magical || 20x2 || range 10&#039; || martial, light || deals damage normally against incorporeal creatures regardless of bonus&lt;br /&gt;
|}&lt;br /&gt;
====Splash Weapons(+1 to hit, +Int to Damage, crit: 20, x2 does not apply to splash damage)====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Craft DC || Damage || Splash Damage || Damage Type || Range || Special&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 7/day || - || - || - || 2d6 + INT || 5 (dc15 reflex for half) || Fire || 20ft || on crit does 2(1d6+INT)+1d6 to target, splash damage not effected&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Acid Acid] ||1||10||1 lb|| Alchemy dc 15 || 1d6 + INT || 1+Int || Acid || 10 ft||&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Alchemist%27s%20fire Alchemist Fire] ||1||20|| 1 lb|| Alchemy dc 20 || 1d6 + INT || 1+INT || fire || 10ft || On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Holy%20water Holy Water] || 2 ||25gp||1 lb|| bless water ability || 2d4 + INT(undead creature or an evil outsider only) || 1 + INT (undead creature or an evil outsider only)|| holy/positive energy || 10 ft || to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/stingchuck Stingchuck] ||1||50gp||9 lbs|| Weapons dc 20 || 1d4 + INT || 1+INT || Bludgeoning || 10 ft || When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Situational Bonuses (quantity 1 unless otherwise indicated) ====&lt;br /&gt;
*Alchemist&#039;s Lab (portable, masterwork[http://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_%28Pathfinder%29#Masterwork_availability 1])  -  +2 circumstance bonus on Craft (alchemy) checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Block-and-Tackle block and tackle] - Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.&lt;br /&gt;
*Crowbar - +2 circumstance bonus to Strength checks to force open a door or chest&lt;br /&gt;
*Earplugs - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Fetters%20%28common%29 Fetters] - Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Filter%20hood Filter Hood] - This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.&lt;br /&gt;
*Grappling hook - Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.&lt;br /&gt;
*Handle harness - This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness’s ungainly construction gives you a –2 penalty on Escape Artist checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Leeching Leeching Kit] - This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.&lt;br /&gt;
*Manacles (medium) - Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.&lt;br /&gt;
*Merchant Scale - +2 to appraise items valued by weight&lt;br /&gt;
*Piton (4) - You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.,&lt;br /&gt;
*Ram, portable - This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.&lt;br /&gt;
*Smoked Goggles - These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Cap-Tinker Tinker&#039;s Cap] - This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).&lt;br /&gt;
*Wrist Sheath(spring-loaded): Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item. (&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Acid Flask 1&lt;br /&gt;
*Alchemists Fire 1&lt;br /&gt;
*Alchemist&#039;s Kindness  1&lt;br /&gt;
*Candle 10&lt;br /&gt;
*Chalk 1&lt;br /&gt;
*Garlic Necklace 1&lt;br /&gt;
*Holy Water 3&lt;br /&gt;
*Lamp Oil (1 Pint Flask) 10&lt;br /&gt;
*Rations (Trail/Per Day) 10&lt;br /&gt;
*Spiritbane Spike 1&lt;br /&gt;
*Stingchuck 1&lt;br /&gt;
*Sunrod 4&lt;br /&gt;
*Tindertwig 2&lt;br /&gt;
*Waterskin (Filled) 1&lt;br /&gt;
&lt;br /&gt;
====Basic Gear and Equipment====&lt;br /&gt;
*Backpack 1&lt;br /&gt;
*Bandolier (holds potions and splash weapons) 1&lt;br /&gt;
*Bedroll (Cloth) 1&lt;br /&gt;
*Flint and Steel 1&lt;br /&gt;
*Formula Book 1&lt;br /&gt;
*Hammer 1&lt;br /&gt;
*Hip Flask 1&lt;br /&gt;
*Obsidian pieces 10 (from [http://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_3 defiled altar])&lt;br /&gt;
*Sack 2&lt;br /&gt;
*Rope (Hemp/50 ft.) 1 &lt;br /&gt;
*String (50 ft.) 1&lt;br /&gt;
*Waterproof Bag 1&lt;br /&gt;
&lt;br /&gt;
*Assorted standard alchemy supplies&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18501</id>
		<title>Mad Gokar&#039;s Character Sheet (Pathfinder)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mad_Gokar%27s_Character_Sheet_(Pathfinder)&amp;diff=18501"/>
		<updated>2016-09-24T22:19:48Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mad Gokar]] - Level 7 CN Half-Orc Barbarian2([http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/brutal-pugilist Brutal Pugilist])/Alchemist4([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/beastmorph Beastmorph])&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 (+1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 67&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 19 (+7 from Masterwork Agile Breastplate +1 from Dex +1 Ring of Prot)&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +6/+1&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +9/+4&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Attack Bonus || +7/+2&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +9 (+13 Grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 21&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 40 Feet (30 feet in med. armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +10 (+7 Base, +2 CON, +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +7 (+5 Base, +1 DEX, +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +5 (+2 Base, +1 WIS, +1 Trait,  +1 Cloak of Resistance)&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +3 (+1 Dex, +2 Trait)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full Battle Mode (Rage + Feral Strength Mutagen + Arcane Strike)==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 24 (+7)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 (1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 (-2) &lt;br /&gt;
|-&lt;br /&gt;
|Hit Points || 81&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 19&lt;br /&gt;
|-&lt;br /&gt;
|Melee Attack Bonus || +13/+8&lt;br /&gt;
|-&lt;br /&gt;
|Natural Attack (red in tooth and claw) || 4 primary natural attacks at +13 that count as magic (2 Claw attacks 1d6+8, 1 Bite 1d8+8, 1 Gore 1d8+8), Can sub one for 1 tentacle(secondary natural attack) +7 1d4+4 with [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex- grab] on hit&lt;br /&gt;
|-&lt;br /&gt;
|Weapon then Natural attack || +14/+9 Flail 1d10+10, +8 on 2 of the following three:  Bite 1d8+4, 1 Gore 1d8+4, or Tentacle 1d4+4 with grab on hit&lt;br /&gt;
|-&lt;br /&gt;
|CMB || +13 (+17 on grapple)&lt;br /&gt;
|-&lt;br /&gt;
|CMD || 23&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Gokar is not a good idea || CMD 23. always gets to take an attack of opportunity against grapple attempt, which if it hits add +2 to his CMD against the grapple. If the grapple is successful Gokar takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks. If grappled Gokar also takes advantage of his masterwork silversheen armor spikes to cause damage. On a successful hit with his tentacle Gokar can attempt to start a grapple as a free action without provoking an attack of opportunity with the option to conduct the grapple normally, or simply use the tentacle to hold (–20 penalty CMB check to make and maintain the grapple, but not gain the grappled condition)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +7 (2 Base, +1 WIS, +1 Trait, +2 rage, +1 Cloak of resistance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*some wild Ulani variant (origin)&lt;br /&gt;
*Celesti&lt;br /&gt;
*Bedowyld&lt;br /&gt;
*Petaran&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/race-traits/auspicious-tattoo Auspicious Tattoo] - &#039;&#039;You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.&#039;&#039; +1 Will Save&lt;br /&gt;
*[http://www.d20pfsrd.com/traits/combat-traits/reactionary Reactionary] - &#039;&#039;You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly&#039;&#039; +2 Initiative&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Barbarian Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Fast Movement&#039;&#039;&#039; Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039; 8 times per day you can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 8 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. &lt;br /&gt;
*&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039; A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
*&#039;&#039;&#039;Savage Grapple&#039;&#039;&#039; At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.&lt;br /&gt;
&lt;br /&gt;
===Alchemist Class Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Brew Potion&#039;&#039;&#039;  You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.&lt;br /&gt;
*&#039;&#039;&#039;Throw Anything&#039;&#039;&#039; (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)&lt;br /&gt;
*&#039;&#039;&#039;Bomb&#039;&#039;&#039;: 7 bombs/day, 2d6+3 points of fire damage, Splash damage equal to the bomb&#039;s minimum damage (5), DC 15 Reflex save for half damage. &lt;br /&gt;
*&#039;&#039;&#039;Mutagen Type&#039;&#039;&#039; standard action, +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes (40 for level, 40 for favored class bonus). In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist&#039;s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the &amp;quot;stolen&amp;quot; mutagen immediately cease.)&lt;br /&gt;
*1st Discovery:&#039;&#039;&#039;Feral Mutagen&#039;&#039;&#039; +2 competence bonus on Intimidate skill checks, gain primary natural attacks: &lt;br /&gt;
**2 claw attacks - 1d6 points of damage  &lt;br /&gt;
**bite attack deals 1d8 points of damage&lt;br /&gt;
*2nd Discovery:&#039;&#039;&#039;Tentacle&#039;&#039;&#039;     You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. &lt;br /&gt;
**Less effective limb: does not give any extra attacks or actions per round, but can make tentacle attack in place of another attack. always counts as a secondary natural weapon (-5 to hit, only half STR bonus).&lt;br /&gt;
**Attack: 1d4 Bludgeoning and on a successful hit can attempt to start a grapple as a free action without provoking an attack of opportunity. &lt;br /&gt;
**Grab: You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. When holding an opponent each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold.You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you. &lt;br /&gt;
*&#039;&#039;&#039;Poison Use&#039;&#039;&#039; Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon&lt;br /&gt;
*&#039;&#039;&#039;Beastform Mutagen&#039;&#039;&#039; At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features and gains his choice of darkvision 60 feet, low-light vision, scent, or swim 30 feet which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.&lt;br /&gt;
&lt;br /&gt;
===Race Abilities (half-orc)===&lt;br /&gt;
*&#039;&#039;Ability Bonus&#039;&#039;: (+2 Strength)&lt;br /&gt;
*&#039;&#039;Type&#039;&#039;: Half-orcs are Humanoid creatures with both the human and orc subtypes.&lt;br /&gt;
*&#039;&#039;Scavenger&#039;&#039;: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.&lt;br /&gt;
*&#039;&#039;Skilled&#039;&#039;: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.&lt;br /&gt;
*&#039;&#039;Toothy&#039;&#039;: Some half-orcs&#039; tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.&lt;br /&gt;
*&#039;&#039;Chain Fighter&#039;&#039;: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Improved Unarmed Strike&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Arcane Strike&lt;br /&gt;
*Riving Strike&lt;br /&gt;
&lt;br /&gt;
===Favored Class (Alchemist) Bonuses===&lt;br /&gt;
*&#039;&#039;(4) - Bonus Alchemist Mutagen Duration&#039;&#039;: Add +40 minutes to the duration of the alchemist&#039;s mutagens.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Modifier||Ability Modifier||Ranks||Misc Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX||&#039;&#039;&#039;4&#039;&#039;&#039; ||1 ||3 ||0 (armor check and or/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump)||DEX||&#039;&#039;&#039;7&#039;&#039;&#039;||1||3||3 (armor check/encumbrance reduced by Agile),(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics (Jump/Underground)||DEX||&#039;&#039;&#039;4&#039;&#039;&#039;||1||3||0 (armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Appraise ||INT|| &#039;&#039;&#039;9&#039;&#039;&#039;||3||1||5 (trained class skill + trait)&lt;br /&gt;
|- &lt;br /&gt;
|Bluff ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039;||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Climb ||STR ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3 (trained class skill)(armor check/encumbrance reduced by Agile)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Untrained) ||INT ||&#039;&#039;&#039;3&#039;&#039;&#039;||3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy) ||INT ||&#039;&#039;&#039;14&#039;&#039;&#039;||3||6||5(trained class skill + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Alchemy/Create Item) ||INT ||&#039;&#039;&#039;18&#039;&#039;&#039;||3||6||9 (trained class skill + Beastmorph Level + masterwork [http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Alchemist-s-Lab-Portable portable alchemy lab])&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Blacksmithing) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Tattoo) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Craft (Weapons) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device ||DEX ||&#039;&#039;&#039;2&#039;&#039;&#039;||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Disguise  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Escape Artist ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Fly ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3 (armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Heal ||WIS ||&#039;&#039;&#039;10&#039;&#039;&#039;||1||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate ||CHA ||&#039;&#039;&#039;3&#039;&#039;&#039;||-2||2||3(trained class skill)&lt;br /&gt;
|- &lt;br /&gt;
|Knowledge (Arcana) ||INT ||&#039;&#039;&#039;12&#039;&#039;&#039;||3||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local) ||INT ||&#039;&#039;&#039;4&#039;&#039;&#039;||3||1||0&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature) ||INT ||&#039;&#039;&#039;7&#039;&#039;&#039;||3||1|| 3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Perception ||WIS ||&#039;&#039;&#039;10 (12 find hidden objects, check food is spoiled, or identify a potion by taste)&#039;&#039;&#039;||1||6||3(trained class skill) (+2 Scavenger racial ability)&lt;br /&gt;
|-&lt;br /&gt;
|Perform (Untrained)  ||CHA ||&#039;&#039;&#039;-2&#039;&#039;&#039; ||-2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Ride ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;|| 1||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive ||WIS ||&#039;&#039;&#039;1&#039;&#039;&#039;||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Spellcraft || INT ||&#039;&#039;&#039;12&#039;&#039;&#039;||3||6||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth ||DEX ||&#039;&#039;&#039;-2&#039;&#039;&#039;||1||0||-3(armor check/encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||&#039;&#039;&#039;6&#039;&#039;&#039;||1||2||3(trained class skill)&lt;br /&gt;
|-&lt;br /&gt;
|Swim ||STR ||&#039;&#039;&#039;4 &#039;&#039;&#039;||3||1||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Alchemist Extractions ==&lt;br /&gt;
*1st Level (4/day) dc14: Adjuring Step, Ant Haul, Bomber&#039;s Eye, Comprehend Languages, Crafter&#039;s Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, heightened awareness, identify, linebreaker, long arm, Longshot, monkey fish, phantom blood, reduce person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike (Alchemy)&lt;br /&gt;
*2nd Level (2/day) dc15: barkskin, [http://www.d20pfsrd.com/magic/all-spells/b/blood-armor blood armor], blur, cure moderate wounds, lesser restoration, invisibility, see invisibility, vomit swarm&lt;br /&gt;
*Usually Brews 1 Cure Light, 1 linebreaker, 1 lesser restoration, and Darkvision Strength Mutagen to start the day&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Breastplate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Base Item&lt;br /&gt;
| +1 Agile Breastplate with Silversheen spikes&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Max Dex&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
| 2350gp&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | AC Check&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Wt&lt;br /&gt;
| 25 lbs.&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Armor Class Bonus&lt;br /&gt;
| 7 (base 6 + 1 Magic enchantment)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arcane Failure&lt;br /&gt;
| 25&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Size&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Material&lt;br /&gt;
| Steel Hardness 10, hp 45&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Masterwork&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Armor spikes deal extra 1d6 piercing damage on a successful grapple attack. The spikes count as a martial weapon., You can also make a regular melee,attack (or off-hand attack) with the spikes, and they count as a light,weapon in this case. Spikes are masterwork (+1 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Spikes, Silversheen&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | HP/inch 10; Hardness 8. Spikes made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Explorer&#039;s Outfit (Peteran-style)&lt;br /&gt;
*Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.&lt;br /&gt;
*Cloak of Resistance +1&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Gokar&#039;s Flail&lt;br /&gt;
|-&lt;br /&gt;
| Base Item: Flail (Heavy), masterwork&lt;br /&gt;
Material: Alchemical Silver&lt;br /&gt;
| Type: Weapon. Melee. TwoHanded. Martial. Standard.&lt;br /&gt;
 Bludgeoning. Flail. Weapon Group Flails.&lt;br /&gt;
|-&lt;br /&gt;
| Cost: 495 gp&lt;br /&gt;
| Size: M Wt: 10 lbs. 10 hp/inch 8 hardness&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage: 1d10+1.5STR crit: 19-20 x2, +1 to hit&lt;br /&gt;
| Ranged: 1d10+STR crit:20 x2 (Full-Round action, -3 to hit)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Disarm: +2 bonus on Combat Maneuver Checks to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm disarm] an enemy&lt;br /&gt;
Trip: If you are tripped during your own [http://www.d20pfsrd.com/gamemastering/combat#TOC-Trip trip] attempt, you can drop the weapon to avoid being tripped&lt;br /&gt;
|}&lt;br /&gt;
*Wooden Stake: 1d4+STR piercing; Critical 20x2; type: simple, light&lt;br /&gt;
*Spiritbane Spike: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a ghost touch short sword The spike reverts to its old form after 10 minutes, corroded and useless. &lt;br /&gt;
**+1 to hit; 1d6+1+STR Piercing, Magical; Critical 19-20x2; type: martial, light;&lt;br /&gt;
*Unarmed Strike: 1d3+STR bludgeoning, lethal or non-lethal; Critical 20x2;&lt;br /&gt;
*Armor Spikes: +1 to hit(masterwork); 1d6 + STR piercing, silversheen; Critical 20x2; type: martial, light;&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Attack || Damage || Damage Type || Crit || Range || Type || Special&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Net Net] ||2|| 20gp || 6 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; || exotic, ranged || A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.&lt;br /&gt;
&lt;br /&gt;
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.&lt;br /&gt;
&lt;br /&gt;
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Snag%20net Snag Net] ||1|| 30gp || 10 lbs || -4(non-proficient), Ranged Touch || n/a || n/a || n/a || 10&#039; max||  exotic, ranged ||It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Stake||1|| n/a || 1 lb || no modifiers || 1d4+STR || piercing ||20x2 ||range 10&#039; || simple, light || vampire-dusting?&lt;br /&gt;
|-&lt;br /&gt;
|Spiritbane Spike ||1||n/a||n/a||-3 to hit(-4 non-ranged weapon, +1 enchantment)|| 1d6+1+STR || Piercing, Magical || 20x2 || range 10&#039; || martial, light || deals damage normally against incorporeal creatures regardless of bonus&lt;br /&gt;
|}&lt;br /&gt;
====Splash Weapons(+1 to hit, +Int to Damage, crit: 20, x2 does not apply to splash damage)====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!|Name|| Quantity || Cost || Weight || Craft DC || Damage || Splash Damage || Damage Type || Range || Special&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 7/day || - || - || - || 2d6 + INT || 5 (dc15 reflex for half) || Fire || 20ft || on crit does 2(1d6+INT)+1d6 to target, splash damage not effected&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Acid Acid] ||1||10||1 lb|| Alchemy dc 15 || 1d6 + INT || 1+Int || Acid || 10 ft||&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Alchemist%27s%20fire Alchemist Fire] ||1||20|| 1 lb|| Alchemy dc 20 || 1d6 + INT || 1+INT || fire || 10ft || On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Holy%20water Holy Water] || 2 ||25gp||1 lb|| bless water ability || 2d4 + INT(undead creature or an evil outsider only) || 1 + INT (undead creature or an evil outsider only)|| holy/positive energy || 10 ft || to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/stingchuck Stingchuck] ||1||50gp||9 lbs|| Weapons dc 20 || 1d4 + INT || 1+INT || Bludgeoning || 10 ft || When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Situational Bonuses (quantity 1 unless otherwise indicated) ====&lt;br /&gt;
*Alchemist&#039;s Lab (portable, masterwork[http://wiki.memphisgamers.com/index.php?title=Talk:Mad_Gokar%27s_Character_Sheet_%28Pathfinder%29#Masterwork_availability 1])  -  +2 circumstance bonus on Craft (alchemy) checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Block-and-Tackle block and tackle] - Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.&lt;br /&gt;
*Crowbar - +2 circumstance bonus to Strength checks to force open a door or chest&lt;br /&gt;
*Earplugs - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Fetters%20%28common%29 Fetters] - Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone&lt;br /&gt;
*[http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Filter%20hood Filter Hood] - This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.&lt;br /&gt;
*Grappling hook - Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.&lt;br /&gt;
*Handle harness - This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness’s ungainly construction gives you a –2 penalty on Escape Artist checks.&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Leeching Leeching Kit] - This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.&lt;br /&gt;
*Manacles (medium) - Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.&lt;br /&gt;
*Merchant Scale - +2 to appraise items valued by weight&lt;br /&gt;
*Piton (4) - You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.,&lt;br /&gt;
*Ram, portable - This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.&lt;br /&gt;
*Smoked Goggles - These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).&lt;br /&gt;
*[http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Cap-Tinker Tinker&#039;s Cap] - This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).&lt;br /&gt;
*Wrist Sheath(spring-loaded): Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item. (&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Acid Flask 1&lt;br /&gt;
*Alchemists Fire 1&lt;br /&gt;
*Alchemist&#039;s Kindness  1&lt;br /&gt;
*Candle 10&lt;br /&gt;
*Chalk 1&lt;br /&gt;
*Garlic Necklace 1&lt;br /&gt;
*Holy Water 3&lt;br /&gt;
*Lamp Oil (1 Pint Flask) 10&lt;br /&gt;
*Rations (Trail/Per Day) 10&lt;br /&gt;
*Spiritbane Spike 1&lt;br /&gt;
*Stingchuck 1&lt;br /&gt;
*Sunrod 4&lt;br /&gt;
*Tindertwig 2&lt;br /&gt;
*Waterskin (Filled) 1&lt;br /&gt;
&lt;br /&gt;
====Basic Gear and Equipment====&lt;br /&gt;
*Backpack 1&lt;br /&gt;
*Bandolier (holds potions and splash weapons) 1&lt;br /&gt;
*Bedroll (Cloth) 1&lt;br /&gt;
*Flint and Steel 1&lt;br /&gt;
*Formula Book 1&lt;br /&gt;
*Hammer 1&lt;br /&gt;
*Hip Flask 1&lt;br /&gt;
*Obsidian pieces 10 (from [http://wiki.memphisgamers.com/index.php?title=Mattsters_of_the_Mattiverse_Session_3 defiled altar])&lt;br /&gt;
*Sack 2&lt;br /&gt;
*Rope (Hemp/50 ft.) 1 &lt;br /&gt;
*String (50 ft.) 1&lt;br /&gt;
*Waterproof Bag 1&lt;br /&gt;
&lt;br /&gt;
*Assorted standard alchemy supplies&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Catfolk&amp;diff=18372</id>
		<title>Catfolk</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Catfolk&amp;diff=18372"/>
		<updated>2016-08-04T07:16:37Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Catfolk are assholes.&lt;br /&gt;
&lt;br /&gt;
[[File:13704240_1735339953405747_1885473139_n.jpg|600px|thumb|center|They don&#039;t even need to ride horses. They are just doing so because they are assholes.]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Catfolk&amp;diff=18371</id>
		<title>Catfolk</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Catfolk&amp;diff=18371"/>
		<updated>2016-08-04T07:15:22Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Catfolk are assholes.&lt;br /&gt;
&lt;br /&gt;
[[File:13704240_1735339953405747_1885473139_n.jpg|600px|thumb|center|They don&#039;t even need to ride horses. They are just doing because they are assholes.]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=File:13704240_1735339953405747_1885473139_n.jpg&amp;diff=18370</id>
		<title>File:13704240 1735339953405747 1885473139 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=File:13704240_1735339953405747_1885473139_n.jpg&amp;diff=18370"/>
		<updated>2016-08-04T07:12:23Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Radulf_II&amp;diff=18341</id>
		<title>Radulf II</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Radulf_II&amp;diff=18341"/>
		<updated>2016-07-31T20:28:09Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;{{stub}} The  Emperor of Fresia as of 1402. He has proven to be a surprisingly effective ruler. He is credited with working with the army and church...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
The [[Emperor of Fresia | Emperor]] of [[Fresia]] as of 1402. He has proven to be a surprisingly effective ruler. He is credited with working with the army and church to keep the Imperial City under control despite the flood of refugees while also organizing triage and effectively keeping the plague from spreading across the river.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Emperor_of_Fresia&amp;diff=18340</id>
		<title>Emperor of Fresia</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Emperor_of_Fresia&amp;diff=18340"/>
		<updated>2016-07-31T20:25:14Z</updated>

		<summary type="html">&lt;p&gt;Bartley: let&amp;#039;s name an emperor, why not&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
The ruler of [[Fresia]]. The authority of the emperor is far from absolute, and he is restricted by both political contracts and the Council of Princes. The post is occupied by whoever wins a majority vote of the Peerage on the death of the old Emperor. While this theoretically means any Fresian noble could become Emperor, functionally power rests in the hands of five major houses whose shifting loyalties and conflicts largely determine succession. Given these many restrictions and complications, Fresian emperors are typically either blithely incompetent figureheads or powerful and cunning personalities. &lt;br /&gt;
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==Post Plague==&lt;br /&gt;
Following the [[Green Flu]], which led to massive movements of refugees and the complete abandonment of several northern counties, the Emperor [[Radulf II]] has proven to be a surprisingly effective ruler. He is credited with working with the army and church to keep the [[Aachenveltd | Imperial City]] under control despite the flood of refugees while also organizing triage and effectively keeping the plague from spreading across the river.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
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