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Doil Hen CN
Character Name Alignment
Alchemist 5
Character Level
Ratfolk S
Race Size
Male 21
Gender Age
121 cm 34 kg
Height Weight
drak brown black
Hair Eyes
-- Varisia (probably)
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
6 -2 N/A -2
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
11 +0 N/A +0
Int
Intelligence
21 +5 N/A +5
Wis
Wisdom
13 +1 ( -6 ) -6
Cha
Charisma
11 +0 ( -4 ) -4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
32
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
17
+3
+0
+3
Size
Natural
Deflection
Misc
+1
+0
+0
+0
Touch
14
Flat Footed
14
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +4 CON +0 +0 +0 +0
Reflex +7 +4 DEX +3 +0 +0 +0
Will -4 +1 WIS -5 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+8 +3 -2 +0 +7
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
28 10 +3 -2 +3 -1 +15
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20 ft.
-
--
--
--
--
Languages

Tianesisch, Common, Dwarven, Orc, Undercommon, Goblin

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
--
9
2
0
0
0
0
0
0
0
Per Day
--
4
2
0
0
0
0
0
0
0
Bonus
-
2
1
1
1
1
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +4 (DEX)  +3 +1 +0
  Bluff -4 (CHA)  -4 +0 +0
  Climb -2 (STR)  -2 +0 +0
  Diplomacy -3 (CHA)  -4 +1 +0
  Disable Device* +7 (DEX)  +3 +1 +3
  Disguise -4 (CHA)  -4 +0 +0
  Escape Artist +5 (DEX)  +3 +2 +0
  Fly +3 (DEX)  +3 +0 +0
  Heal -4 (WIS)  -5 +1 +0
  Intimidate -4 (CHA)  -4 +0 +0
  Knowledge: Arcana +5 (INT)  +5 +0 +0
  Knowledge: Dungeoneering +5 (INT)  +5 +0 +0
  Knowledge: Local +5 (INT)  +5 +0 +0
  Knowledge: Nature +5 (INT)  +5 +0 +0
  Knowledge: Planes +5 (INT)  +5 +0 +0
  Knowledge: Religion +5 (INT)  +5 +0 +0
  Perception +5 (WIS)  -5 +5 +5
  Ride +4 (DEX)  +3 +1 +0
  Sense Motive -5 (WIS)  -5 +0 +0
  Spellcraft* +12 (INT)  +5 +4 +3
  Stealth +12 (DEX)  +3 +5 +4
  Survival -1 (WIS)  -5 +1 +3
  Swim -2 (STR)  -2 +0 +0
  Use Magic Device* +6 (CHA)  -4 +5 +5
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +5 (INT)  +5 +0 +0
  Handle Animal* -2 (CHA)  -4 +2 +0
  Knowledge: Engineering +5 (INT)  +5 +0 +0
  Knowledge: Geography +5 (INT)  +5 +0 +0
  Knowledge: History +5 (INT)  +5 +0 +0
  Knowledge: Nobility +5 (INT)  +5 +0 +0
  Linguistics* +10 (INT)  +5 +2 +3
  Sleight of Hand* +9 (DEX)  +3 +3 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Craft: Alchemy +10 (INT)  +5 +5 +0

* only usable when trained (rank 1 and higher)
Skill Notes
Pocketed Scarf: +4 on Sleight of Hand to hide objects on body
Feats

(Point-Blank Shot)

Precise Shot

Extra Discovery (Cytillesh Bombs)

Rapid Shot

Special Abilities

RACIAL TRAITS

Tinker

Darkvision

Rodent Empathy

Cheek Pouches

Traits

Accelerated Drinker

WEAPONS
Name AB Critical Type Range Ammo Dmg
Bomb +8 x2 fire 20 ft. 10/day 3d6+6
Cytillesh Bomb +8 x2 fire 20 ft. 3d4+6,sickened(DC15+halfLvl.FortSave)
Frost Bomb +8 x2 cold 20 ft. 3d6+6andstaggered(DC15+halfLvl.FortSave)
Sling +8 x2 B 50 ft. 1d3-3
Dagger +2 19-20/x2 P/S 10 ft. 1d3-3
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Hide Shirt +1 +3 light 0 15% Max Dex: +4

The statblocks of your Weapons, armor and other important/magical equipment

Doils Tränke & Schriftrollen


GegenstandBeschreibungWert (Verkauf)Erhalt
Scroll: Chopper-SriftrolleBeschwört eine gefiederte Schlange herauf187.5Choppers Insel
Tattoo: Abundant AmmunitionFunktioniert wie Schriftrolle--von Kummer gemacht
Potion: Enlarge Person25gp?
Potion: Detect Secret Doors25gpselbstgemacht
Potion: Haste675gpmit Sonas Mutter gemacht
Potion: Delay Poison150gpMagnimar-Kanalisation
Potion: Remove Sickness25gpMagnimar-Kanalisation
Potion: SanctuaryWill-Saves nötig um Nutzer anzugreifen12.5gpmit Olly gemacht

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Targeted Bomb Admixture

Bombs do not splash but add INT-Mod to base demage


Transmutation \ \

Casting time: 1 standard action
Duration: 1 round/level
Targets: you

Description

When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.

Withering Bomb Admixture

Necromatic energy makes STR penalties


Necromancy \ \

Range: personal
Duration: 1 round/level
Targets: you

Description

The nature of all bombs you create and throw during this extract’s duration is changed.   When you throw a bomb and hit a direct target, black tendrils of necromantic energy writhe out from the bomb. These tendrils suck the strength from the target, and it takes a penalty to Strength equal to 1d4+1 / two caster levels (maximum 1d4 +4). A successful Fortitude save reduces this penalty by half.   This penalty to Strength lasts for 1 round/caster level.   Multiple penalties assessed in this way do not stack; instead, when multiple withering bomb admixtures effect a target, apply only the largest penalty.   When you throw a bomb while this extract is in effect and you miss your target, the tendrils are not released.   You must target a creature and not a square for the tendrils to be released.

Adhesive Spittle

Spit a viscous liquid which functions as a tanglefoot bag.
Saving Throw: Reflex (partial Spell Resistance: no


Conjuration \ Creation \

Casting time: 1 standard action
Range: 15 ft.
Duration: 1 round/level or until discharged

Description

This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC. The adhesive persists for 2d4 rounds after you spit it.   Tanglefoot Bag
An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground.

Detect Secret Doors

You can detect secret doors, compartments, caches, and so forth.
Saving Throw: none; Spell Resistance: no


Divination \ \

Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 1 min./level
Area: cone-shaped emanation

Description

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.   Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

True Strike

+20 on next single attack roll


Divination \ \

Casting time: 1 standard action
Range: personal
Duration: until next attack

Description

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Expeditious Retreat

Increases your base land speed by 30 feet


Transmutation \ \

Casting time: 1 standard action
Duration: 1 min./level
Targets: you

Description

This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance.

Heightened Awareness

+2 on Perception and Knowledge; +4 on Initative (dismisses spell)


Divination \ \

Casting time: 1 standard action
Duration: 10 mins/level
Targets: you

Description

You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.   If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.

Shield

Invisible force shield (+4 AC)


Abjuration \ Force \

Casting time: 1 standard action
Duration: 1 min./level
Targets: you

Description

Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Phantom Blood

Gives temporary HP if necessary after CON modification


\ \

Casting time: 1 standard action
Duration: 10 mins./level
Targets: you

Description

You bolster your life energy. If the loss of hit points at the end of a temporary effect that modifies your Constitution (such as barbarian’s rage or bloodrager‘s bloodrage) would cause you to become unconscious or kill you, you gain temporary hit points equal to your caster level (maximum 10). Each casting of this spell grants you temporary hit points only once.

Delay Poison

Become immune to poison
Saving Throw Fortitude negates (harmless Spell Resistance yes (harmless)


Conjuration \ Healing \

Range: touch
Duration: 1 hour/level

Description

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.

Remove Sickness

+4 on saves against disease, nausea and sickened effects
Saving Throw Fortitude negates (harmless Spell Resistance yes (harmless)


Conjuration \ Healing \

Range: close (25 ft. + 5 ft./2 levels)
Duration: 10 minutes/level
Targets: one creature

Description

You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.

Ant Haul

Triple carrying capacity
Saving Throw Fortitude negates (harmless Spell Resistance yes (harmless)


Transmutation \ \

Casting time: 1 standard action
Range: touch
Duration: 2 hours/level

Description

The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

Level 2 Spells

Alchemical Allocation

Gain effexts of potion or elixir without consuming it.


Transmutation \ \

Casting time: 1 standard action
Range: personal
Duration: 1 round
Targets: you

Description

This extract causes a pale aura to emanate from your mouth.   If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.

Blur

Gain concealment (20% miss chance).
Saving Throw Will negates (harmless Spell Resistance yes (harmless)


Illusion \ Glamer \

Range: touch
Duration: 1 min./level
Targets: creature touched

Description

The subject’s outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).   A see invisibility spell does not counteract the blur effect, but a true seeing spell does.   Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).

Invisibility

The creature or object touched becomes invisible.
Saving Throw Will negates (harmless) or Will negates (harmless, object Spell Resistance yes (harmless) or yes (harmless, object)


Illusion \ Glamer \

Casting time: 1 standard action
Range: personal or touch
Duration: 1 min./level
Targets: you or a creature or object weighing no more than 100 lbs./level

Description

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.   Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.   Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.   Invisibility can be made permanent (on objects only) with a permanency spell.

Statblocks for your Trinkets, businesses, building, castles, empires.

Doils Loot: Nützliches


GegenstandBeschreibungErhalt
Magische Selbstauffüll-FlascheFüllt sich magisch mit jeglicher nichtmagischen FlüssigkeitWeihnachtsgeschenk 2018
Firework: Star CandleBei Kablimey in Magnimar gekauft
RezeptbuchEnthält die Spells Remove Sickness, Delay Poison, Invisibility, Ant HaulMagnimar-Kanalisation
Gift: NymphenköderMagnimar-Kanalisation
Gift: Id-MoosMagnimar-Kanalisation
Gift: BlutwurzelMagnimar-Kanalisation
Apfel, rot+5 auf nächsten Knowledge-CheckMagnimar-Kanalisation
Apfel, gelbfunktioniert wie Angury-ZauberMagnimar-Kanalisation
Affenkopf-AlarmSchreit, wenn man an der Schnur ziehtFoxgloves Gruselhaus
PilzeFoxgloves Gruselhaus (Untergrundtunnel)
MaskeTräger kann sich in Gegner verwandeln, den er in weniger 30ft. weit weg ist.
Nutzung: 1x pro Tag
Gibt +5 auf Stealth, +2 auf Atk & Dmg gegen die Person, deren Gesicht man hat wegen Zorn und Neid
ehemals getragen Ghoul!Foxglove
SchindermaskeTräger kriegt +2 Perception gegen Kreaturen ohne Furchtimmunität, +1 unheiliger Bonus auf Slashing-Dmg, Verstand wird durch Mordvisionen getrübt (-1 CHA-Schaden)Mühle der Sieben
Kultisten-RobeGrösse: MMühle der Sieben

Doils Loot: Kram


GegenstandBeschreibungErhalt
Holzschnitz-InstrumenteAus Choppers Haus
Box voller HolzkohleIn den Kanalisation von Magnimar gefunden
HolzschlittenGrösse: SIn den Kanalisation von Magnimar gefunden
Wasser des WahnsinnsLamashtu-WasserAus der Lamashtu-Kathedrale unter Sandspitze
Toter TentamortLebte in der Distelspitze
VerlobungsringVon Rezto gezeichnet
Verfluchter Mantikorbringt Doil (nur Doil!?) zum brennenFoxgloves Gruselhaus
Ist jetzt im Waisenhaus untergrebracht, aber Doil hat Besuchsrecht!
Mithril-RöhreFoxgloves Gruselhaus (Untergrundtunnel, zwischen den Pilzen)

Created by

Neen.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed