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Floki pipsqueek CN
Character Name Alignment
Alchemist 1
Character Level
Ratfolk Small
Race Size
Male -
Gender Age
4,2ft 80lbs
Height Weight
Orange Blue
Hair Eyes
- -
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
12 +1 N/A +1
Int
Intelligence
18 +4 N/A +4
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
8 -1 N/A -1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
0
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+0
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+0
+0
+3
Size
Natural
Deflection
Misc
+1
+0
+0
+0
Touch
14
Flat Footed
11
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +3 +2 CON +1 +0 +0 +0
Reflex +5 +2 DEX +3 +0 +0 +0
Will +1 +0 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
-2 +0 -2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
11 10 +0 -2 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20
20
-
-
-
-
Languages

  • Common
  • Undercommon
  • Dwarven
  • Goblin

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +3 (DEX)  +3 +0 +0
  Bluff -1 (CHA)  -1 +0 +0
  Climb -2 (STR)  -2 +0 +0
  Diplomacy -1 (CHA)  -1 +0 +0
  Disguise -1 (CHA)  -1 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +3 (DEX)  +3 +0 +0
  Heal +1 (WIS)  +1 +0 +0
  Intimidate -1 (CHA)  -1 +0 +0
  Knowledge: Arcana +4 (INT)  +4 +0 +0
  Knowledge: Dungeoneering +4 (INT)  +4 +0 +0
  Knowledge: Local +4 (INT)  +4 +0 +0
  Knowledge: Nature +4 (INT)  +4 +0 +0
  Knowledge: Planes +4 (INT)  +4 +0 +0
  Knowledge: Religion +4 (INT)  +4 +0 +0
  Perception +5 (WIS)  +1 +2 +2
  Ride +3 (DEX)  +3 +0 +0
  Sense Motive +1 (WIS)  +1 +0 +0
  Stealth +3 (DEX)  +3 +0 +0
  Survival +1 (WIS)  +1 +0 +0
  Swim -2 (STR)  -2 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +4 (INT)  +4 +0 +0
  Knowledge: Engineering +4 (INT)  +4 +0 +0
  Knowledge: Geography +4 (INT)  +4 +0 +0
  Knowledge: History +4 (INT)  +4 +0 +0
  Knowledge: Nobility +4 (INT)  +4 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Craft: Alchemy +4 (INT)  +4 +0 +0
  Profession:Herbalist +1 (WIS)  +1 +0 +0

* only usable when trained (rank 1 and higher)
Skill Notes
Skill Ranks per Level: 4 + Int modifier.

Characters who take a level in a favored class have the option of gaining 1 additional skill rank or an additional hit point (see page 31).

The alchemist’s class skills are Appraise (Int), Craft (any)
(Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge
(arcana) (Int), Knowledge (nature) (Int), Perception (Wis),
Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int),
Survival (Wis), Use Magic Device (Cha).
Feats

Throw Anything: +1 bonus on attack rolls for splash weapins.
Brew Potion

Maybe?
Skill focus
https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-alchemist-discoveries/tumor-familiar-ex/

Mounted Combatant
Mounted archery
Lvl 3 Master craftsman

Special Abilities

  • Dark-vision: 60 ft
  • Unnatural:(Arg) Unnerve animals and have traind to defend against them. -4 on all cha-bassed checks against creatures with the animal type, and recieve +2 dodge bonus to ac against animals. Animals starting attitude is one step lower.
  • Cornerd Fury: When below half heath, and no concious ally's within 30 ft, gain +2 racial bonus on attack and ac.
  • Tinker: +2 to Craft(Alchemy), Perception and Use Magic Device.
  • Traits

    Favored Class

    Alchamist: The alchemist gains +1/6 of a new discovery.

    WEAPONS
    Name AB Critical Type Range Ammo Dmg
    +BAB=0
    Bomb +BABdex1(size) 0 Fire 20ft 4/day 3d6+int
    Longspear +BABdex1 x3 P Reach - 1d6+dex
    Sling +BABdex1 x2 B 50ft Bullets, sling 1d3+dex
    +2 ac vs Animals
    Half hp + no concious ally within 30ft
    +

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

    Core Rulebook (6th print)

    Sling

    Damage (S) Damage (M) Type Critical Range
    1d3 1d4 B x2 50ft

    Special: -
    Weight: -

    A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.


     
    SRD

    Longspear

    Damage (S) Damage (M) Type Critical Range
    1d6 1d8 Two-Handed, Simple, Piercing, Pole-arm x3 Reach

    Special: brace- If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature
    Cost: 305 gp
    Weight: 9 lbs

    A longspear is about 8 feet in length.


     
    SRD

    Studded Leather

    Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
    3 5 -1 15% 30 ft 20 ft

    Special: An improved form of leather armor, studded leather armor is covered with dozens of metal protuberances. While these rounded studs offer little defense individually, in the numbers they are arrayed in upon such armor, they help catch lethal edges and channel them away from vital spots. The rigidity caused by the additional metal does, however, result in less mobility than is afforded by a suit of normal leather armor.
    Cost: 25 gp
    Weight: 20 lbs

     
    • 0g
    • 0sp
    • 0cp
     

    Bombs:

    Ranged touch attack. If vs large chose one tile to deal splash dmg to surrounding enemies.
    Can target grid intersection with ac 5.
    On miss roll 1d8 to determine miss direction. 1 falling short and moving clockwise. Then count number of squares equal to the range increment dealing splash to creature in the square and around it (9 squares total).

    Item

    Sling
    Padded Armor
    Backpack
    Bedroll
    Blanket]
    Bottle]
    5 candles
    10 sq.yd (1m)
    5 Chalks
    Chalkboard
    10 flasks
    Hammer
    3 Oil (1-pint flask)
    Pouch]
    10 Rations]
    Rope]
    2 Empty sack
    Tent
    Vial]
    Waterskin
    Magnet
    Alchamist's kit
    Smokestick
    2 Casting plaster
    0 Flash powder
    4 Alchemist kindness
         

    Want:

    Amazing Tools of Manufacture
    RING OF CRAFT MAGIC
    ]

    The statblocks of your class features

    Class Features

    Alchemy(su)

    When using Craft(Alchemy) gain Alchmist lvl as bonuson craft check.
    Can use Craft (Alchemy) to identify potions as if using detect magic. Must hold potion for 1 round.
    Extracts are the way alchamist cast.
    Can make 3 special types of magical items: Extracts]
    Bombs: Bombs.
    Mutagens: mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities.
    Extracts: spells in potion form. Can be dispelled using alc lvl as caster lvl. Unlike potions extracts can duplicate effects and spells potions could not.
    Gain bonus extracts per day like wizards gain spells.
    After creation stays good for 1 day. Becomes inert when leaving brewers posession. (exception: infusion)
    Mixing extract costs 1 minute. Usualy leaving some slots for in the field.
    Has a list of formulae that determines what extracts he can make.
    An alchemist can draw and drink an extraction as a standard action. The extract only effects the drinking alchemist. CL = alchemist lvl.
    An alchamist can prerpare any formula the he knows. To learn or use an extract the alchemist must have an Int score equal to at lest 10 + extracts lvl. DC = 10 + Extract lvl + alchs int. An alchemist has a formula book like a wizards spell book. Can add to it like the wizard add to a spellbok. Alchemists can read wizards books to learn formulas from it that are equivalent to a spell in the spellbook ]
    Start with 2+int of known formula. On lvl gain 1 of any formula you can create.

    Bomb

    An alchemist can use a number of bombs per day equal to class lvl + int .
    An alchamist can create and throw a bomb as a standard action. Thrown bombs have a range of 20 feet and Throw Splash Weapon special attack. (PRPG Core Rulebook 202)
    Bombs if not use degrade and become enert after a round.
    Bombs are considerd weapons and can be selected with feats such as Point Blank ect.
    Bombs deal 1d6+int fire dmg. Increasing by 1d6 at every odd lvl. Splash dmg is the min dmg a bomb could do. 1d6+4 == 5dmg. Ppl in splash can attemt a reflex save for half dmg. DC = 10 + 1/2 lvl + int.
    Can learn new bombs via discoveries.

    Brew Potion

    Gain brew potion feat at lvl 1. An alchemist can brew a potion of any formula he knows (up to 3rd lvl) using his lvl as Caster lvl.

    Mutagen(su)

    Can create Mutagens. It takes 1 hour to make and stays good until used or a new one is brewed. It becomes inert if not in an alchamists possesion.
    When brewed select Str/Dex/Con (Int/Wis/Cha). When drunk gain +4 (-2)[/b[ and +2 nat armor for 10/lvl minutes.
    If drunk by an non alchemist]
    DC 10 + 1/2 lvl + int Fort save or become nausiated for 1 hour and does not gain any benefit.

    Throw Anything

    Gain Throw anything feat.
    An alchamist adds his Int to dmg done with splash weapons]

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Advanced Class Guide

    Adhesive Spittle

    Spit a tanglefoot bag at a creature.


    conjuration \ creation \
    alchemist 1, psychic 1, sorcerer/wizard 1, witch 1-level
    Save: Reflex partial
    SR: no

    Casting time: 1 standard action
    Range: 15ft
    Duration: 1 round/level or until discharged (see text)
    Componenent: V, S

    Description

    Once during this spell’s duration, you can spit a viscous liquid as a standard action. 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 rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. https://www.worldanvil.com/block/162012 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. A tanglefoot bag does not function underwater.   A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
    Advanced Player Guide

    Bomber’s Eye

    Increases thrown weapon range; +1 attack.


    transmutation \ \
    alchemist 1-level

    Casting time: 1 standard action
    Range: personal
    Duration: 1 round/level
    Targets: you
    Componenent: S

    Description

    This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons.
    Advanced Player’s Guide.

    Crafter’s Fortune


    Transmutation \ \ Industry

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 day/level or until discharged (D)
    Effect: Will negates (harmless
    Targets: one living creature
    Domain: Artifice

    Description

    The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.
    PFRPG Core

    Cure Light Wounds

    Cures Light Wounds


    Conjuration \ \

    Casting time: 1 standard action
    Range: touch
    Duration: instantaneous
    Area: None
    Effect: Healing
    Targets: Creature Touched

    Description

    When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (max of +5),   Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a will save to take half damage.
    Core Rulebook (6th print)

    Reduce Person

    Reduce a humanoid by 1 size category.


    transmutation \ \
    alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1-level
    Save: Fortitude negates
    SR: yes

    Casting time: 1 round
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 min./level (D)
    Targets: one humanoid creature
    Componenent: V, S, M (a pinch of powdered iron)

    Description

    This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.   A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.   All equipment worn or carried by a creature is similarly reduced by the spell.   Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).   Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.   Reduce person can be made permanent with a permanency spell.  

    Mythic Effects

    You can decrease the target’s size by up to two categories, to a minimum of Tiny. If the target shrinks two sizes, its weight decreases by a factor of 16 and it gains a +4 size bonus to Dexterity, a –4 size penalty to Strength, and a +2 bonus on attack rolls and to AC because of its decreased size. A Medium or Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet.   Mythic reduce person counters and dispels mythic enlarge person.

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


    Created by

    davidturley.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

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