Leech | - | ||
Character Name | Alignment | ||
Harmacist 1 | |||
Character Level | |||
Halfling | M | ||
Race | Size | ||
- | - | ||
Gender | Age | ||
- | - | ||
Height | Weight | ||
- | - | ||
Hair | Eyes |
- | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +1 | +0 | CON +1 | +0 | +0 | +0 |
Reflex | +5 | +2 | DEX +3 | +0 | +0 | +0 |
Will | +3 | +2 | WIS +1 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
-2 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
10 | -2 | +3 | +0 | +0 |
Halfling, Common, Elven, Dwarven
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +3 | (DEX) +3 | +0 | +0 | |
Bluff | +5 | (CHA) +1 | +1 | +3 | |
Climb | -2 | (STR) -2 | +0 | +0 | |
Diplomacy | +1 | (CHA) +1 | +0 | +0 | |
Disguise | +5 | (CHA) +1 | +1 | +3 | |
Escape Artist | +7 | (DEX) +3 | +1 | +3 | |
Fly | +3 | (DEX) +3 | +0 | +0 | |
Heal | +5 | (WIS) +1 | +1 | +3 | |
Intimidate | +5 | (CHA) +1 | +1 | +3 | |
Knowledge: Arcana | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Dungeoneering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Local | +6 | (INT) +2 | +1 | +3 | |
Knowledge: Nature | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Religion | +2 | (INT) +2 | +0 | +0 | |
Perception | +5 | (WIS) +1 | +1 | +3 | |
Ride | +3 | (DEX) +3 | +0 | +0 | |
Sense Motive | +5 | (WIS) +1 | +1 | +3 | |
Stealth | +7 | (DEX) +3 | +1 | +3 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | -2 | (STR) -2 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +2 | (INT) +2 | +0 | +0 | |
Craft: Alchemy | +9 | (INT) +2 | +1 | +6 | |
Handle Animal* | +5 | (CHA) +1 | +1 | +3 | |
Knowledge: Engineering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Geography | +2 | (INT) +2 | +0 | +0 | |
Knowledge: History | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nobility | +2 | (INT) +2 | +0 | +0 | |
Sleight of Hand* | +7 | (DEX) +3 | +1 | +3 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Skill Focus: Alchemy- +3 to Alchemy
Medical Malpractice- Battlefield Scalpel (Drow Razor) and shuriken.
Fencing Sphere- 1d6 precision strike.
Formula- Salve (Can make 2 Salves)
Palm Throw- Whenever you attack with shuriken, you may throw two identical shuriken at once. If you do so, increase the size of the shuriken’s base damage die to 1d4 instead of hitting twice.
Abilities that would negate a single attack only stop one shuriken per use, removing the damage die increase but failing to prevent the attack entirely if only one shuriken is negated.
Poison- You may create a special poison as a move action. This special poison forces the opponent to make a DC 13 Fortitude save against it or become fatigued for 1 minute. This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses.
After creating a poison, you may make a melee touch attack against a target (if using a contact poison) or throw the poison (if using an inhaled poison) as a standard action. Thrown poisons have a 10 foot range increment. A poison remains potent until used or for 1 round. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used.
Incurable- When subject to an alchemical or magical cure, the applicator of the effect (or the victim if there is no other relevant applicator) must succeed at a magic skill check against a DC 12 as part of the action to apply the cure. If the applicator lacks a MSB they can substitute a check of 1d20 + their ranks in Heal. A failed check means that the poison is not cured and another application of any kind of cure will not work until the victim of the poison attempts another save to resist the poison
Tactics- Tactics are coordinated battle plans that require continuing direction from the practitioner to maintain. A creature must have line of sight to, and be able to see, the practitioner to benefit from a tactic. Beginning a tactic is a move action, and it can be maintained each round as a move or swift action. Once activated, you may switch between any tactics you know each time you use a swift action to maintain an ongoing tactic. Tactics affect all allied creatures within a radius of 10 ft. and may be centered on any square you have both line of sight and line of effect to. You may recenter an ongoing tactic at a new location as part of the swift action used to maintain it. The benefits of your tactics end immediately if you are helpless, killed, paralyzed, rendered unconscious, or stunned.
Aggressive Flanking (Tactic): While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.
Courier’s Dash (tactic): All allies that start their turn within the radius of this tactic gain a +5 ft enhancement bonus to their base land speed. An ally who begins or ends their turn outside of this tactic’s affected area loses its benefits until they once more start their turn within its radius.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Battlefield Scalpel | +5 | 18-20 | Slashing | Melee | NA | 1d3+5 |
Shuriken | +5 | x2 | Piercing | 10 | 30 | 1 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Studded Leather | 3 | Light | -1 | 15% | 20 lbs | N/A |
Battlefield Scalpel- +2 damage on precision strikes and confirmed critical hits.
2 Salves (1d8+2 healing)
May use their Intelligence modifier instead of their Wisdom modifier when using the Heal skill. May use ranks in Heal instead of their base attack bonus from when calculating their attack roll bonus when using weapons within the Medical Malpractice (discipline) talent, and may add a bonus to damage rolls made with these weapons equal to the harmacist’s Intelligence modifier in addition to the normal modifier. This bonus to damage is considered precision damage and is not multiplied on a critical hit.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.