Blackadder
Inquisitor Ordo Hereticus
Race: Goblin
Sex: Male (Male)
Alignment: Chaotic Neutral
Classing: Alchemist 10
Patron/Deity: "Are ya kidding me?"
Appearance: The glammer hides Zobklar as a bald halfling with light green eyes and serviceable traveling clothes. In truth he is a scrawny blue goblin with pale yellow eyes, wearing studded leather armor and a loincloth and boots.
Background: Zobklar followed the traditional life of a goblin, right up until he and his pack of peers finished clearing out a caravan. In one wagon, Zobklar found powers, and flasks, and strange stuff. His natural inclination to action was stilled by the power of curiosity.
So through time and error, and will, he not only figured out how to read, but how to do alchemy. With alchemy came big booms and fire. This his compatriots loved. Then it started causing too much big booms.
This they could not accept. So Zobklar was driven away with his alchemy and knowledge.... and smack dab into the waiting Court of the Veil observers, who bound him and brought him away. Zobklar hasn't minded, since they have taught him enough to pass through society and more chances for alchemy fun and Alchemy!
Koan: "Alchemy means you never have to ask 'what's the worst that can happen?'"
STR: 8 (-1)
DEX: 18 (+4)
CON: 14 (+2)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 8 (-1)
HP: 59
Base Attack Bonus: +7/+2
Melee Attack Bonus: +12 (using Weapon Finesse)
Ranged Attack Bonus: +12
Alchemist Bombs: +14
Magic Crossbow: +13
Magic Punch Dagger: +14
Initiative Modifier: +4
Fort: +9
Will: +5
Ref: +11
Feat List:
Brew Potion [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 Magic Items 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.]
Dodge [+1 dodge bonus to AC.]
Endurance [You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst;Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.]
Fire Hand [You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.]
Throw Anything [You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.]
Weapon Finesse [use Dex instead of Str on attack rolls with light weapons.]
Wind Stance [if you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.]
Languages: Common, Dwarven, Goblin, Halfling
Skills: Appraise 8 (+16), Bluff 4 (+3), Craft: Alchemy 8 (+15/25), Diplomacy 4 (+3), Disable Device 4 (+11), Knowledge: Arcana 8 (+15), Knowledge: Dungeoneering 8 (+12), Knowledge: Nature 8 (+15), Perception 6 (+11), Sense Motive 6 (+11), Sleight of Hand 6 (+13), Stealth 6 (+18 ), Survival 4 (+9)
Traits:
Firebug: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.
Keen Appraiser: You gain a +1 trait bonus on Appraise checks. In addition, you need only exceed the DC of an Appraise check by 2 in order to determine whether the item in question has magic properties (although success still does not grant knowledge of the magic item's abilities).
Formulae List:
[Extracts per Day: 1st (6), 2nd (5), 3rd(4), 4th (2)]
1st - Cure Light Wounds, Expeditious Retreat, Shield
2nd - Barkskin, Bull's Strength, Cat's Grace, Bear's Endurance, Cure Moderate Wounds, Fire Breath, Owl's Wisdom
3rd - Arcane Sight, Cure Serious Wounds, Displacement, Heroism
4th - Cure Critical Wounds
Class Abilities:
Alchemy (Su): When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.
Bomb (Su): 13 bombs per day, range of 20 feet.
On a direct hit, an alchemist's bomb inflicts 5d6 + 4 points of fire damage (use only 1d6+4 for critical multipliers). Splash damage is 9 fire damage. Those caught in the splash damage can attempt a Reflex save for half damage at a DC of 19.
Brew Potion (Ex): An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion.
Mutagen (Su): It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance (Ex): An alchemist becomes completely immune to poison.
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Swift Alchemy (Ex): It takes an alchemist half the normal amount of time to create alchemical items.
Swift Poisoning (Ex): An alchemist can apply a dose of poison to a weapon as a swift action.
Discovery - Dispelling Bomb (Su): When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect.
Discovery - Infusion (Su): When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Discovery - Frost Bomb (Su): When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Discovery - Precise Bombs (Su): Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Discovery - Smoke Bomb (Su): When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
Spell-Like Abilities:
Racial Abilities:
Goblinoid: Goblins are humanoids with the goblinoid subtype.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.
Favored Class (Alchemist): Fire Resistance 10
Starting Wealth: 160 pp, 90 gp, 20 sp
Signature Item: (See armor)
Magic Items: (See weapons)
Weapons: +1 Punching Dagger [Flaming]
+1 Light Crossbow [Anarchic, Flaming]
Ammunition: 100 crossbow bolts
Armor: +4 Studded Leather Armor [Fortification - Light, Glamered]
Headgear:
Rings: Ring of Force Shield, Ring of Mind Shielding
Neck:
Hands:
Legs:
Feet:
Torso:
Other: (Cloaks, hornwear, tailwear, and more)
Equipment: Formula book, twindertwig, backpack, material component pouch, merchant's scale, thieves' tools, alchemist's fire flasks x3
General Notes:
Speed: 30 feet
AC: 25 (18 touch, 20 flatfooted)
CMB: +5
CMD: 19
Weight Loads: Light [26 lbs. or less], Medium [27-53 lbs.], Heavy [54-80 lbs.]
Load Carried: 25 lbs
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