Professional Documents
Culture Documents
10 14 14 22 10 8
+2 +2 +6 -1
Hit Points
64
Damage
12
12 10
Initiative
+2 +11
Attack
+6 +7
Speed
30
none
Perception
Resist
+4
+4 +6
Weapon Maneuvers
Offense (CMB) Defense (CMD)
Crit
20/x2 20/x2
Damage
1d4+4 3d6+6*
+4 16
* Anyone within 5 of the target takes 9 damage. save DC 18 for half damage.
ABILITIES
Spells
Minimum
0th Level
1st level
2nd level
3rd level
Sage Heritage
Arcane Bolt: 30 Range
11
13
15
17
Spellcasting
* +2 to counterspell.
+10*
Skills
Appraise Craft (Alchemy) Disable Device Knowledge (Arcana) Knowledge (Engineering) Perception Sense Motive Sleight of Hand Spellcraft Use Magic Device INT INT DEX INT INT WIS WIS DEX INT CHA
+13 +17 +13 +17 +17 +11 +11 +11 +17 +10
NOTE: The benefits of most of your traits have already been calculated into the rest of the character sheet. If not, theres an explanation of them on the next page.
MONEY
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. Ricochet Splash Weapon: Whenever your splash weapon misses, you may make a second attack roll (at a 5 penalty) at a different target within 10 of the first one. If this attack roll succeeds, the splash weapon hits normally. If it misses again, roll for misdirection as normal. Preserve Organs: Youve learned how to preserve and protect your vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Alchemy: In addition to casting spells, alchemists can fashion magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts by making a successful Craft (Alchemy) roll, and then casts his spells by drinking the extract.
This is faster than brewing potions, but still requires time and is not easily done in the middle of a fight: it takes one minute per level of the formula. Extracts become inert after 24 hours. Otherwise, this works just like casting a spell (see above). In addition, the alchemist can make poisons and bombs. Poisons: The alchemist can make all the different kinds of poisons, and does so in only half the time normally required. He is also quite practiced in applying them: he can apply a poison to food, drink or a weapon in only a move action (normally a standard action), and he never risks poisoning himself. Bomb: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals that they carry around in inert form to create powerful bombs that they can hurl at their enemies. Making a bomb takes a standard action, and the bomb must be thrown within 2 rounds or it explodes in the alchemists hands. An alchemist can make up to 13 bombs each day. Thrown bombs have a range increment of 20 feet and inflict 3d6+6 points of fire damage to the target, and 9 points of damage to anyone within 5 of the target. Those caught in the blast can attempt a Reflex save DC 18 for half damage. If the bomb misses, it travels 5 per range increment it was thrown in a random direction (roll 1d8 to determine the misdirection). Smoke Bombs: You can choose to have your bomb create a cloud of thick smoke when it detonates. The cloud functions as fog cloud spell, filling a 20x20 area for 5 rounds.
Spellbook
0-Level
Acid Splash Detect Magic Mage Hand Mending Prestidigitation
1st-Level
Identify Grease Alarm Animate Rope
Formulae
1st-Level
Disguise Self Enlarge Person Reduce Person Touch of the Sea Expeditions Retreat Jump Keen Senses Polypurpose Panacea
2nd-Level
Barkskin Bears Endurance Cats Grace Fire Breath Foxs Cunning Invisibility Spider Climb Skinsend