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Alchemist Chaotic Neutral

Character Name Alignment Player

Alchemist (20) Not set Not set


Character Level Deity Homeland Campaign

Tiefling Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
280 Movement
STR
Strength
18 +4 Total nonlethal Damage

30 ft. 6 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
30 +10
Wounds / Current HP

CON 24 +7 Initative 12 10 2 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
32 +11 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 10 =DEX 10 +0 +0
WIS 22 +6
Wisdom Bomb x Appraise 34 =INT 11 + 20 +3

CHA
x Artistry 11 =INT 11 +0 +0
Charisma
11 +0 Power 2
Bluff 2 =CHA 0 +0 +2
Climb 4 =STR 4 +0 +0
AC
Armor Class
36 =10+ 6 + 0 + 10 + 0 + 5 + 5 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 34 =INT 11 + 20 +3
x Craft (b) 11 =INT 11 +0 +0
Touch AC 25 Flat Footed AC 26
x Craft (c) 11 =INT 11 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 0 =CHA 0 +0 +0
FortitudeConstitution
24 = 12 + 7 + 5 + 0 + x Disable Device 33 =DEX 10 + 20 +3
Disguise 0 =CHA 0 +0 +0
Reflex 27 = 12 + 10 + 5 + 0 +
Dexterity
Escape Artist 10 =DEX 10 +0 +0

Will 18 = 6 + 6 + 5 + 1 +
x Fly 33 =DEX 10 + 20 +3
Wisdom

Handle Animal* =CHA + +


Spell Energy x Heal 29 =WIS 6 + 20 +3
B.A.B. 15 Resistance Resistance
Intimidate 0 =CHA 0 +0 +0
CMB 19 = 15 + 4 + 0 + 0 x Knowledge (arcana) 34 =INT 11 + 20 +3
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering) 21 =INT 11 + 10 +0
CMD 44 =10+ 15 + 4 + 10 + 0 + 5 Knowledge (engineering) 21 =INT 11 + 10 +0
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography) 21 =INT 11 + 10 +0
Weapon
Knowledge (history) 21 =INT 11 + 10 +0
Dagger +5 (Mainhand) Knowledge (local) 21 =INT 11 + 10 +0
Critical Type Range Ammo
x Knowledge (nature) 34 =INT 11 + 20 +3
17-20/x2 P or S 10 ft. Knowledge (nobility) 21 =INT 11 + 10 +0
Attack Damage
Knowledge (planes) 21 =INT 11 + 10 +0
+24/+19/+14 1d4+17
Knowledge (religion) 21 =INT 11 + 10 +0
Weapon Linguistics* =INT + +
Bomb x Lore* =INT + +
Critical Type Range Ammo x Perception 29 =WIS 6 + 20 +3
Special 0 Perform (a) 0 =CHA 0 +0 +0
Attack Damage
Perform (b) 0 =CHA 0 +0 +0
+26 10d6 +11 (21 splash) x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Dagger +5 (Offhand) Ride 10 =DEX 10 +0 +0
Critical Type Range Ammo Sense Motive 6 =WIS 6 +0 +0
17-20/x2 P or S 10 ft. x Sleight of Hand 33 =DEX 10 + 20 +3
Attack Damage x Spellcraft 34 =INT 11 + 20 +3
+18/+13/+8 1d4+11 Stealth 12 =DEX 10 +0 +2

Weapon
x Survival 29 =WIS 6 + 20 +3
Swim 4 =STR 4 +0 +0

Critical Type Range Ammo


x Use Magic Device 23 =CHA 0 + 20 +3
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Haramaki +5 6 Armor 0 0% 1 lbs.

Totals 6 0 0% 1 lbs.

Feats Discoveries Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Cognatogen


Brew Potion Combine Extracts
Headband Qty. lbs.

Extra Discovery (x4) Enhance Potion


Greater Two-Weapon Fighting Eternal Potion
Improved Critical: Dagger Explosive Bomb Eyes Qty. lbs.

Improved Two-Weapon Fighting Extend Potion


Piranha Strike Fast Bombs
Shoulders Qty. lbs.
Throw Anything Force Bomb
Two-Weapon Fighting Grand Mutagen Cloak of resistance +5 1
Weapon Finesse Greater Cognatogen
Neck Qty. lbs.
Weapon Proficiency, Simple Greater Mutagen
Infusion Amulet of natural armor +5 1
Poison Conversion
Chest Qty. lbs.
Precise Bombs
Sticky Poison
Other Specials
Body Qty. lbs.

Alchemy
Bomb +10d6
Belt Qty. lbs.
Instant Alchemy
Mutagen
Persistent Mutagen
Wrist Qty. lbs.

Poison Immunity
Poison Resistance +6
Poison Use Hands Qty. lbs.

Swift Alchemy
Swift Poisoning
Feet Qty. lbs.

Rings Qty. lbs.

Ring of Protection +5 1

Play Notes

Racial Traits

Darkvision
Fiendish Resistance
Fiendish Sorcery
Native Outsider
Skilled
Spell-Like Ability Background Traits

Reactionary
Indomitable Faith
Finding Your Kin

Light 100 lbs. or less Lift Over 300 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 101-200 lbs. Lift Off 600 lbs.
Load Ground
SP 0 Next Level
Heavy 201-300 lbs. Drag or 1500 lbs. CP 0
Load Push
Alchemist Spell Book

Spell Level 1 2 3 4 5 6

Spells per day (adjusted) 5 (8) 5 (8) 5 (8) 5 (7) 5 (7) 5 (7)

Prepared Spells
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC

Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC

Prepared Spell Level 3 Metamagic School Duration Cast time Range/Area Save SR DC

Prepared Spell Level 4 Metamagic School Duration Cast time Range/Area Save SR DC

Prepared Spell Level 5 Metamagic School Duration Cast time Range/Area Save SR DC

Prepared Spell Level 6 Metamagic School Duration Cast time Range/Area Save SR DC

Known Spells
Spell Level 1
Comprehend Languages; Heightened Awareness; Monkey Fish; Reduce Person; Shield; Targeted Bomb Admixture;
Spell Level 2
Alchemical Allocation; Alter Self; Detect Thoughts; Focused Scrutiny; Invisibility; Resist Energy; Restoration, Lesser; Touch Injection; Vine Strike;
Spell Level 3
Beast Shape I; Channel Vigor; Displacement; Fly; Monstrous Physique I;
Spell Level 4
Caustic Blood; Fluid Form; Invisibility, Greater; Restoration; Stoneskin;
Spell Level 5
Delayed Consumption; Magic Jar; Overland Flight;
Spell Level 6
Giant Form I; Heal; True Seeing; Twin Form; Wind Walk;
FEATS

ARMOR PROFICIENCY, LIGHT

Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

BREW POTION

Requirements: Caster level 3rd.


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 Chapter 15 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

EXTRA DISCOVERY

Requirements: Discovery class feature.


You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing,
LLC

GREATER TWO-WEAPON FIGHTING

Requirements: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
You get a third attack with your off-hand weapon, albeit at a -10 penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED CRITICAL

Requirements: Proficient with weapon, base attack bonus +8.


When using the weapon you selected, your threat range is doubled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED TWO-WEAPON FIGHTING

Requirements: Dex 17, Two-Weapon Fighting, base attack bonus +6.


In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at
a -5 penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

PIRANHA STRIKE

Requirements: Weapon Finesse, base attack bonus +1.


When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver
checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an
attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every
4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to
use this feat before the attack roll, and its effects last until your next turn. the bonus damage does not apply to touch
attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Section 15 Copyright Notice: Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC

THROW ANYTHING

Requirements: None
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

TWO-WEAPON FIGHTING

Requirements: Dex 15.


Your penalties on attack rolls for fighting with two weapons are reduced. the penalty for your primary hand lessens by 2
and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON FINESSE

Requirements: None
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may
use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check
penalty applies to your attack rolls.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


Description
A PFRPG character build.

Notes
No build notes.

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