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Tanil

DWARF HUMANOID
Class
Alchemist
Size
Medium
Alignment
CG
XP
Level
  20  
Hero Points
Deity
None
Dwarf (Anvil)
Prisoner
20ft
+4
Str
Modifier
Strength
Score
18
+4
Dex
Modifier
Dexterity
Score
18
+5
Con
Modifier
Constitution
Score
20
+6
Int
Modifier
Intelligence
Score
22
+4
Wis
Modifier
Wisdom
Score
18
-1
Cha
Modifier
Charisma
Score
8
Total
42
Base
10
Key
6
Item
0
Prof
26
U T E M L
      +6  

 
HP
0/290
Temp. HP
0
Total
28
Prof. Mod
24
Att. Mod (Wis)
4
Item Mod
0
U T E M L
    +4    

 
Total
42
AC Base
10
Dex Bonus (or AC Cap)
4
Item
2
Prof
26
U T E M L
      +6  

 
Unarmored
U T E M L
      +6  

 
Light
U T E M L
      +6  

 
Medium
U T E M L
+0        

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 31 5 26 0 6
Reflex (DEX) 30 4 26 0 6
Will (WIS) 28 4 24 0 4
Simple Weapons
U T E M L
    +4    

 
Martial Weapons
U T E M L
    +4    

 
BOMBSExpert (level + 4)
+2/3/4 damage if you are Expert/Master/Legendary with the weapon
Total Prof. Mod Ability Mod Item Mod Armor Mod
+4 Acrobatics (dex)   4 0
+28 Arcana (int) 22 6 0
+28 Athlethics (str) 24 4 0
+34 Crafting (int) 28 6 0
+21 Deception (cha) 22 -1 0
+21 Diplomacy (cha) 22 -1 0
-1 Intimidation (cha)   -1 0
+0 Lore: underworld 0 Trained (+2+Level+Int)(22) 0
+26 Medicine (wis) 22 4 0
+26 Nature (wis) 22 4 0
+28 Occultism (int) 22 6 0
+21 Performance (cha) 22 -1 0
+4 Religion (wis)   4 0
+28 Society (int) 22 6 0
+26 Stealth (dex) 22 4 0
+26 Survival (wis) 22 4 0
+26 Thievery (dex) 22 4 0
ESSENCE of NAVIGATION
-------------------------------
SWIFT MOVEMENT - Whenever you Stride, Step, Fly, Swim, Climb, Leap, or otherwise move a certain amount of feet, you can move an additional 10ft. (so you can Step 15ft, Stride your speed + 10ft, etc.)
UNIMPEEDED JOURNEY - You cannot be teleported against your will, and are immune to the effects of Difficult Terrain.
FIND THE PATH - You always know your exact location, though not necessarily the name of it, and the shortest path from where you are to a given destination, as well as all significant dangers, obstacles, safe havens, water and food sources, etc..
FARSTRIDER - You gain 4th level Dimension Door as a Divine Innate spell that you can cast at will (like a cantrip). In addition, you gain 6th level Teleport as a Divine Innate spell that you can cast once per day.

RAY of CREATION
-------------------------------
By spending 2 actions focusing, you can craft a non-magical item from pure divine energy. The item must be something you can hold in two hands, and must be one solid item, not made of multiple items attached together. (So you could make a door, lean-to, a sword, an anvil, but not an elevator, folding chair, crossbow, forge, or house.) This energy coalesces between your hands once the two actions are complete. The material is always something appropriate to what you are making. It still relies on your crafting skills, so a crafting check must be made.
If you use this to create an alchemical item, you can either reduce the number of necessary Reagents by 1 (with Quick Alchemy), or empower the bomb. Enemies who take splash damage from an Empowered bomb, they suffer the same effects as if they were the primary target.


Prisoner Feats
----------------------------------
EXPERIENCED SMUGGLER (cannot roll less than a 10 when hiding a small item from passive observers.)

Dwarf Feats
---------------------------------
EYE FOR TREASURE (+1 on Crafting Checks to Recall Knowledge. Also gain Crafter's Appraisal).
DWARVEN WEAPON FAMILIARITY (trained in dwarf weapons)
STONEWALKER (1/day Meld Into Stone)

Dwarf Ability
---------------------------------
FORGE DWARF (Fire Resistance 5. Also, you don't get tired as quickly as other folks)
MOUNTAIN STOUTNESS (+1 HP per level, and recover better when dying)

Alchemist Abilities
---------------------------------
INFUSED REAGENTS
FORMULA BOOK
ADVANCED and QUICK ALCHEMY (see spells section below)
RESEARCH FIELD (Chirurgeon: use Craft (alchemy) to do medicine checks).
GREATER FIELD DISCOVERY (elixirs of life heal for max)
CHIRURGEN DISCOVERY (Advanced Alchemy makes 3 Elixirs of Life instead of 2 for each Reagent batch spent)
PERPETUAL INFUSIONS (greater antidote and antiplague do not cost reagents with Quick Alchemy)
TRIPPLE BREW (Quick Alchemy can be used three times for a single action)

Alchemist Feats
--------------------------
FAR LOBBER (alchemical bombs have a 30ft range increment instead of 20ft)
DEMOLITION CHARGE (spend 1 minute to attach up to 4 bombs to an inanimate object within your reach. The DCs to detect or disable the charge is your class DC. You pick a space adjacent to the object that is the Trigger Space. If a creature enters the Trigger Space, the bombs detonate, damaging the item and creature (combine the damage to calculate resistances). The explosion ignores Your Level worth of the object's hardness. Creatures adjacent to the object take the bombs' splash damage.
ALCHEMICAL FAMILIAR (use your INT for Acrobatics, Perception, and Stealth checks, and gets 2 actions per turn, acting after your turn. If you spend 1 action to Command it, it can take 3 actions instead).
DIRECTIONAL BOMBS (turn splash into a 15ft cone)
POWERFUL ALCHEMY (quick alchemy items with saving throws use your Class DC instead of the listed DC)
REVIVIFYING MUTAGEN (while using a Mutagen, end it immediately to regain 1d6 HP for every 2 item levels of the mutagen)
HEALING BOMB: (elixirs of life count as bombs. You can throw it at willing targets and only miss on a crit fail. If it hits, they count as having consumed it. If you crit succeed, they also get the bonus to Fort saves that it offers.)
BIO-WEAPONS: (when crafting a bomb that deals Piercing or Slashing damage, use an additional batch of Reagents to add the effects of a poison to the bomb)
UNCANNY BOMBS: (bombs have 60ft range increment, reduce the target's AC from cover by 1, and automatically succeed the Flat Check to hit Concealed targets.)
POTENT POISONER: (poisons have +4 to their DC)

General Feats
---------------------
DUBIOUS KNOWLEDGE (when you fail a Recall Knowledge check, you learn a bit of true knowledge and a bit of erroneous knowledge, but don't know which is which).
QUICK RECOGNITION (1/round attempt to recognize a spell as a free action)

Skill Feats:
-------------------
CRAFTER'S APPRAISAL (use Crafting to Identify Magic on magic items).
SPECIALITY CRAFTING (+1 to Blacksmithing and Alchemy. +2 if you are a Master in Crafting).
Alchemical Crafting (you can use Craft to make alchemical items)
TRICK MAGIC ITEM (if you know what a magic item does but usually can't use it, make an appropriate magic check (Arcana for arcane magic, Religion for divine magic, etc.). Any spell DCs or Attack Rolls use your Int and are Untrained. If you succeed, you can use the item for the rest of the turn. If you fail, you can try again on subsequent turns. If you crit fail, you cannot try again until the next time you do your daily prep.)
MAGICAL CRAFTING (craft magic items)
IMPECCABLE CRAFTING (success is actually crit success when crafting a specialty item)
INVENTOR (invent items. During downtime, make crafting checks and pay half of item cost to invent that item and add the formula to your book)
CRAFT ANYTHING (you don't have to provide spells when crafting magical items unless they have expensive material components)
BATTLE MEDICINE (1 per day per person, Treat Wounds as a single action)
INTIMIDATING GLARE (intimidate without words)
Old, rusty chains twist around the haft of this adamantine hammer., which catches fire when swung.

Large Hammer: 1d10 Bludgeoning damage.

RUNES
---------------------
Indestructible: this hammer is indestructible.
Striking (+3): add 3 to attack rolls, and roll 3 extra damage dice (making it 4d10)
Forgeflame: this hammer deals an additional 4d6 Fire damage on hit. On a crit, this damage becomes Persistent.
Chaining: victims you Strike make a Reflex Save.
Failure: victim is Grabbed by the chains (HP: 20, Hardness: 5)
Critical Failure: victim is Restrained by the chains.

================================

THE SURE SHOT +2
---------------------------------
Range Increment 120ft fire up to 2 Alchemists Bombs as 1 action.
Keep all other stats of Bombs
Can also fire improvised projectiles for 3D6+2 Bludgeoning.


=================================
Piloted Construct.

HP 150 AC 30

Open Cockpit. If an enemy gets a critical hit on the construct, the driver takes half of the damage as well.

Sweeping blade. Strike all enemies infront of you with long blade dealing 5D12 slashing (Basic Reflex Save, using your Class DC)

Artillery strike. Launch big bombs to hit a 20ft radius. Range 500ft (no increment). 3d12 damage of the bomb's type. Enemies must make a reflex save to take half damage.
Can hold up to 10 bombs at a time.
Spend 3 actions to reload while in fortress.

Harpoon Gun. Fire a harpoon (60ft range, Dex based attack, you are Expert) at an enemy to pull them in. On hit, target must make an Athletics of your Class DC to avoid being pulled. If you crit, they are Restrained instead of grabbed.
Crit Success: they resist. Not pulled.
Success: pulled 10ft toward you.
Failure: grabbed by harpoon and pulled 30ft toward you.
Crit Fail: grabbed by harpoon and pulled all the way to you.
Enemies pulled within 5ft of you take 3d10 Piercing damage from the spiked fist.
If the enemy is pulled into an obstacle (like thorns or a wall), they take 1d6 damage per 5ft of obstacles.
Spell Attack Roll
Total Key Prof
32 6 26
Spell DC
Total Base Key Prof
42 10 6 26
Magic Tradition
Arcane
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current
Spellbook
Your "spells" are actually alchemical compounds. You keep a Formula Book with a list of known recipes. When you prep for the day, you make Infused Reagents. These last until your next daily prep, and you make Level + Intelligence batches when you prep.

You can use your batches in one of two ways:
1) Advanced Alchemy (during daily preparation, turn 1 batch of Infused Reagents into 2 copies of an Alchemical Item that you have a recipe for. That item cannot be higher level than your Alchemist Level. The item only lasts 24 hours.

2) Quick Alchemy [manipulate] (use one action to turn 1 batch of Infused Reagents into 1 Alchemical Item you have a recipe for that is not higher level than you are. The item lasts until the start of your next turn).

Bombs: the bomb attack is listed in the attacks section. Damage is specified below. If you miss, it hits an adjacent square. Creatures adjacent to the square it lands in take the splash damage, as do creatures in the same square it lands in.

Known Item Formulas:

LESSER ACID FLASK (bomb, 1 Acid + 1d6 Persistent Acid, Splash: 1 Acid)
LESSER BOTTLED LIGHTNING (bomb, 1d6 Lightning, Splash: 1 Lightning).
LESSER THUNDERSTONE (bomb, 1d4 Sonic, Splash: 1 Sonic. Creatures within 10ft must succeed a DC 17 Fortitude Save or be deafened until the end of their next turn).
Lesser Tanglefoot Bag (bomb, -10ft speed, or Immobilized on crit. Escape: DC 17 Acrobatics or 3 Interact Actions).
LESSER CHEETAH ELIXIR (drinkable, +5ft speed for 1 minute)
LESSER ANTIPLAGUE (+2 vs Diseases for 24 hours)
LESSER ANTIDOTE (+2 vs Toxins for 6 hours)
MINOR ELIXIR OF LIFE (+1d6 HP and +1 vs Disease and Poison for 1 minute).
SILVERSHEEN (1 action to slather onto 1 weapon or 10 ammo. For 1 hour, that weapon or ammo counts as Silver).
COMPREHENSION ELIXIR (understand all writing for 1 minute as long as it is a relatively common language and not encrypted).
LESSER DARKVISION ELIXIR (10 minutes of darkvision)
MODERATE ALCHEMIST'S FIRE (bomb, +1 to attack rolls with this bomb. 2d8 Fire + 2 Persistent Fire, Splash: 2 Fire)
MODERATE CRYSTAL SHARDS (+1 to attacks, splash leaves caltrops 1 minute, 2d4 Piercing, Splash: 4 Piercing)
MODERATE PESHPINE GRENADE (+1 to attacks, 2d6 Piercing + Stupified 1 until end of target's next turn, Splash: 2 Piercing)
MODERATE FROST VIAL (+1 to attacks, 2d6 Cold and -10ft to speed, Splash: 2 Cold)
MODERATE FOCUS CATHARTIC (target gains +8 to Counteract a single instance of Stupified or Confused)
MODERATE SINEW SHOCK SERUM (as Focus Cathartic but for Clumsy and Enfeebled)
MODERATE ELIXIR OF LIFE (heal 5d6+12 HP and +2 vs Diseases and Poisons for 10min)
MODERATE BRAVO'S BREW (for 1 hour, +2 to Will Saves, +3 vs Fear)
HUNTING SPIDER VENOM ([apply to weapon as 2 actions] Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and flat-footed (1 round Stage 2 1d12 poison damage, clumsy 1, and flat-footed (1 round Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round))
GIANT SCORPION VENOM ([apply to weapon as 2 actions] Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round Stage 2 2d10 poison damage and enfeebled 1 (1 round Stage 3 2d10 poison damage and enfeebled 2 (1 round))
GIANT WASP VENOM ([apply to weapon as 2 actions] Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round Stage 2 3d6 poison damage and clumsy 2 (1 round Stage 3 4d6 poison and clumsy 2 (1 round))
SHADOW ESSENCE ([apply to weapon as 2 actions] Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage and 2d6 poison damage (1 round Stage 2 3d6 negative damage, 2d6 poison damage, and enfeebled 1 (1 round Stage 3 3d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round))

Peshpine Grenade (Greater)
You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2.

Alchemist's Fire (Greater)
You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage.

Blight Bomb (Greater)
You gain a +2 item bonus to attack rolls. The bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage.

Dread Ampoule (Greater)
You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage.

Juggernaut Mutagen (Greater)
The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead.

Stone Body Mutagen (Greater)
You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.

Dragon Bile
A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within.

Saving Throw DC 37 Fortitude; Onset1 minute; Maximum Duration 6 rounds; Stage 1 6d6 poison damage and sickened 2 (1 round Stage 2 7d6 poison damage and sickened 3 (1 round Stage 3 9d6 poison damage and sickened 4 (1 round)

Purple Worm Venom
Venom from enormous purple worms leaves a victim weakened.

Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round Stage 2 6d6 poison damage and enfeebled 2 (1 round Stage 3 8d6 poison and enfeebled 2 (1 round)

Blightburn Resin
This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames.

Saving Throw DC 31 Fortitude; Onset1 minute; Maximum Duration 6 rounds; Stage 1 8d6 poison damage (1 round Stage 2 10d6 poison damage (1 round Stage 3 15d6 poison damage (1 round)
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Statblocks for your spells.


Created by

TheStoryBeard.

System

Pathfinder 2e

Statblock Type

Character Sheet

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