Zanril

From Epic Path
Revision as of 22:24, 16 September 2013 by Bstern (talk | contribs) (initial import)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Zanril


Male Tiefling Alchemist 1
CG Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +4


Defense


AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 18 (1d8+3)
Fort +4, Ref +5, Will +0
Resist cold 5, electricity 5, fire 5


Offense


Speed 30 ft.
Melee Bite (Maw or Claw (Bite)) +3 (1d6+4/x2) and

Dagger +3 (1d4+3/19-20/x2) and
Morningstar +3 (1d8+3/x2) and
Quarterstaff +3 (1d6+4/x2)

Ranged Bomb +3 (1d6+4 Fire/x2) and

Light crossbow +2 (1d8/19-20/x2) and
Ranged Touch Attack +2 (As Spell/x2)

Special Attacks bomb 1d6+4 (5/day) (dc 14)
Alchemist Spells Prepared (CL 1):
1 (2/day) Stone Fist, Expeditious Retreat


Statistics


Str 16, Dex 14, Con 14, Int 18, Wis 10, Cha 9
Base Atk +0; CMB +3; CMD 16
Feats Brew Potion, Dodge, Throw Anything
Traits Deft Dodger, Ease of Faith
Skills Acrobatics +1, Appraise +8, Climb +2, Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +0, Disable Device +3, Escape Artist +1, Fly +1, Perception +4, Ride +1, Sleight of Hand +5, Spellcraft +8, Stealth +1, Survival +4, Swim +2, Use Magic Device +3; Racial Modifiers alchemy +1
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal
SQ fiendish sprinter, mutagen (dc 14), prehensile tail
Combat Gear Oil (4); Other Gear Studded leather armor, Crossbow bolts (20), Dagger, Light crossbow, Morningstar, Quarterstaff, Ranged Touch Attack, Alchemy crafting kit, Backpack (12 @ 11 lbs), Barbed vest, Bedroll, Belt pouch (11 @ 6 lbs), Blanket, Candle (5), Chalk (5), Chalkboard, Cold weather outfit, Drill, Ink, black, Inkpen (3), Magnet, Mirror, Mug/tankard, Parchment (4), Powder, Sack (empty), Scroll case (4 @ 0 lbs), Sewing needle (3), Smoked goggles, Spell component pouch, String or twine (4), 4 SP, 4 CP


TRACKED RESOURCES


Bomb 1d6+4 (5/day) (DC 14) (Su) - 0/5
Crossbow bolts - 0/20
Dagger - 0/1


Special Abilities


Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Cold weather outfit +5 Fort save vs. cold weather.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.