So, erstmal die HL Statistik, bis der Char fertig ist....
Wilbur GoldhämmererMale Gnome Alchemist 3/Oracle 1
CN Small humanoid (gnome)
Hero Points 2
Init +1;
Senses low-light vision; Perception +10
--------------------
Defense--------------------
AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 size)
hp 25 (4d8+4)
Fort +4,
Ref +5,
Will +4; +2 bonus vs. poison
Defensive Abilities warden of nature;
Resist poison resistance
Weakness oracle's curses (haunted)
--------------------
Offense--------------------
Speed 20 ft.
Melee +1 morningstar +3 (1d6) and
. . masterwork cold iron dagger +3 (1d3-1/19-20) and
. . masterwork silver dagger +3 (1d3-2/19-20)
Ranged blowgun +5 (1+1) and
. . bomb +6 (2d6+4 Fire) and
. . sling +5 (1d3)
Special Attacks bomb 7/day (2d6+4 fire, DC 15), revelations (fire breath), warden of nature
Spell-Like Abilities (CL 4th; concentration +6)
. . 1/day—
flare (DC 12),
prestidigitation,
produce flameGnome Spell-Like Abilities (CL 4th; concentration +6)
. . 1/day—
dancing lightsOracle Spells Known (CL 1st; concentration +3):
1st (4/day)—
cure light wounds, shield of faith, sun metal (DC 13)0 (at will)—
detect magic, ghost sound (DC 12), mage hand, read magic, spark (DC 12), stabilizeAlchemist Spells Prepared (CL 3rd; concentration +7):
1st—
bomber's eye, cure light wounds, polypurpose panacea, shock shield--------------------
Statistics--------------------
Str 8,
Dex 12,
Con 12,
Int 18,
Wis 12,
Cha 15
Base Atk +2;
CMB +0;
CMD 11
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Traits deft dodger, ease of faith
Skills Acrobatics +5 (+1 jump), Appraise +9, Bluff +4, Climb +3, Craft (alchemy) +12 (+15 to create alchemical items), Diplomacy +7, Heal +6, Knowledge (arcana) +9, Knowledge (engineering) +5, Knowledge (nature) +9, Linguistics +5, Perception +10, Profession (fortune-teller) +5, Sense Motive +5, Sleight of Hand +5, Spellcraft +11, Stealth +6, Swim +0, Use Magic Device +9;
Racial Modifiers +2 Craft (alchemy), +2 Perception, alchemy
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan
SQ discoveries (spontaneous healing), fast poisoning, hero points, mutagen, mysteries (mystery [flame]), poison use, swift alchemy
Combat Gear potion of barkskin +2 (2), potion of cure moderate wounds (2), potion of neutralize poison, acid (3), alchemist's fire (3), blue whinnis, flash powder (3), tanglefoot bag (3), thunderstone (2);
Other Gear +1 lamellar cuirass, +1 morningstar, blowgun, masterwork cold iron dagger, masterwork silver dagger, sling, belt pouch, sunrod, tindertwig, mule, alchemy crafting kit, backpack, bedroll, fortune-teller's deck, masterwork, portable alchemist's lab, riding saddle, saddlebags, trail rations, travelling spellbook, 83 gp, 4 sp
--------------------
Special Abilities--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (7/day) (DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Fire Breath (15' cone, 2d4) (1/day) (DC 13) (Su) 15' cone of flame deals 2d4 fire damage, Ref Half.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spontaneous Healing (5 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Warden of Nature +1 to hit and +2 AC vs. aberrations, oozes and vermin.
--------------------
SommerwindMule
N Medium animal
Init +1;
Senses low-light vision, scent; Perception +5
--------------------
Defense--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5,
Ref +4,
Will +0
--------------------
Offense--------------------
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics--------------------
Str 13,
Dex 13,
Con 14,
Int 2,
Wis 11,
Cha 4
Base Atk +1;
CMB +2;
CMD 13 (17 vs. trip)
Feats Endurance, Run
Skills Perception +5
SQ hero points
Other Gear alchemy crafting kit, backpack, bedroll, fortune-teller's deck, masterwork, portable alchemist's lab, riding saddle, saddlebags, trail rations (5), travelling spellbook
--------------------
Special Abilities--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fortune-teller's deck, masterwork +2 to Profession: Fortune-Teller or Profession: Medium
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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