Trig Pai

Dwarven Alchemist

Description:

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Trig Pai
Female dwarf alchemist 3 (Pathfinder RPG Advanced Player’s Guide 26)
LG Medium humanoid (dwarf)
Hero Points 1
Init 1; Senses darkvision 60 ft.; Perception +7


Defense

AC 14, touch 11, flat-footed 13 (3 armor, 1 Dex)
hp 21 (3d8
3)
Fort 4, Ref 4, Will 2; +2 bonus vs. poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist poison resistance

Offense

Speed
Melee dagger +3 (1d4
1/19-20) or
   unarmed strike 3 (1d31 nonlethal)
Ranged bomb 5 (2d63 Fire) or
   revolver 3 (1d8/×4) or
   rifle +3 (1d10/×4)
Special Attacks bomb 6/day (2d6
3 fire, DC 14), hatred
Alchemist Extracts Prepared (CL 3rd; concentration 6)
   1st—bomber’s eyeAPG, cure light wounds, endure elements, enlarge person (DC 14)

Statistics

Str 12, Dex 12, Con 12, Int 16, Wis 13, Cha 12
Base Atk
2; CMB 3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Brew Potion, Point-blank Shot, Throw Anything, Weapon Focus (bomb)
Skills Appraise +8 (
10 to assess nonmagical metals or gemstones), Craft (alchemy) 10 (13 to create alchemical items), Fly -1, Heal 6, Knowledge (arcana) +9, Knowledge (nature) +7, Perception +7 (9 to notice unusual stonework), Profession (brewer) 6, Spellcraft +9, Survival +6, Use Magic Device +6; Racial Modifiers 2 Appraise to assess nonmagical metals or gemstones, 2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc, Terran, Undercommon
SQ alchemy (alchemy crafting +3), discovery (infusion), hero points, mutagen (
4/-2, 2 natural armor, 30 minutes), poison use, swift alchemy
Combat Gear potion of cure light wounds (9), potion of endure elements (4), potion of enlarge person (2), acid (4), alchemical cement, alchemical grease (2), alchemical solvent (2), alchemist’s fire (2), alchemist’s kindness, antiplague, antitoxin (2), blackfire clay, bloodblock, candlerod, drow poison (2), fuse grenade; Other Gear studded leather, dagger, firearm bullet (50), firearm bullet (20), pitted bullet (5), revolver, rifle, alchemy crafting kit, ammo pouch, backpack, bandolier, bandolier, belt pouch, dice, dwarven trail rations (14), earplugs, flint and steel, hemp rope (50 ft.), hip flask, hip revolver holder, magnet, mead (per gallon), portable alchemist’s lab, revolver holster, rifle houlster, sewing needle, signal whistle, soap, spell component pouch, tindertwig (3), 166 gp, 4 sp, 8 cp

Tracked Resources

Acid – 0/4
Alchemical cement – 0/1
Alchemical grease – 0/2
Alchemical solvent – 0/2
Alchemist’s fire – 0/2
Antiplague – 0/1
Antitoxin – 0/2
Blackfire clay – 0/10
Bloodblock – 0/1
Bomb 2d6
3 (6/day, DC 14) (Su) – 0/6
Candlerod – 0/1
Dagger – 0/1
Drow poison – 0/2
Dwarven trail rations – 0/14
Firearm bullet – 0/50
Firearm bullet – 0/20
Fuse grenade – 0/1
Mead (per gallon) – 0/1
Pitted bullet – 0/5
Potion of cure light wounds – 0/9
Potion of endure elements – 0/4
Potion of enlarge person – 0/2
Tindertwig – 0/3

Special Abilities

Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add 2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bomb 2d6
3 (6/day, DC 14) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 minutes.
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.
Potion of endure elements Add this item to create a potion of a chosen spell.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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.

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Bio:

Trig Pai

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