Dr Parlov Moggog

Build:
Goblin
Secular Medic
Alchemist (20th)

Description:

Backstory:



AC HP Initiative
{} () +
Strength: 10 (-)
Dexterity: 10 (-)
Constitution: 10 (-)
Intelligence: 10 (-)
Wisdom: 10 (-)
Charisma: 10 (-)
Fort Reflex Will Perception
+() Master +() Master +() Expert +() Expert


Skill Proficiencies

Traits:
Type
Ancestry
Alignment
Speed ()ft
Size []
Bulk ()/10
Hero Points [1]
Languages Common (Taldane)
Trained Expert Master Legendary

Skill Feats

?? Skill, Source, Level Gained
Godless Healing You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day Skill, 2nd


Ancestry Features

??
Starting Hit Points:
Size:
Base Speed:
Ability Boosts - [?? & ??]:

Ancestry Feats

?? Ancestry, Source, Level Gained
Burn it! Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal. Goblin, 1st


General Feats

?? General, Source, Level Gained
Mortal Healing You grant greater healing when the gods don’t interfere. When you roll a success to Treat Wounds for a creature that hasn’t regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points General, 3rd


Background Features

??
Ability Boosts - [?? & ??]: Choose two ability boosts. One must be to ?? or ??, and one is a free ability boost.
Training:
Background feat:


Class Features

Alchemist
Key Ability - {Intelligence}: At 1st level, your class gives you an ability bonus to Intelligence
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Alchemist Feats: At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.
Alchemy: You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science. You gain the Alchemical Crafting feat, even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.
Infused Reagents: You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk. As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Quick Alchemy: If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.
Ancestry and Background: In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.
Formula Book: An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less (as detailed on page 290) for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field. The catalog of alchemical items begins on page 543. Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it’s also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat.
Initial Proficiencies: At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
Research Field: Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.
Bomber: You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas. When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
Field Discovery: When using advanced alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.
Perpetual Infusions:Choose two of the following formulas: lesser acid flask, lesser alchemist’s fire, lesser bottled lightning, lesser frost vial, lesser tanglefoot bag, lesser thunderstone.
Perpetual Potency: The moderate versions of the bombs you chose for perpetual infusions.
Greater Field Discovery: You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.
Perpetual Perfection: The greater versions of the bombs you chose for perpetual infusions.
Skill Feats: At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
General Feats: At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increases: At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts: At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats: In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Alchemical Weapon Expertise: You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.
Iron Will: Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.
Alchemical Expertise: Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.
Alertness: You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Double Brew You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.
Juggernaut: Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Light Armor Expertise: You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Alchemical Alacrity: Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.
Evasion: You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Alchemical Mastery: Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.
Light Armor Mastery: Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.

Class Feats

?? Class, Source, Level Gained
Quick Bomber [>] You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it. Alchemist, 1st
Revivifying Mutagen While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen. Alchemist, 2nd
Calculated Splash You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. Alchemist, 4th
Directional Bombs You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone. Alchemist, 6th
Sticky Bomb [F] Trigger: You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your advanced alchemy level. Effect: You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage. If the bomb already deals persistent damage, combine the two amounts. Alchemist, 8th
Expanded Splash The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an alchemical bomb that has the splash trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target. Alchemist, 10th
Extend Elixir Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled. Alchemist, 12th
Invincible Mutagen The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you’re affected by a juggernaut mutagen, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0). Alchemist, 14th
Eternal Elixir Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends. Alchemist, 16th
Improbable Elixirs Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to create these potions as alchemical items with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools (for Quick Alchemy) or an alchemist’s lab (for the Craft activity) instead of any other required tool kits. Other than that, the formula does not change. Once you’ve chosen the potion formulas, they can’t be changed Alchemist, 18th
Efficient Alchemy Your daily preparations are particularly efficient and plentiful. When using your infused reagents to create alchemical items during your daily preparations, you make a batch of three of a given item instead of a batch of two, or a batch of four if your field normally lets you create three of that item Alchemist, 20th


Alchemy


Special Abilities & Actions

Quick Alchemy [>] You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn


Weapon Proficiencies

Trained Expert Master Legendary

Armour Proficiencies

Trained Expert Master Legendary

Weapons

Armour


Items, gear and equipment

Coin Pouch
0gp, 0sp

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