Charakterbogen - Selka Dolokra | Generic, Text | Statblocks & Sheets | World Anvil

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Charakterbogen - Selka Dolokra

Selka Dolokra
Female daemon-spawn tiefling alchemist 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +6, Will -1
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . unarmed strike +0 (1d3 nonlethal)
Ranged bomb +5 (1d6+6 fire) or
. . dagger +4 (1d4/19-20)
Special Attacks bomb 7/day (1d6+6 fire, DC 16)
Alchemist Extracts Prepared (CL 1st; concentration +7)
. . 1st—cure light wounds, enlarge person (DC 17), reduce person (DC 17)
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Statistics
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Str 10, Dex 18, Con 12, Int 22, Wis 8, Cha 7
Base Atk +0; CMB +0; CMD 14
Feats Additional Traits, Brew Potion, Combat Stamina, Throw Anything
Traits accelerated drinker, alchemical adept, pragmatic activator, student of philosophy
Skills Appraise +10, Bluff -2 (+6 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +10 (+11 to create alchemical items, +12 to craft alchemical items), Craft (poison) +10, Diplomacy -2 (+6 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +8, Knowledge (arcana) +10, Knowledge (nature) +10, Perception +3, Sleight of Hand +8, Spellcraft +10, Use Magic Device +10; Racial Modifiers +2 Disable Device, +2 Sleight of Hand, gnomish spell, scaly diplomacy, undead diplomacy
Languages Darakhul (deep), Dwarvish, Elvish, Gnomish, Infernal (demonic), Mharoti (draconic), Trade Tongue
SQ affirmation: chaotic, alchemy (alchemy crafting +1), insanity points (0; effective Wis 8/8), mutagen (+4/-2, +2 natural armor, 10 minutes), pass for human, throw anything
Combat Gear potion of cure light wounds (2), acid (3), acid (3), alchemical cement[UE] (3), average invisible ink[UE], bachelor snuff (3), candlerod[UE] (10), false ectoplasm (3), glowing ink[UE], light detector[APG], reagent paper[ACG]; Other Gear chain shirt, dagger, alchemist starting formula book, alchemy crafting kit[APG], backpack, bandolier[UE], bear trap[APG], bedroll, belt pouch, flint and steel, ink, inkpen, iron vial[UE] (20), mess kit[UE], pot, soap, tindertwig (5), trail rations (5), waterproof bag[UE], waterskin, wrist sheath, spring loaded, 1,211 gp, 5 sp
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Tracked Resources
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Acid - 0/3
Acid - 0/3
Affirmation: Chaotic - 0
Alchemical cement - 0/3
Bachelor snuff - 0/3
Bomb 1d6+6 (7/day, DC 16) (Su) - 0/7
Candlerod - 0/10
Dagger - 0/1
False ectoplasm - 0/3
Glowing ink - 0/0
Gnomish Spell (1/day) (Ex) - 0/1
Harrow Points - 0
Insanity Points - 0/8
Invisible ink, average - 0/0
Potion of cure light wounds - 0/2
Reagent paper - 0/1
Scaly Diplomacy (1/day) (Ex) - 0/1
Stamina Points - 0/1
Tindertwig - 0/5
Trail rations - 0/5
Undead Diplomacy (1/day) (Ex) - 0/1
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Special Abilities
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Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+6 (7/day, DC 16) (Su) Thrown Splash Weapon deals 1d6+6 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Gnomish Spell (1/day) (Ex) +1 DC of illusions or enchantment spells 1/day.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Scaly Diplomacy (1/day) (Ex) +2 Diplomacy with scaly creatures 1/day
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Throw Anything [Combat Trick] Have at least 1 stamina point, use normal crit stats for thrown melee weapon. 2 stamina to increase range by +10 ft.
Undead Diplomacy (1/day) (Ex) +2 Diplomacy with undead 1/day

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