{"name":"Tulint Zittlidrosp","character_name":"Tulint 'Tuli' Zittlidrosp","player_name":"Pre-Made Eclectic Collective","class":"Pharmacist-Chemist","level":"1","background":"Herbalist","ancestry__heritages":"Vivacious Gnome","size":"Small Size Creature, 2'7\" (0.78 meters) in height, 43 lbs (20kgs) in weight","alignment":"","traits":"Humanoid, Chemist, Gnome, Pharmacist","deity":"","experience_points":"","hero_points":"1","strength":"8","dexterity":"16","constitution":"12","intelligence":"18","wisdom":"12","charisma":"12","class_main_ability":"INT","class_dc_proficiency":"2","class_dc_item_bonus":"","armor_class_cap":"5","armor_class_item_bonus":"1","armor_class_proficiency":"2","unarmored_proficiency":"2","light_armor_proficiency":"2","medium_armor_proficiency":"2","heavy_armor_proficiency":"0","shield_armor_class_bonus":"","shield_hardness":"","shield_break_threshold":"","shield_max_hp":"","shield_current_hp":"","max_hp":"10","hp_anc":"","hp_class":"","hp_other_lvl":"","hp_other_lvl_desc":"","hp_other_once":"","hp_other_once_desc":"","current_hp":"10","temporary_hp":"","resistances_and_immunities":"Necrotic Resistance (1)","conditions":"","perception_proficiency":"2","preception_item_bonus":"","senses":"","simple_weapon_proficiency":"0","martial_weapon_proficiency":"0","other_weapons_proficiency":"Melee (Basic Hand Weapons) | Trained\r\nMelee (Brawling) | Trained\r\nRanged (Explosives) | Trained\r\nRanged (Firearms) | Trained","fortitude_save_proficiency":"2","fortitude_save_item_bonus":"","reflex_save_proficiency":"2","reflex_save_item_bonus":"","will_save_proficiency":"2","will_save_item_bonus":"","saving_throws_notes":"","pbusc":"default","pbusc_custom":"","acrobatics_proficiency":"0","acrobatics_item_modifier":"","acrobatics_armor_penalty":"0","arcana_proficiency":"2","arcana_item_modifier":"","athlethics_proficiency":"0","athlethics_item_modifier":"","athlethics_armor_penalty":"0","crafting_proficiency":"0","crafting_item_modifier":"","deception_proficiency":"2","deception_item_modifier":"","diplomacy_proficiency":"0","diplomacy_item_modifier":"","intimidation_proficiency":"0","intimidation_item_modifier":"","medicine_proficiency":"2","medicine_item_modifier":"","nature_proficiency":"2","nature_item_modifier":"","occultism_proficiency":"2","occultism_item_modifier":"","performance_proficiency":"0","performance_item_modifier":"","religion_proficiency":"0","religion_item_modifier":"","society_proficiency":"2","society_item_modifier":"","stealth_proficiency":"2","stealth_item_modifier":"","stealth_armor_penalty":"0","survival_proficiency":"2","survival_item_modifier":"","thievery_proficiency":"2","thievery_item_modifier":"","thievery_armor_penalty":"0","lores":"","melee_strikes":"","ranged_strikes":"Wheel-lock Pistol | [roll 1d20+7] | [roll:1d10+3] | Piercing","speed":"25 feet","movement":"","language":"Gnomish, Halish, Valarian (Common), Dwarven, Sylvan, Goblin","feats_freeform":"[b]Unexpected Shift (Ancestry Feat 1):[\/b] Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing\u2014often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.\r\n\r\n[b]Natural Medicine (Background Herbalist General Feat):[\/b] You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn\u2019t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.\r\n\r\nIf you\u2019re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM\u2019s determination.\r\n\r\n[b]Stims:[\/b] These are special chemicals that with simple ratio changes, the chemist can utilize to create a multitude of effects. She gets Intelligence Modifier+Chemist Level stim doses per day. At first level that number is 5.\r\n\r\n[b]Concoctions:[\/b] Potions, as a Pharmacist she specializes in Potions. She knows two recipes. Vitality Draught (Tier I, DC 12 to make), and Anti-Toxin (Tier I, DC 13 to make). How this works is that during your daily preparations, you prepare your concoctions based on your formulae, rolling Crafting (Chemistry) against the DC for the Tier you can make\/wish to make. At first level this is naturally only Tier I. You get to do this for each Formula you know once each. You will never fail to make at least 1 of each Concoction, even if you critically fail during daily preparations, it only counts as a regular failure, meaning you only made one dose of that concoction. On a success you make 2 doses of that concoction. On a critical success you either make both Doses at 1 Tier higher, or you make 2 extra doses (you could also make 1 dose at a tier higher than two doses at the lower tier). You roll 1 craft check for each formula you know. These compounds are made with time and care and unlike those you might whip up in the heat of the moment at later levels with some feats, these remain stable until the next time you settle in for a rest and daily preparations.\r\n\r\n[b]Rapid Chemistry (Chemist Feature) [pf:1a]:[\/b] By spending 1 action and rolling a Craft (Chemistry) check against the Crafting DC of the concoction a chemist can attempt to whip up a dose of any concoction who's recipe is on their Formulae list. On a critical failure they simply fail and the ingredients are wasted. On a failure they make the chemical but if they end their turn without using it, it denaturalizes, the volatile compound losing all effects it would have bestowed. On a success it stays good for 1 full round (until the end of their next turn). On a critical success you make it one Tier higher than the tier you mix at normally, though it still is only good for 1 full round before it simply breaks down and is worthless.","ancestry_feats_and_ability":"","skill_feats":"","general_feats":"","class_feats_and_abilities":"","inventory":"[b]1x Vitality Draught (Tier I):[\/b] Heals the creature that consumes it for [roll:2d8+4]. [pf:1a] to drink it yourself, [pf:2a] to administer it to someone else.\r\n[b]4x Anti-Toxins (Tier I):[\/b] Target recovers from Poisoned Condition. If they were Suffering Persistent Poison Damage this neutralizes up to 4 of it. [pf:1a] to consume yourself, [pf:2a] to administer to someone else.\r\n[b]Leather Armor:[\/b] Worn below her petticoat and finery she prefers to wear.\r\n[b]Wheel-Lock Pistol:[\/b] Kept in a holster under a fold of her dress skirt at her hip","equipment":"","caster_ability":"STR","tradition":"Arcane","spell_attack_proficiency":"0","spell_save_proficiency":"0","spellbook":"","focus_spells":"","focus_points":"","innate_spells":"","cantrips":"","spells1":"","spell_slots_1":"","spells2":"","spell_slots_2":"","spells3":"","spell_slots_3":"","spells4":"","spell_slots_4":"","spells5":"","spell_slots_5":"","spells6":"","spell_slots_6":"","spells7":"","spell_slots_7":"","spells8":"","spell_slots_8":"","spells9":"","spell_slots_9":"","spells10":"","spell_slots_10":"","notes":"[b]Stims Remaining for Day:[\/b] 5\/5\r\n\r\n[center][h1][b]Extra Saves[\/b][\/h1][\/center]\r\n[table][tr][th]Save (Attribute)[\/th][th]Proficiency[\/th][th]Modifier[\/th][th]Roll[\/th][\/tr][tr][td]Power Save (Strength)[\/td][td]Untrained[\/td][td]-1[\/td][td][roll:1d20-1][\/td][\/tr][tr][td]Logic Save (Intelligence)[\/td][td]Expert[\/td][td]+7[\/td][td][roll:1d20+7][\/td][\/tr][tr][td]Ego Save (Charisma)[\/td][td]Untrained[\/td][td]+1[\/td][td][roll:1d20+1][\/td][\/tr][\/table]\r\n\r\n[center][h1][b]Extra Skills[\/b][\/h1][\/center]\r\n[table][tr][th]Skills[\/th][th]Attribute[\/th][th]Proficiency[\/th][th]Roll[\/th][\/tr][tr][td]Bribery[\/td][td]Charisma[\/td][td]Trained[\/td][td][roll:1d20+3][\/tr][tr][td]Craft (Chemistry)[\/td][td]Dexterity[\/td][td]Trained[\/td][td][roll:1d20+5][\/td][\/tr][tr][td]Lore (Chemistry)[\/td][td]Intelligence[\/td][td]Trained[\/td][td][roll:1d20+7][\/td][\/tr][tr][td]Lore (Herbalism)[\/td][td]Intelligence[\/td][td]Trained[\/td][td][roll:1d20+7][\/td][\/tr][\/table]","track_spell_1":"","track_spell_2":"","track_spell_3":"","track_spell_4":"","track_spell_5":"","track_spell_6":"","track_spell_7":"","track_spell_8":"","track_spell_9":"","track_spell_10":"","tags":"","templateId":"4357","blockId":"1466815","world":"9ebe8bbc-a3dd-42b1-92a7-5aa224c2693f","folder":"31463","isShared":"on"}