{"name":"Tanil the Dwarf Alchemist","character_name":"Tanil","player_name":"","experience_points":"","class":"Alchemist","ancestry__heritages":"Dwarf (Anvil)","size":"Medium","alignment":"CG","traits":"Humanoid, Dwarf","deity":"None","background":"Prisoner","level":"20","hero_points":"","strength":"18","dexterity":"18","constitution":"20","intelligence":"22","wisdom":"18","charisma":"8","class_main_ability":"INT","class_dc_proficiency":"6","class_dc_item_bonus":"","armor_class_cap":"4","armor_class_item_bonus":"2","armor_class_proficiency":"6","unarmored_proficiency":"6","light_armor_proficiency":"6","medium_armor_proficiency":"0","heavy_armor_proficiency":"0","shield_armor_class_bonus":"","shield_hardness":"","shield_break_threshold_":"","shield_max_hp_":"","shield_current_hp_":"","max_hp":"290","current_hp":"","temporary_hp":"","resistances_and_immunities":"","conditions":"","perception_proficiency":"4","preception_item_bonus":"","senses":"","simple_weapon_proficiency":"4","martial_weapon_proficiency":"4","other_weapons_proficiency":"BOMBS | Expert (level + 4)\r\n\r\n+2\/3\/4 damage if you are Expert\/Master\/Legendary with the weapon","fortitude_save_proficiency":"6","fortitude_save_item_bonus":"","reflex_save_proficiency":"6","reflex_save_item_bonus":"","will_save_proficiency":"4","will_save_item_bonus":"","saving_throws_notes":"Success is crit success for Fort and Reflex saves.","acrobatics_proficiency":"0","acrobatics_item_modifier":"","acrobatics_armor_penalty":"","arcana_proficiency":"2","arcana_item_modifier":"","athlethics_proficiency":"4","athlethics_item_modifier":"","athlethics_armor_penalty":"","crafting_proficiency":"8","crafting_item_modifier":"","deception_proficiency":"2","deception_item_modifier":"","diplomacy_proficiency":"2","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":"2","performance_item_modifier":"","religion_proficiency":"0","religion_item_modifier":"","society_proficiency":"2","society_item_modifier":"","stealth_proficiency":"2","stealth_item_modifier":"","stealth_armor_penalty":"","survival_proficiency":"2","survival_item_modifier":"","thievery_proficiency":"2","thievery_item_modifier":"","thievery_armor_penalty":"","lores":"Underworld | Trained (+2+Level+Int)(22)","melee_strikes":"","ranged_strikes":"","speed":"20ft","movement":"","language":"","feats_freeform":"ESSENCE of NAVIGATION\r\n-------------------------------\r\nSWIFT MOVEMENT - Whenever you Stride, Step, Fly, Swim, Climb, Leap, or otherwise move a certain amount of feet, you can move an additional 10ft. (so you can Step 15ft, Stride your speed + 10ft, etc.)\r\nUNIMPEEDED JOURNEY - You cannot be teleported against your will, and are immune to the effects of Difficult Terrain.\r\nFIND THE PATH - You always know your exact location, though not necessarily the name of it, and the shortest path from where you are to a given destination, as well as all significant dangers, obstacles, safe havens, water and food sources, etc..\r\nFARSTRIDER - You gain 4th level Dimension Door as a Divine Innate spell that you can cast at will (like a cantrip). In addition, you gain 6th level Teleport as a Divine Innate spell that you can cast once per day.\r\n\r\nRAY of CREATION\r\n-------------------------------\r\nBy spending 2 actions focusing, you can craft a non-magical item from pure divine energy. The item must be something you can hold in two hands, and must be one solid item, not made of multiple items attached together. (So you could make a door, lean-to, a sword, an anvil, but not an elevator, folding chair, crossbow, forge, or house.) This energy coalesces between your hands once the two actions are complete. The material is always something appropriate to what you are making. It still relies on your crafting skills, so a crafting check must be made.\r\nIf you use this to create an alchemical item, you can either reduce the number of necessary Reagents by 1 (with Quick Alchemy), or empower the bomb. Enemies who take splash damage from an Empowered bomb, they suffer the same effects as if they were the primary target.\r\n\r\n\r\nPrisoner Feats\r\n----------------------------------\r\nEXPERIENCED SMUGGLER (cannot roll less than a 10 when hiding a small item from passive observers.)\r\n\r\nDwarf Feats\r\n---------------------------------\r\nEYE FOR TREASURE (+1 on Crafting Checks to Recall Knowledge. Also gain Crafter's Appraisal).\r\nDWARVEN WEAPON FAMILIARITY (trained in dwarf weapons)\r\nSTONEWALKER (1\/day Meld Into Stone)\r\n\r\nDwarf Ability\r\n---------------------------------\r\nFORGE DWARF (Fire Resistance 5. Also, you don't get tired as quickly as other folks)\r\nMOUNTAIN STOUTNESS (+1 HP per level, and recover better when dying)\r\n\r\nAlchemist Abilities\r\n---------------------------------\r\nINFUSED REAGENTS\r\nFORMULA BOOK\r\nADVANCED and QUICK ALCHEMY (see spells section below)\r\nRESEARCH FIELD (Chirurgeon: use Craft (alchemy) to do medicine checks).\r\nGREATER FIELD DISCOVERY (elixirs of life heal for max)\r\nCHIRURGEN DISCOVERY (Advanced Alchemy makes 3 Elixirs of Life instead of 2 for each Reagent batch spent)\r\nPERPETUAL INFUSIONS (greater antidote and antiplague do not cost reagents with Quick Alchemy)\r\nTRIPPLE BREW (Quick Alchemy can be used three times for a single action)\r\n\r\nAlchemist Feats\r\n--------------------------\r\nFAR LOBBER (alchemical bombs have a 30ft range increment instead of 20ft)\r\nDEMOLITION CHARGE (spend 1 minute to attach up to 4 bombs to an inanimate object within your reach. The DCs to detect or disable the charge is your class DC. You pick a space adjacent to the object that is the Trigger Space. If a creature enters the Trigger Space, the bombs detonate, damaging the item and creature (combine the damage to calculate resistances). The explosion ignores Your Level worth of the object's hardness. Creatures adjacent to the object take the bombs' splash damage.\r\nALCHEMICAL FAMILIAR (use your INT for Acrobatics, Perception, and Stealth checks, and gets 2 actions per turn, acting after your turn. If you spend 1 action to Command it, it can take 3 actions instead).\r\nDIRECTIONAL BOMBS (turn splash into a 15ft cone)\r\nPOWERFUL ALCHEMY (quick alchemy items with saving throws use your Class DC instead of the listed DC)\r\nREVIVIFYING MUTAGEN (while using a Mutagen, end it immediately to regain 1d6 HP for every 2 item levels of the mutagen)\r\nHEALING BOMB: (elixirs of life count as bombs. You can throw it at willing targets and only miss on a crit fail. If it hits, they count as having consumed it. If you crit succeed, they also get the bonus to Fort saves that it offers.)\r\nBIO-WEAPONS: (when crafting a bomb that deals Piercing or Slashing damage, use an additional batch of Reagents to add the effects of a poison to the bomb)\r\nUNCANNY BOMBS: (bombs have 60ft range increment, reduce the target's AC from cover by 1, and automatically succeed the Flat Check to hit Concealed targets.)\r\nPOTENT POISONER: (poisons have +4 to their DC)\r\n\r\nGeneral Feats\r\n---------------------\r\nDUBIOUS KNOWLEDGE (when you fail a Recall Knowledge check, you learn a bit of true knowledge and a bit of erroneous knowledge, but don't know which is which).\r\nQUICK RECOGNITION (1\/round attempt to recognize a spell as a free action)\r\n\r\nSkill Feats:\r\n-------------------\r\nCRAFTER'S APPRAISAL (use Crafting to Identify Magic on magic items).\r\nSPECIALITY CRAFTING (+1 to Blacksmithing and Alchemy. +2 if you are a Master in Crafting).\r\nAlchemical Crafting (you can use Craft to make alchemical items)\r\nTRICK MAGIC ITEM (if you know what a magic item does but usually can't use it, make an appropriate magic check (Arcana for arcane magic, Religion for divine magic, etc.). Any spell DCs or Attack Rolls use your Int and are Untrained. If you succeed, you can use the item for the rest of the turn. If you fail, you can try again on subsequent turns. If you crit fail, you cannot try again until the next time you do your daily prep.)\r\nMAGICAL CRAFTING (craft magic items)\r\nIMPECCABLE CRAFTING (success is actually crit success when crafting a specialty item)\r\nINVENTOR (invent items. During downtime, make crafting checks and pay half of item cost to invent that item and add the formula to your book)\r\nCRAFT ANYTHING (you don't have to provide spells when crafting magical items unless they have expensive material components)\r\nBATTLE MEDICINE (1 per day per person, Treat Wounds as a single action)\r\nINTIMIDATING GLARE (intimidate without words)","ancestry_feats_and_ability":"","skill_feats":"","general_feats":"","class_feats_and_abilities":"","inventory":"Old, rusty chains twist around the haft of this adamantine hammer., which catches fire when swung.\r\n\r\nLarge Hammer: 1d10 Bludgeoning damage.\r\n\r\nRUNES\r\n---------------------\r\nIndestructible: this hammer is indestructible.\r\nStriking (+3): add 3 to attack rolls, and roll 3 extra damage dice (making it 4d10)\r\nForgeflame: this hammer deals an additional 4d6 Fire damage on hit. On a crit, this damage becomes Persistent.\r\nChaining: victims you Strike make a Reflex Save.\r\nFailure: victim is Grabbed by the chains (HP: 20, Hardness: 5)\r\nCritical Failure: victim is Restrained by the chains.\r\n\r\n================================\r\n\r\nTHE SURE SHOT  +2\r\n---------------------------------\r\nRange Increment 120ft fire up to 2 Alchemists Bombs as 1 action.\r\nKeep all other stats of Bombs\r\nCan also fire improvised projectiles for 3D6+2 Bludgeoning.\r\n\r\n\r\n=================================\r\nPiloted Construct.\r\n\r\nHP 150 AC 30\r\n\r\nOpen Cockpit. If an enemy gets a critical hit on the construct, the driver takes half of the damage as well.\r\n\r\nSweeping blade. Strike all enemies infront of you with long blade dealing 5D12 slashing (Basic Reflex Save, using your Class DC)\r\n\r\nArtillery strike.  Launch big bombs to hit a 20ft radius. Range 500ft (no increment). 3d12 damage of the bomb's type.  Enemies must make a reflex save to take half damage.\r\nCan hold up to 10 bombs at a time.\r\nSpend 3 actions to reload while in fortress.\r\n\r\nHarpoon Gun.  Fire a harpoon (60ft range, Dex based attack, you are Expert) at an enemy to pull them in. On hit, target must make an Athletics of your Class DC to avoid being pulled. If you crit, they are Restrained instead of grabbed.\r\nCrit Success: they resist. Not pulled.\r\nSuccess: pulled 10ft toward you.\r\nFailure: grabbed by harpoon and pulled 30ft toward you.\r\nCrit Fail: grabbed by harpoon and pulled all the way to you.\r\nEnemies pulled within 5ft of you take 3d10 Piercing damage from the spiked fist.\r\nIf the enemy is pulled into an obstacle (like thorns or a wall), they take 1d6 damage per 5ft of obstacles.","equipment":"512609","caster_ability":"INT","tradition":"Arcane","spell_attack_proficiency":"6","spell_save_proficiency":"6","spellbook":"Your \"spells\" are actually alchemical compounds. You keep a Formula Book with a list of known recipes. When you prep for the day, you make Infused Reagents. These last until your next daily prep, and you make Level + Intelligence batches when you prep.\r\n\r\nYou can use your batches in one of two ways:\r\n1) Advanced Alchemy (during daily preparation, turn 1 batch of Infused Reagents into 2 copies of an Alchemical Item that you have a recipe for. That item cannot be higher level than your Alchemist Level. The item only lasts 24 hours.\r\n\r\n2) Quick Alchemy [manipulate] (use one action to turn 1 batch of Infused Reagents into 1 Alchemical Item you have a recipe for that is not higher level than you are. The item lasts until the start of your next turn).\r\n\r\nBombs: the bomb attack is listed in the attacks section. Damage is specified below.  If you miss, it hits an adjacent square. Creatures adjacent to the square it lands in take the splash damage, as do creatures in the same square it lands in.\r\n\r\nKnown Item Formulas:\r\n\r\nLESSER ACID FLASK (bomb, 1 Acid + 1d6 Persistent Acid, Splash: 1 Acid)\r\nLESSER BOTTLED LIGHTNING (bomb, 1d6 Lightning, Splash: 1 Lightning).\r\nLESSER THUNDERSTONE (bomb, 1d4 Sonic, Splash: 1 Sonic. Creatures within 10ft must succeed a DC 17 Fortitude Save or be deafened until the end of their next turn).\r\nLesser Tanglefoot Bag (bomb, -10ft speed, or Immobilized on crit. Escape: DC 17 Acrobatics or 3 Interact Actions).\r\nLESSER CHEETAH ELIXIR (drinkable, +5ft speed for 1 minute)\r\nLESSER ANTIPLAGUE (+2 vs Diseases for 24 hours)\r\nLESSER ANTIDOTE (+2 vs Toxins for 6 hours)\r\nMINOR ELIXIR OF LIFE (+1d6 HP and +1 vs Disease and Poison for 1 minute).\r\nSILVERSHEEN (1 action to slather onto 1 weapon or 10 ammo. For 1 hour, that weapon or ammo counts as Silver).\r\nCOMPREHENSION ELIXIR (understand all writing for 1 minute as long as it is a relatively common language and not encrypted).\r\nLESSER DARKVISION ELIXIR (10 minutes of darkvision)\r\nMODERATE ALCHEMIST'S FIRE (bomb, +1 to attack rolls with this bomb. 2d8 Fire + 2 Persistent Fire, Splash: 2 Fire)\r\nMODERATE CRYSTAL SHARDS (+1 to attacks, splash leaves caltrops 1 minute, 2d4 Piercing, Splash: 4 Piercing)\r\nMODERATE PESHPINE GRENADE (+1 to attacks, 2d6 Piercing + Stupified 1 until end of target's next turn, Splash: 2 Piercing)\r\nMODERATE FROST VIAL (+1 to attacks, 2d6 Cold and -10ft to speed, Splash: 2 Cold)\r\nMODERATE FOCUS CATHARTIC (target gains +8 to Counteract a single instance of Stupified or Confused)\r\nMODERATE SINEW SHOCK SERUM (as Focus Cathartic but for Clumsy and Enfeebled)\r\nMODERATE ELIXIR OF LIFE (heal 5d6+12 HP and +2 vs Diseases and Poisons for 10min)\r\nMODERATE BRAVO'S BREW (for 1 hour, +2 to Will Saves, +3 vs Fear)\r\nHUNTING SPIDER VENOM ([apply to weapon as 2 actions] Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and flat-footed (1 round); Stage 2 1d12 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round))\r\nGIANT SCORPION VENOM ([apply to weapon as 2 actions] Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round))\r\nGIANT WASP VENOM ([apply to weapon as 2 actions] Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage and clumsy 2 (1 round); Stage 3 4d6 poison and clumsy 2 (1 round))\r\nSHADOW ESSENCE ([apply to weapon as 2 actions] Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage and 2d6 poison damage (1 round); Stage 2 3d6 negative damage, 2d6 poison damage, and enfeebled 1 (1 round); Stage 3 3d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round))\r\n\r\nPeshpine Grenade (Greater)\r\nYou gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2.\r\n\r\nAlchemist's Fire (Greater)\r\nYou gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage.\r\n\r\nBlight Bomb (Greater)\r\nYou gain a +2 item bonus to attack rolls. The bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage.\r\n\r\nDread Ampoule (Greater)\r\nYou gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage.\r\n\r\nJuggernaut Mutagen (Greater)\r\nThe bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\nStone Body Mutagen (Greater)\r\nYou gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.\r\n\r\nDragon Bile\r\nA mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within.\r\n\r\nSaving Throw DC 37 Fortitude; Onset1 minute; Maximum Duration 6 rounds; Stage 1 6d6 poison damage and sickened 2 (1 round); Stage 2 7d6 poison damage and sickened 3 (1 round); Stage 3 9d6 poison damage and sickened 4 (1 round)\r\n\r\nPurple Worm Venom\r\nVenom from enormous purple worms leaves a victim weakened.\r\n\r\nSaving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); Stage 2 6d6 poison damage and enfeebled 2 (1 round); Stage 3 8d6 poison and enfeebled 2 (1 round)\r\n\r\nBlightburn Resin\r\nThis tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames.\r\n\r\nSaving Throw DC 31 Fortitude; Onset1 minute; Maximum Duration 6 rounds; Stage 1 8d6 poison damage (1 round); Stage 2 10d6 poison damage (1 round); Stage 3 15d6 poison damage (1 round)","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":"","tags":"","isShared":"on","templateId":"4357","blockId":"498957","world":"6c90f293-020e-4416-98ac-a4a0b2201368","folder":""}