{"name":"Goober","character_name":"Goober","player_name":"","experience_points":"","class":"Alchemist","ancestry__heritages":"Hobgoblin, Warrenbred","size":"5'11\"","alignment":"Lawful Neutral","traits":"Goblin, Humanoid","deity":"","background":"Butcher","level":"4","hero_points":"0","strength":"12","dexterity":"16","constitution":"14","intelligence":"18","wisdom":"8","charisma":"10","class_main_ability":"INT","class_dc_proficiency":"2","class_dc_item_bonus":"","armor_class_cap":"3","armor_class_item_bonus":"2","armor_class_proficiency":"0","unarmored_proficiency":"2","light_armor_proficiency":"2","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":"48","current_hp":"48","temporary_hp":"","resistances_and_immunities":"","conditions":"","perception_proficiency":"2","preception_item_bonus":"","senses":"Darkvision","simple_weapon_proficiency":"2","martial_weapon_proficiency":"2","other_weapons_proficiency":"","fortitude_save_proficiency":"4","fortitude_save_item_bonus":"","reflex_save_proficiency":"4","reflex_save_item_bonus":"","will_save_proficiency":"2","will_save_item_bonus":"","saving_throws_notes":"","acrobatics_proficiency":"2","acrobatics_item_modifier":"","acrobatics_armor_penalty":"","arcana_proficiency":"2","arcana_item_modifier":"","athlethics_proficiency":"2","athlethics_item_modifier":"","athlethics_armor_penalty":"","crafting_proficiency":"4","crafting_item_modifier":"","deception_proficiency":"0","deception_item_modifier":"","diplomacy_proficiency":"0","diplomacy_item_modifier":"","intimidation_proficiency":"0","intimidation_item_modifier":"","medicine_proficiency":"0","medicine_item_modifier":"","nature_proficiency":"0","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":"0","survival_item_modifier":"","thievery_proficiency":"2","thievery_item_modifier":"","thievery_armor_penalty":"","lores":"","melee_strikes":"","ranged_strikes":"","speed":"25ft","movement":"","language":"Common, Goblin, Orcish, Gnoll, Jotun, Draconic","feats_freeform":"","ancestry_feats_and_ability":"Warrenbred Hobgoblin - Your ancestors lived underground. Your ears are larger than those of other hobgoblins and sensitive to echoes.\r\n\r\nWhen you are underground, you can use the Seek action to sense undetected creatures within a 30-foot burst instead of a 15-foot burst. In addition, if you roll a success on an Acrobatics check to Squeeze, you get a critical success instead.\r\n\r\nAlchemical Scholar - You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need Alchemical Crafting to Craft alchemical items.","skill_feats":"Specialty Crafting - Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it\u2019s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. (Chose Alchemy)\r\n\r\nRead Lips - You can read lips of others nearby who you can clearly see. When you\u2019re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you\u2019re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone\u2019s lips. In either case, the language read must be one that you know.\r\n\r\nIf you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you.\r\n\r\nSchooled in Secrets - You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.\r\n\r\nStreetwise - You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.","general_feats":"Weapon Proficiency - You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice.\r\n\r\nSpecial You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression. (Now proficient in Martial Weapons)","class_feats_and_abilities":"Alchemical Familiar - (Has Lab Assistant: (It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this.) and Extra Reagents (Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.)\r\n\r\nPoison Resistance - Poison reduction equal to half level and +1 bonus to saving throws against poisons\r\n\r\nEnduring Alchemy - You\u2019ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.","inventory":"Rapier, Longbow, Ghoul Teeth and Nails\/claws\r\nBroach of Shielding - Shields against 30 magic missiles\r\n2 Booze\r\n1 Dose of Belladonna\r\nComposite Longbow\r\nRanseur\r\n1 bag of Dust of Appearance\r\n2 vials of Black Pudding\r\n2 vials of Yellow Mold\r\nRuby\r\n1 Collection of Bulette Teeth\r\n1 Jar of Bulette Organs","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":"","tags":"","isShared":"on","templateId":"4357","blockId":"676191","world":""}