|
| -1 |
Str
Modifier
|
Strength
Score
|
8 |
|---|---|---|---|---|
|
| +3 |
Dex
Modifier
|
Dexterity
Score
|
16 |
|
| +1 |
Con
Modifier
|
Constitution
Score
|
12 |
|
| +4 |
Int
Modifier
|
Intelligence
Score
|
18 |
|
| +1 |
Wis
Modifier
|
Wisdom
Score
|
12 |
|
| +1 |
Cha
Modifier
|
Charisma
Score
|
12 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| Save | Total | Mod | Prof | Item | Prof. Bonus | |
|---|---|---|---|---|---|---|
| Fortitude (CON) | 4 | 1 | 3 | 0 | 2 | |
| Reflex (DEX) | 6 | 3 | 3 | 0 | 2 | |
| Will (WIS) | 4 | 1 | 3 | 0 | 2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| Melee (Basic Hand Weapons) | Trained |
|---|---|
| Melee (Brawling) | Trained |
| Ranged (Explosives) | Trained |
| Ranged (Firearms) | Trained |
| Wheel-lock Pistol | [roll 1d20+7] | 1d10+3 | Piercing |
|---|
| Total | Prof. Mod | Ability Mod | Item Mod | Armor Mod | ||
|---|---|---|---|---|---|---|
| +3 | Acrobatics (dex) | 3 | 0 | 0 | ||
| +7 | Arcana (int) | 3 | 4 | 0 | ||
| -1 | Athlethics (str) | -1 | 0 | 0 | ||
| +4 | Crafting (int) | 4 | 0 | |||
| +4 | Deception (cha) | 3 | 1 | 0 | ||
| +1 | Diplomacy (cha) | 1 | 0 | |||
| +1 | Intimidation (cha) | 1 | 0 | |||
| +4 | Medicine (wis) | 3 | 1 | 0 | ||
| +4 | Nature (wis) | 3 | 1 | 0 | ||
| +7 | Occultism (int) | 3 | 4 | 0 | ||
| +1 | Performance (cha) | 1 | 0 | |||
| +1 | Religion (wis) | 1 | 0 | |||
| +7 | Society (int) | 3 | 4 | 0 | ||
| +6 | Stealth (dex) | 3 | 3 | 0 | 0 | |
| +4 | Survival (wis) | 3 | 1 | 0 | ||
| +6 | Thievery (dex) | 3 | 3 | 0 | 0 |
: 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.
to drink it yourself,
to administer it to someone else.
to consume yourself,
to administer to someone else.| Total | Key | Prof | |
|---|---|---|---|
| -1 | -1 | 0 |
| Total | Base | Key | Prof |
|---|---|---|---|
| 9 | 10 | -1 | 0 |
| Per Day | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Current |
| Save (Attribute) | Proficiency | Modifier | Roll |
|---|---|---|---|
| Power Save (Strength) | Untrained | -1 | 1d20-1 |
| Logic Save (Intelligence) | Expert | +7 | 1d20+7 |
| Ego Save (Charisma) | Untrained | +1 | 1d20+1 |
| Skills | Attribute | Proficiency | Roll |
|---|---|---|---|
| Bribery | Charisma | Trained | 1d20+3 |
| Craft (Chemistry) | Dexterity | Trained | 1d20+5 |
| Lore (Chemistry) | Intelligence | Trained | 1d20+7 |
| Lore (Herbalism) | Intelligence | Trained | 1d20+7 |
Statblocks for your Feats and Ability.
Statblocks for your spells.