Walker
Walker
STR 13 +1
STRENGTH
DEX 18 +4
DEXTERITY
CON 15 +2
CONSTITUTION
INT 19 +4
INTELLIGENCE
WIS 14 +2
WISDOM
CHA 9 -1
CHARISMA
FORTITUDE +5 = +3 +2
(CONSTITUTION)
Poison Resistance : +2 bonus vs. poison
REFLEX +7 = +3 +4
(DEXTERITY)
Poison Resistance : +2 bonus vs. poison
Languages
Common Orc
Dwarven Sylvan
Elven
Spells & Powers
Alchemist (Chirurgeon) spells memorized (CL 2nd;
concentration +6)
Melee Touch +2 Ranged Touch +5
1st—endure elements , enlarge person (DC 15), shield
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Walker – Abilities & Gear
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Walker – Abilities & Gear
At 14th level, the effects of a mutagen last for 1 hour per level.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Walker, Alchemist (Chirurgeon) 2 – Spells in Spellbook
Classes that cast this spell at this level : Alchemist Classes that cast this spell at this level : Alchemist, Bloodrager,
School transmutation Magus, Medium, Occultist, Psychic, Sorcerer, Summoner, Summoner
Casting Time 1 action (Unchained), Witch, Wizard
Components S School transmutation
Range personal Casting Time 1 round
Target you Components V, S, M (powdered iron)
Duration 1 round/level Range close (25 + 5 ft./2 levels)
Target one humanoid creature
This extract allows you to throw weapons farther and more Duration 1 min./level (D)
accurately. While this extract is in effect, increase the range of any Saving Throw DC 15 Fortitude negates; Spell Resistance yes
thrown weapon by 10 feet. In addition, you receive a +1 insight bonus
on attack rolls made with thrown weapons. This spell causes instant growth of a humanoid creature, doubling
its height and multiplying its weight by 8. This increase changes the
Appears in : Advanced Player's Guide creature's size category to the next larger one. The target gains a +2
size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of
Cure Light Wounds 1 1), and a -1 penalty on attack rolls and AC due to its increased size.
Pages in Spellbook : 1 (Alchemist Starting Formula Book) A humanoid creature whose size increases to Large has a space of
10 feet and a natural reach of 10 feet. This spell does not change the
Classes that cast this spell at this level : Adept, Alchemist, Bard, target's speed. If insufficient room is available for the desired growth,
Cleric, Druid, Inquisitor, Occultist, Paladin, Shaman, Spiritualist, the creature attains the maximum possible size and may make a
Underterror Evolution, White Necromancer, Witch Strength check (using its increased Strength) to burst any enclosures in
School conjuration (healing) the process. If it fails, it is constrained without harm by the materials
Casting Time 1 action enclosing it - the spell cannot be used to crush a creature by
Components V, S increasing its size. All equipment worn or carried by a creature is
Range touch similarly enlarged by the spell. Melee weapons affected by this spell
Target creature touched deal more damage (see page 145). Other magical properties are not
Duration instantaneous affected by this spell. Any enlarged item that leaves an enlarged
Saving Throw Will half (harmless); see text; Spell Resistance yes creature's possession (including a projectile or thrown weapon)
(harmless); see text instantly returns to its normal size. This means that thrown and
projectile weapons deal their normal damage. Magical properties of
When laying your hand upon a living creature, you channel positive enlarged items are not increased by this spell. Multiple magical effects
energy that cures 1d8 points of damage + 1 point per caster level that increase size do not stack.
(maximum +5). Since undead are powered by negative energy, this
spell deals damage to them instead of curing their wounds. An undead Enlarge person counters and dispels reduce person.
creature can apply spell resistance, and can attempt a Will save to
take half damage. Enlarge person can be made permanent with a permanency spell.
Classes that cast this spell at this level : Adept, Alchemist, Classes that cast this spell at this level : Alchemist, Bard,
Bloodrager, Cleric, Demon Hunter, Druid, Elven Archer, Paladin, Bloodrager, Inquisitor, Magus, Medium, Mesmerist, Occultist,
Psychic, Ranger, Shaman, Sorcerer, Spiritualist, Summoner, Psychic, Sorcerer, Spiritualist, Summoner, Summoner (Unchained),
Summoner (Unchained), Wizard Wizard
School abjuration School transmutation
Casting Time 1 action Casting Time 1 action
Components V, S Components V, S
Range touch Range personal
Target creature touched Target you
Duration 24 hours Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless) This spell increases your base land speed by 30 feet. This
adjustment is treated as an enhancement bonus. There is no effect on
A creature protected by endure elements suffers no harm from other modes of movement, such as burrow, climb, fly, or swim. As
being in a hot or cold environment. It can exist comfortably in with any effect that increases your speed, this spell affects your
conditions between -50 and 140 degrees Fahrenheit without having to jumping distance (see the Acrobatics skill).
make Fortitude saves. The creature's equipment is likewise protected.
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Walker, Alchemist (Chirurgeon) 2 – Spells in Spellbook
Shield 1
Pages in Spellbook : 1 (Alchemist Starting Formula Book)
True Strike 1
Pages in Spellbook : 1 (Alchemist Starting Formula Book)
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Walker (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2023/12/22
XP Reward : 0 XP; Net Cash :
- no notes -
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.