Slash from left side of neck, down diagonal to right shoulder. (Tomb Guardian)
===== Defense =====
AC 18 (+6 Ankheg Breast Plate, +2 dex) (+4 vs. Giants)
Flat Footed: 16
CMD 13, 17 vs. trip/bullrush ()
+6 Fort (+4 class, +2 con)
+6 Ref (+4 class, +2 dex)
+0 Will (+1 class, -1 Wis)
+2 vs. Spells and spell like abilities
+6 bonus vs. poisons (+8 vs alcohol)
Spd 20 ft.
+1 atk, +int to damage with all splash weapons
+1 atk vs. Orcs and Goblinoids
The Trumpet, musket, +6, 1d12 x4 crit, 40' range. Touch attack inside 1st range inc. 1-2 misfire.
The Rod of Dwarfy Might,
Percussion Section, Underarm Mortar: +7 touch attack, damage varies (see below) 50' range. Move action to load. Standard to fire. Must fire the same round it loads.
Light Crossbow +5, 1d8 19-20 x2 crit
Bolo: +2, ranged trip
Combat Net: +2, 10' range, entangle
Last Resort Greataxe/Earthbreaker Hammer +5 atk, 1d12/2d6+2 dmg S/B (depending on the side)
+1 Obsidian Battle Axe +6 atk, 1d8+2 (x3 crit)
Str 12, Dex 14, Con 14, Int 17, Wis 9, Cha 14
Base Atk +4; CMB +5
Accelerated Drinker: You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Throw Anything (bonus, alchemist 1) You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Brew potion (bonus, alchemist 1)
[bonus teamwork, 1st level)
Point Blank Shot (1st)
Extra Discovery (3rd)
Skill Focus: Heal (class bonus, 5th)
Extra Discovery (5th)
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Alchemy: When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check.
In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Bomb: Class level+ int times per day.
Bombs are unstable, and if not used in the round they are created, they degrade and become inert
Thrown bombs have a range of 20 feet
On a direct hit, an alchemist’s bomb inflicts 3d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Big Bertha: (bonus discovery) by expending two uses of the bomb ability, Doc can throw an over-charged ordnance that has a chance of dealing direct bomb damage to two adjacent targets.
Smoke Bombs When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Tanglefoot Bomb A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use.
At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a chirurgeon.
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
You can use firearms as if you were a Gunslinger. You may also craft firearm ammunition for 1/10th the usual cost. This ability replaces Mutagen.
(if on mission)
1st x5 per day
Cure Light x2
(if on downtime)
1st x5 per day
Crafter's Fortune x2
1st level x5 per day
Cure Light Wounds
Crafter's Fortune (+5 bonus on next craft check)
Detect Secret Doors
(mw crafting tools)
Short handled shovel
collapsable pole (6 two-foot sections, tool bit tip)
Extendable tension rods x4
On Back/In Pack:
mechanical ods and ends
portable alchemical supplies (mw tool)
Signal Horn (1 gp)
Citar (in waterproof metal case)
Small rock grinder
A great deal of Rock Salt
Drannigan was originally a cannoneer's apprentice, learning to mix volatile substances into weapons and how to smelt heavy weaponry. When the ship's doctor died they were nearly 7 months out of anywhere hospitable and stricken with illness in the wake of an icy storm. Drannigan was the only one who could read Dwarven, so the Doctor's books went to him. He lost three crewmen, but saved the rest.
He pulled double duty for a few years before his ship went down in a battle against a sea serpent. A week in harbor and a fight broke out between a group of pirates and the mercenary company who had been hired to protect the port.
He didn't know it, but the bleeding man who's life he saved, with the right healing potion at the right time and a few well placed fire bombs, just happened to be the captain of the company. Drannigan was offered a job the next day and hasn't looked back.
The Drawing Board
Fire Shell: Acts as Alchemist's Fire
Frost Shell: Acts as Alchemical Ice
Acid Shell: Acts as Acid Flask
Glue Shell: Acts as Tanglefoot bag
Thunder Shell: Acts as Thunderstone
Strobe Shell: Acts as Flashbomb
Grease Shell: Acts as Oil Flask
Holy Shell: Acts as Holy Water
Ideas for later-
Silencing Tanglebag: TF bag w/ use activated silence spell.
Dragonsbreath Shell: Turns Mortar into temporary flame thrower. requires one round after to clean out mortar before standard use can continue. (pending approval)
Sabot Shell: Solid metal round, essentially a big bullet. Damage? (pending approval)
Scatter Shell: Shell full of sling bullets. Turns mortar into big shotgun. Damage? (pending approval)
Doorbreaker round: Close range, heavy beanbag round full of lead powder made to break through barriers. Can also be used to subdue enemies and knock them down. (pending approval)
Tanglefoot Mixtures (Adding other alchemical properties to tanglefoot bag)