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Zombie

Vincent "Scab"'s page

414 posts. Alias of Tenro.


Full Name

Vincent

Race

Ghoul

Classes/Levels

Engineer 4 (HP 21/27)

Gender

M

Size

M

Age

141

Alignment

N

Location

Old Orleans

Languages

English, Trader, Raider Cant, French, Chinese

Occupation

Engineer

Strength 10
Dexterity 16
Constitution 16
Intelligence 18
Wisdom 10
Charisma 8

About Vincent "Scab"

Biography, Appearance:

"Scab" and "Crispy"'s family life had been pretty good since the bombs dropped. They were all Ghouls now, sure, but they lived well. Their mother was a chemist, which was lucrative in its own right, but their father was a mercenary, which was also relatively well-paying.

The boys had always been adventurous and curious. They had revelled in learning all they could from their parents. Crispy took after their mother more, learning more of the mixtures of chems and explosives. Scab took more after his father, learning more of the gun and the grenade. They were wandering outside of Vault 33 when it was opened.

Scab looks like your typical Ghoul: leathery, patchwork skin; ragged tufts of hair where once there was a full head of it. Sunken eyes and yellowed teeth.


  • HP: 27
  • DR: 11
  • Defense Score: 17 =10 + 4 Armor + 3 DEX
  • Init: +3
  • Resist: Plagueborn, Unnatural Resilience
  • Immune: Radiation

    SAVES

  • FORT: 7 =|4 BASE + 3 CON|
  • REF : 7 =|4 BASE + 3 DEX|
  • WILL: 1 =|1 BASE + 0 WIS|

    Plagueborn: +2 racial bonus to saves vs disease, ingested poisons, becoming sick or nauseated
    Unnatural Resilience: +4 CON checks and FORT saves to avoid fatigue, exhaustion, as well as any ill effects from running, forced marches, starvation, thirst, hot or cold environments.

    COMBAT

  • Glock 86 Plasma Pistol, +6 ranged, 5d8, Plasma, 20/x2, 30m, 16-box small energy cell
  • Battered Ballistic Fist, +3 Melee, d4/4d12, Blunt/Ballistic, 19-20/x3, 2-int 12 guage shell

  • Bomb 7/day, +9 ranged touch, 2d8+4 fire, 10ft Splash radius Damage 5 fire, DC 15 REF halves, 20ft thrown, direct hit target takes 1d6 fire per turn until extinguished (full round REF save or 2 gallons of water)

Racial Abilities:

  • Abilities: +2 CON, +2 INT, -2 CHA
  • Unnatural Resilience: +4 CON checks and FORT saves to avoid fatigue, exhaustion, as well as any ill effects from running, forced marches, starvation, thirst, hot or cold environments.
  • Radiation Immunity: Immune to damage from radiation
  • Plagueborn: +2 racial bonus to saves vs disease, ingested poisons, becoming sick or nauseated
  • Low Light Vision
  • Languages: English, Trader, Chinese, Russian, Raider Cant, Latin, French

  • Favored Class: +4 Skill Pt

Class Abilities:

  • Alchemy (Su)
    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.

  • Extracts (Su)
    An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). 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.

    Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

  • Bomb (Su) 2d8 (Large)
    An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored.

    Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. 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.

  • Brew Potion (Ex)
    At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

  • Alchemist's Firearm
    At 1st level, the engineer gains the Gunsmithing feat as a bonus feat. He also gains a battered gun identical to the one gained by the Gunslinger.

    This ability replaces the mutagen class ability, and the engineer is barred from taking the mutagen or cognatogen discoveries.

  • Diminished Alchemy
    An engineer may create one fewer extract of each level than normal. If this reduces the number to 0, he may create extracts of that level only if his Intelligence allows bonus extracts of that level.

  • Powder Proficiency (Ex)
    All engineers gain Exotic Weapon Proficiency (Firearms) as a bonus feat at 1st level.

    This ability replaces the Throw Anything class feature.

  • Wit & Grit (Ex): (Grit: 4)
    This ability is almost identical to the gunslinger's Grit class feature, except the engineer's maximum grit is determined by his Intelligence rather than Wisdom. Wit & Grit is treated as the Grit class feature for the purposes of feats, abilities, effects, and the like that affect the Grit class feature.

    Per Gunslinger: A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

    Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

    Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

  • Throw Anything (Ex):
    At 2nd level, the engineer gains this alchemist class feature. This ability replaces poison use.
    All alchemists gain the Throw Anything feat as a bonus feat at 1st level. 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.

  • Engineer Deed:
    Starting at 2nd level, the engineer gains access to special engineer deeds. These deeds work and interact with grit the same way as Gunslinger deeds, but only the engineer can use them. If the engineer also has levels in Gunslinger, he can spend grit points from that class to use these deeds. The following is the list of base engineer deeds. An engineer can only perform engineer deeds of his level or lower. Unless otherwise noted, an engineer deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

    Exploding Shot (Su):
    At 2nd level, the engineer can spend one grit point to fire an exploding shot, as per the explosive missile discovery. If the engineer has the explosive missile discovery, he may spend a grit point to fire an exploding shot as an attack action rather than as a standard action.

  • Discovery (Su):
    At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
    Explosive Bomb: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
    Precise Bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
    Spontaneous Healing: 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.

  • Swift Alchemy (Ex): 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.

Skills:

Craft Skill and DCs
Alchemical Items
Ammo Crafting Homebrew Rules
  • Appraise +4 = +4 INT
  • Craft Alchemy +12 =4 +4 INT +3 +1Cl
  • Craft Gunsmithing +11 =4 +4 INT +3
  • Disable Device +9* =3 +3 DEX +3 -2ACP
  • Fly +3 = +3 DEX -2ACP
  • Heal +5 =4 +0 WIS +3
  • Know: Science +5 = +4 INT +1T
  • Know: Engineering +12 =4 +4 INT +3 +1T
  • Know: Wastes +4 = +4 INT
  • Perception +7 =4 +0 WIS +3
  • Profession +0 = +0 WIS
  • Sleight of Hand +10* =4 +3 DEX +3 -2ACP, +4 while gambling
  • Spellcraft +11 =4 +4 INT +3
  • Survival / Scavenging +7 =4 +0 WIS +3
  • Use Magic Device +1 =2 -1 CHA
  • Extracts:

    Extracts per day: 4

    1st level Extracts Known: (3/day)

  • Ant Haul
  • Crafter's Fortune
  • Cure Light Wounds
  • Disguise Self
  • Expeditious Retreat
  • Targeted Bomb Admixture
  • True Shot
  • Negate Aroma

    2nd Level Extracts Known: (1/day)


  • Equipment:

    Gunsmith's Kit
    Alchemist's Lab
    Energy Cell x10
    MF Cells x6
    12 gauge cartridges x20
    combat shotgun, 2clips

    Food, 4 days worth
    Canteen
    stimpak x1
    irradiated water bottle x2
    3 good berries
    a week of druid rations

    box of blamco mac n cheese,
    Bubble gum,
    cram,
    fancy lad snack cakes,
    Potato crisps,
    Cheezy Poofs
    Gum Drops
    Noodles
    Pork 'n Beans
    YumYum Deviled Eggs
    Salisbury steak,
    sugar bombs

    abraxo
    jet x1

    6 bobby pins

    2 caps

    Supervisor Helmet, DR 5, wt 3, 50hp, has a small headlamp (free from game start)
    Raider Throwdown Armor, DR 18, wt 15, 150hp (free from game start)

    = = = = = = = Campaign Homebrew Rules = = = = = = =

    Making Ammo:

    for making ammo, you need the Gunsmithing Feat and an empty shell or casing for the ammo you wish to make. The DC for making a standard round is 10 + 1/4 the number of rounds you wish to make, IE a 15 for 20 rounds, a DC 20 for 40 rounds, and so on. Making 250 rounds is a DC 60, but you may be able to do so eventually. Mini Nukes can't be made, mainly because the casing for them is disintegrated upon impact.

    Learning Weapon Proficiency:

    If you have someone in your party who knows how to use the weapon, IE a Paladin with a Combat Shotgun, he can teach you how to use the weapon and you will be considered proficient with that weapon for one day.

    In order to be taught how to use a weapon, the teacher must make an INT roll of a DC 12 for Martial, DC 14 for an Exotic. The student must make an INT roll of the same DCs to be taught.

    In order to teach you must be outside of combat in an area with no distractions. After the lessons, 1d6 of ammunition is used to get used to the kick of the weapon. The exceptions are the Fat Man and the Flamer. The Flamer uses 1d20 of ammo, and the Fat Man doesn't use ammo when being taught. Mini Nukes are too valuable for something so trivial, so a large rock is used instead.

    After the day has passed, if the student uses the weapon successfully in combat that day, they can make a DC 15 INT check to be considered proficient with the weapon permanently.

    Weapon Degradation:

    Also, weapons will degrade in the same way firearms degrade, but without the "broken" condition. Each time you fire a weapon and it misfires (melee weapons will crack or bend), the number for a misfire increases by 2 for a weapon the user is proficient with, 4 for a non proficient weapon. If a weapon can only be used on a natural 20, it is broken beyond use, and attempting to use it will result in the weapon breaking permanently. Firearms will explode, resulting in half the damage being done to the wielder. A DC 15 reflex will halve this damage.

    Repairing Weapons:

    Anyone can repair a weapon if they have another version of the same weapon (this includes melee weapons). To repair a weapon, you must make an INT roll with a DC 11 +1 for a simple weapon, +2 for a Martial weapon, and +4 for an exotic weapon. If you succeed the roll, the second weapon is effectively destroyed and the first weapon's misfire range is reduced by 1d4.

    If you have Craft (Gunsmithing), when you beat the DC to repair a weapon by 5 or more, you can reduce the misfire range by 1d4 for every 5 points you beat it. IE, you make a 20 for a 15, you repair it 2d4. A 25 is 3d4, and so on.

    Armor Dichotomy:

    < 20lbs: Light Armor/none(clothing. Merc Outfits are armor)
    > 20lbs and not Power Armor: Medium Armor
    Power Armor: Heavy Armor

    After you've decided what clothing and/or headgear you want, let me know and we'll decide on the stats for it.

    Chems:

    Chems and addiction will work like so: When you take a chem, roll a d20. On a 1, you are addicted. Each time you take a chem after the first time taking the chem, if it is within three days, the addiction range increases by 2. If three days have passed, then the addiction range decreases by 2 to a minimum of 1.

    If you are addicted to a chem, when the chem wears off, you will go into withdrawal. Withdrawal will be the affect of the chem in reverse.

    Effects:
    Jet: You can make one additional standard action in combat per turn for 4 min
    Med-X: Your DR and CON are increased by 2 for 4 min
    Mentats: Your INT and WIS are increased by 2 for 4 min
    Buffout: Your CON and STR are increased by 2 for 4 min
    Psycho: All damage done is increased by one dice roll for 4 min
    Alcohol: All stats are increased by 2 for 4 min

    Addictions
    Jet: You can only make one standard action in combat per turn
    Med-X: Your CON is reduced by 2 and you take +2 damage from all sources
    Mentats: Your INT and Wis are reduced by 2
    Buffout: Your CON and STR are reduced by 2
    Psycho: All damage done is reduced to half damage
    Alcohol: All stats are reduced by 2

    After the addiction range has been at 1 for three days, you are no longer addicted.

    Ammo Costs:

    .308: 3
    .32: 1
    .44: 2
    10mm: 1
    12 gauge shotgun shell: 2
    5.56mm: 1
    5mm: 1 (bulk of 20 or more)
    Electron charge pack: 1
    Energy cell: 2
    Flamethrower fuel: 1 (bulk of 20 or more)
    Microfusion cell: 3
    Mini nuke: 250
    Missile: 50


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