brvheart |
Cool, I want players that can think on their feet. FGG stuff is about challenging players to be their best, not to create monsters to kill monsters. It is how can I think my way through this? A lot of it you will not find answers in any books or rules as the players are quickly finding out.
I like Bupu and have run a Dragonlance campaign a few times over the last ten years or so. Now those are dragons!
Sorek |
Lomyldyr Dweo-Mercraeft wrote:Lomyldyr's profile has been updated. I decided to go with conjurer to provide more emphasis on battlefield control. Any feedback would be appreciated.I am going to have to reject this entry. Too much emphasis on summoning.
Lomyldyr thanks for submitting your conjurer. I see where you were going with him and he would have meshed incredibly well with our Evangelists buffing abilities.
I have visions of you laying down a Dazing Fireball in rnd 1 while our Evangelist Cleric in rnd 1 initiates Inspire Competence(move), Aura of Heroism(swift) and a Sacred Summons (standard), and then for good measure you cast a summons rnd2 (taking advantage of all the Evangelist buffs), and then after that you just sit back and watch us mop up Orcus's minions. Now that combo would make Orcus quake in his cloven boots :P
But GM brvheart understandably doesn't want to deal with 2 characters summoning. Will playing Wizard less focused on summoning work for you?
WabbitHuntr |
He's using the evoker admixture school ability to turn burning hands into a cold spell and metamagicing with the rime metamagic feat.
If he casts this rime burning hands without changing it to cold thru the admixture ability the rime metamagic will have no effect and he will simply be casting a 1rst level spell in a 2nd level slot.
-Posted with Wayfinder
Father Stom |
Heard you might be looking for a healer. Check out the profile and see if everything looks fine for the house rules. I started at level 7 based on the previous Cleric and used the core rulebook starting gold. I picked a core rulebook deity for the healing domain. If it looks fine to you I'll pick some name and get a picture.
The Archlich |
Dotting! Still using the rules of the first post (but with level 7 and WBL)? What characters do you currently have and roles that need filling?
I see this roster, but I don't know who's still actually playing (* for the active ones?):
Cleric
Fighter
*Soulknife/Psychic Warrior/Stalker
*Warpriest
*Wizard
Zorblag |
What would you think of a hobgoblin kineticist (probably an aerokineticist with earth as expanded element at level 7,) or a ratfolk Hedge Witch? How close to core are you looking for?
narrator robot |
Vrog Skyreaver |
HP: 6d8 ⇒ (2, 4, 8, 6, 8, 3) = 31
Okay, here's my submission. I'm not really familiar with the setting, so I'll just say that he's an orphan that was raised by the church, and took his vows when he came of age.
TN Half-Orc Cleric 7
str 16
dex 13
con 14/16
int 10
wis 16/18
cha 14
HP 67
AC: 26/29; T: 11; FF: 25/28 (10 base +12 armor +3 shield +1 dex/+3 natural armor enh.)
BAB 5
Init +2
Fort +12
Ref +7
Will +13
Speed 20' (30')
Weapons:
1) Spear: +9 to hit; 1d8+3 damage; 20/x3 crit
Skills:
Perception r7 +11
Sense Motive r7 +14
Languages:
Common
Orcish
Alternate Racial Features:
*Sacred Tattoo (+1 luck bonus to saves; replaces orc ferocity)
*Shaman's Apprentice (gain Endurance feat; replaces intimidating)
Class Features:
*Archetype (Theologian)
- Focused Domain (Protection; +2 effective level for domain abilities)
- Domain Secret (Extend; Barkskin)
*Channel Energy (Positive; 4d6; DC: 15; 5 uses/day)
*Deity (Vanitthu, God of Steadfast Guard)
*Domain (Defense, Subdomain of Protection)
- +2 resistance bonus to saving throws
- Deflection Aura (1/day; duration: clr. lvl. in rounds; all allies in 20' rad. aura get +2 deflection to AC and CMD)
- Domain Spells: Shield, Barkskin, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Deflection, Mind Blank, Prismatic Sphere
Traits:
*Blood of Dragons (gain low-light vision; race)
*Fate's Favored (increase luck bonuses by 1; faith)
Feats:
Armor Focus (Fullplate)
Endurance
Heavy Armor Proficiency
Shield Focus
Toughness
Spells:
Spell DC: 14 +Spell Level
Spells/Day: 4/5+1/4+1/3+1/2+1
Equipment: 23,500 gp
+2 Full Plate -5650 gp
Ring of Force Shield -8500 gp
+2 headband of Wis -4000 gp
+2 belt of Con -4000 gp
MW Spear -302 gp
Wand of Endure Elements (cl 1; 50 charges) -750 gp
Bedroll
Backpack
Waterskin
Holy Symbol x2
298 gp
Zorblag |
Right, Aerokineticist is a Kineticist with the Air Element focus, but it's form Occult Adventures which you don't have as an option, so I'll skip that.
For a fighter, would the Advanced Weapon Training options (and feat) be available? They come from the Weapon Master's Handbook, but, unsurprisingly, work well for the Weapon Master fighter Archetype.
brvheart |
[dice=HP]6d8
Okay, here's my submission. I'm not really familiar with the setting, so I'll just say that he's an orphan that was raised by the church, and took his vows when he came of age.
** spoiler omitted **
Looks good at first glance. Will input into Hero Lab later to double check.
Zorblag |
OK, here's Fantora Ossman, Longbow Weapon Master, for your viewing pleasure.
Name: Fantora Ossman
Race: Human
Class: Fighter (Weapon Master) 7
Sex: Female
Alignment: Chaotic Good
Initiative +8
Perception +8
=Defense=
AC 10 + 5 Dex +7 Armor +1 NA +1 Def = 24
TAC 16
FF 19
HP 42 + 14 Con +7 FCB +7 Toughness = 70
Fort +9 Ref +10 Will +5
Special Defenses: Weapon Guard (+2 CMD vs Disarm and Sunder attempts and saves vs effects that target the longbow)
=Offense=
Melee
Dagger +9 (1d4 +2 P or S/19-20 x2)
Space 5 ft.; Reach 5 ft.
Ranged
Dagger +9 (1d4 +2 P or S/19-20 x2)
+1 Adaptive Composite Longbow +17 +12 (1d8 + 7 P, Range 110 ft.)
To Hit: BAB +7, WF +1, WT +2, Dex +6, Enc +1 = +17
Damage: Str +2, WS +2, WT +2, Enc +1 = +7
=Statistics=
STR 14 (+2)
DEX 17 +2 R +1 L4 +2 Enc = 22 (+4)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
BAB +7 CMB +9 CMD 25
Move 30 feet
=Powers=
Deadly Aim: Can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls.
Many Shot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Point-Blank Master: Ranged Attacks do not provoke AOO
Point-Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Reliable Strike: Once per day reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action.
=Feats=
Point-Blank Shot Human Bonus Feat
Precise Shot Fighter Bonus Feat One
Weapon Focus (Longbow) Level One
Deadly Aim Fighter Bonus Feat Two
Rapid Shot Level Three
Weapon Specialization (Longbow) Fighter Bonus Feat Four
Point-Blank Master Level Five
Many Shot Fighter Bonus Six
Toughness Level Seven
=Traits=
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.
Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Paranoid (Drawback): You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Suspicious (Social): You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others.
Benefit: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
=Skills=
21 ranks
Acrobatics +6 Dex -1 ACP= +5
Appraise +0 Int = +0
Bluff +0 Cha = +0
*Climb +2 Str -1 ACP = +2
*Craft +1 Int = +1
Diplomacy +0 Cha = +0
Disable Device +0 Int = NA
Disguise +0 Cha = +0
Escape Artist +6 Dex -1 ACP = +5
Fly +6 Dex -1 ACP = +5
*Handle Animal +0 Cha = NA
Heal +1 Wis = +1
*Intimidate +0 Cha = +0
Knowledge (Arcana) +0 Int = NA
*Knowledge (Dungeoneering) +0 Int = NA
Knowledge (Engineering) +0 Int = NA
Knowledge (Geography) +0 Int = NA
Knowledge (History) +0 Int = NA
Knowledge (Local) +0 Int = NA
Knowledge (Nature) +0 Int = NA
Knowledge (Nobility) +0 Int = NA
Knowledge (Planes) +0 Int = NA
Knowledge (Religion) +0 Int = NA
Linguistics +0 Int = NA
Perception +1 Wis +7 Rank = +8
Perform +0 Cha = +0
*Profession +1 Wis = NA
*Ride +6 Dex -1 ACP = +5
*Sense Motive +1 Wis +3 Class +1 Trait +7 Ranks = +12
Sleight of Hand +6 Dex -1 ACP = NA
Spellcraft +0 Int = NA
Stealth +6 -1 ACP = +5
Survival +1 Wis = +1
*Swim +2 Str -1 ACP = +1
*Use Magic Device +0 Cha +3 Class +1 Trait +7 Ranks = 11
=Languages=
Common
=Racial Traits=
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
=Weapon Master Features=
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Weapon Guard (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd
This ability replaces bravery.
Weapon Training (Ex): At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
This ability replaces armor training 1, 2, 3 and 4.
Reliable Strike (Sp): At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.
This ability replaces weapon training 1.
=Equipment=
Armor: +1 Mithral Breastplate (+7 AC, Max Dex Bonus +5, ACP -1, 5100 gp)
Weapons: Dagger x6 (16 gp, 6 lbs.), +1 Adaptive Composite Longbow (3400 gp 60 cold-iron arrows (6 gp), 60 arrows treated with silver weapon blanch (66 gp), 60 arrows (3 gp, 9 lbs).
Magic Items: Amulet of Natural Armor +1 (2000 gp), Belt of Incredible Dexterity +2 (4000 gp), Cloak of Resistance +2, Handy Haversack (2000 gp), Ioun Torch (75 gp), Ring of Deflection +1
Other Gear: Fighter’s Kit, (9 gp) This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Treasure: 829 gp
If there are more details that you need or anything looks out of place do let me know!
pad300 |
Here Grelldar, 1/2 Orc Alchemist
A recreational drunkard and druggie (alcohol, tobacco, caffeine, mary Jane, a little cocaine for those who can handle it) who deals as well as uses. He’s an adrenaline addict – that’s why he’s willing to risk Rappan Athuk. He figures he may as well get rich if he’s going to be doing something stupidly dangerous.
Grelldar of Oenopion
N Male ½ Orc (Sacred Tattoo, Dragonsight) , Favored Class : Alchemist)
Alchemist 7 (Grenadier)
Init +3
Speed 30 ft
Darkvision (120 ft)
Defense
AC :20 =10+6 (armor) +1 (armor enhancement) +3 Dex
HP: *** = 8+6d8 + 14 (con) +7 Trait
Fort +11 = +5 (Alchemist 7) +2 con+2 Luck+ 2 Resistance
Ref +12 = +5 (Alchemist 7) + 3 dex +2 Luck + 2 Resistance
Will +9 = +2 (Alchemist 7) + 1 wis + 2 Luck + 2 Familiar + 2 Resistance
+1 Trait vs Mind affecting effects, drugs and poisons
CMD : 19 = 10 + 5 (bab)+4 (str)
Offense
Melee: Longspear +10/1d8+7, Cestus +9/1d4+4
Ranged: Orc Hornbow +9/2d6+5
Assorted Alchemy
Bombs (9/day) 4d5+5 DC 16
BAB : +5
CMB : +9 = +5 (BAB)+4 (str)
Extracts Prepared
L1 (DC 13, 4+1 /day): Longarm, Enlarge, open X2
Formula Book : Shield, Cure Light Wounds, Longarm, Enlarge, Crafter’s Fortune, True Strike
L2 (DC 14, 3+1 /day), Alchemical Allocation X2, False Life, open
Formula Book : Alchemical allocation, full pouch, false life,
L3 (DC 15, 1 /day), Monstrous Physique
Formula Book : Monstrous Physique
Stats
Str 18 = 16 (10 pts) +2 Racial
Dex 16 = 15 (7 pts) +1 lvl 4
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 (2 pts)
Cha 7 = 7 (-4 pts)
Feats : Throw Anything (B), Martial Weapon Proficiency (Orc Hornbow) (B) Combat Reflexes (1st), Point Blank Shot (1st Bonus), Rapid Shot (3ed). Precise Shot (5th), Extra Traits(7th)
Automatic Feat Equivalents: Power Attack, Deadly Aim, Combat Expertise, Weapon Finesse
Traits : Fates Favored (Faith), Finding Your Kin (Campaign), Armor Expert (combat), Secret Revolutionary (Regional)
*** I would like to reflavor secret revolutionary as experience with all kinds of drugs and will-bending effects from his own drug usage ***
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft (alchemy) (7, +), Perception (7, +), Spellcraft (7, +), Use Magic Device (7, +), Heal (7, +), Disable Device (7,***)
Languages : Common, Orc, Draconic, Gnoll, Giant, Abyssal
Class Abilities:
1st Alchemy, bomb (9/day) 1d6, Martial Weapon Proficiency (Orc Hornbow), mutagen(+4 Dex, -2 Wis, +2 NA), Throw Anything
2nd Discovery: Frost Bomb, Alchemical Weapon, Precise Bombs
3rd Bomb 2d6, swift alchemy
4th Discovery: Tanglefoot Bomb
5th Bomb 3d6
6th Discovery: Tumor Familiar (Hedgehog, Figment and Sage Archetypes), Directed Blast
7th Bomb 4d6
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
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 alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
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 2–1. 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 losing its magic, 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 formuale 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. An alchemist can draw and drink an extract as a standard action. 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 1st-level 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, pages, 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): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. 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. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
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. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire 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.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
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.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.
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.
Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.
Racial Abilities
Dragon Sight Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo : Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
FCB: Orc Alchemist (7 levels) = +3.5 to Bomb Damage
Magic Items
Handy Haversack (2000 gp)
Potion of Barkskin (12th level), (1200 gp)
Wand of Cure Light Wounds 38 charges(570 gp)
Sleeves of Many Garments (200 gp)
Wand of True Strike 11 Charges (165 gp)
Wand of Shield 21 Charges (315 gp)
Mithril Breastplate +1 (5400 gp)
Orc Hornbow +1 (+4 Strength) (2730 gp)
Longspear +1 (2305 gp)
Cloak of Resistance +2 (4000 gp)
Potion Sponge – Touch of the Sea (52 gp)
Talisman of Beneficial Winds (50 gp)
Feather Token: Tree (400 gp)
Potion of Heroism (750 gp)
Weapons: Cestus (5gp), Bombchucker (12 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp).
His equipment list is incomplete; what impact does crafting (in this case of alchemical items) have on wealth?