Yealek-Vor

Artemis Eule's page

470 posts. Alias of SCP-049.


Full Name

Artemis Eule

Race

Half-Fiend | HP: 35/35 | AC: 19 (13 Tch, 16 FF) | CMB: +5, CMD: 18 | F: +7, R: +7, W: +2 | Init: +5 | Perc: +8, SM: +4

Classes/Levels

Gestalt Gun Chemist-Planar Rifter/4th | Speed 30ft (30) Fly Speed 60ft (Good) | Active Conditions: None

Gender

Male

Size

Medium

Age

19

Alignment

CG

Languages

Common, Dwarven, Abyssal

Strength 12
Dexterity 16
Constitution 16
Intelligence 22
Wisdom 11
Charisma 16

About Artemis Eule

Luck: 11

Description:
Dark blue skin, bat-like wings, demonic tail, hooves, with black horns that curve around his ears. His eyes glow and produce small blue flames around the edges.

Initiative: +5
Senses: Perception +6
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AC: 19 (13 Touch, 15 FF)(+3 Dex)(+1 Natural Armor)
HP: 35 (4d10(max) + 12)
Fort: +7, Ref: +7, Will: +2
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Speed: 30ft (30 Base) 60ft Fly (Good)
Melee: +5 Socket Bayonet (when attached) (1d10)
Ranged: +7 Bolt Action Rifle (1d10); +8 Borealis (2d6)
Special Attacks: N/A
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Extracts:
1st Level:

Adhesive Spittle
Bomber’s Eye
Crafter’s Fortune
Cure Light Wounds
Reduce Person
Targeted Bomb Admixture
Shield

2nd Level:

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BAB: +4, CMB: +5, CMD: 18
Feats: Gunsmithing, Precise Shot, Rapid Reload (Rifle), Extra Grit
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Skills: 48 (10/Alchemist Class + 12/Expert Class + 2/BS)
Acrobatics +7, (1 ranks, +3 CS, 3Dex) (0 ACP)
Appraise +10, (1 rank, +3 CS, 6Int)
Bluff +10, (4 ranks, +3 CS, 3Cha)
Climb +5, (1 ranks, +3 CS, 1Str) (0 ACP)
Craft (Alchemy) +13, (4 ranks, +3 CS, 6Int)
Diplomacy +7, (4 rank, 3Cha)
Disable Device +9, (3 rank, +3CS, 3Dex)
Disguise +5, (2 ranks, 3Cha)
Escape Artist +3, (0 ranks, 3Dex)
Fly +14, (4 rank, +3 CS, 3Dex, +4Good Maneuverability)(More like falling in style)
Handle Animal +8, (2 ranks, +3 CS, 3Cha)
Heal +6, (2 rank, +3 CS, 1Wis)
Intimidate +10, (4 rank, +3 CS, 3Cha)
Knowledge (arcana) +10, (1 rank, +3 CS, 6Int)
Knowledge (dungeoneering) +7, (1 ranks, 6Int)
Knowledge (engineering) +10, (1 ranks, +3 CS, 6Int)
Knowledge (geography) +7, (1 rank, 6Int)
Knowledge (history) +7, (1 rank, 6Int)
Knowledge (local) +10, (1 ranks, +3 CS, 6Int)
Knowledge (nature) +10, (1 ranks, +3 CS, 6Int)
Knowledge (nobility) +7, (1 ranks, 6Int)
Knowledge (planes) +7, (1 ranks, 6Int)
Knowledge (religion) +7, (1 ranks, 6Int)
Linguistics +10, (4 rank, 6Int)
Perception +8, (4 ranks, +3 CS, 1Wis)
Perform +3, (0 ranks, +3 CS, 3Cha)
Profession +1, (0 ranks, +3 CS, 1Wis)
Ride +7, (1 rank, +3 CS, 3Dex)
Sense Motive +4, (3 rank, 1Wis)
Sleight of Hand +7, (1 ranks, +3 CS, 3Dex) (0 ACP)
Spellcraft +6, (0 ranks, 6Int)
Stealth +7, (4 rank, 3Dex (0 ACP)
Survival +1, (0 ranks, +3 CS, 1Wis)
Swim +5, (1 rank, +3 CS, 1Str) (0 ACP)
Use Magic Device +3, (0 ranks, 3Cha)
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Languages: Common, Dwarven, Abyssal,
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Discoveries:
Chemical Stability
When firing an alchemical ordnance, the gun chemist reduces the misfire value of the firearm by 1 (minimum 0) and ignores any increased misfire value from using an alchemical cartridge.
Explosive Bomb
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.
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Class Features:
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: 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 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 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.
Alchemical Ordnance (Su):
A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.

Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).

The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4.

If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.

Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.

This replaces bombs.
Gunsmith
A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.

This replaces Brew Potion and Throw Anything.
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.
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.
Cartridge Savant (Ex)
At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges. If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier.

This replaces poison resistance.
Poison Use (Ex)
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
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.

Gunslinger/Musket Master Feats:
Infused Grit (Ex) Each day when a planar rifter recovers grit, he can attune his grit pool to one of the following subtypes: air, chaotic, earth, evil, fire, good, lawful, or water.

Whenever he is on a plane that has an alignment or elemental trait, he can switch his attunement to match one of that plane’s traits as a standard action. After reducing an outsider to 0 hit points or below, he can switch his attunement to match one of that outsider’s subtypes as a free action. He regains grit as normal from critical hits, but killing blows replenish his grit pool only if the target is an outsider.

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.

Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Infused Bullet (Su) At 1st level, a planar rifter’s bullets carry the essence of a plane to which his grit pool is attuned, striking true against creatures that shrink from that plane’s nature. As long as he has at least 1 point in his grit pool, he gains the following benefits: if he infuses his bullets with an alignment, his bullet’s damage counts as that alignment for the purposes of overcoming DR; if he infuses his bullets with an element, half of his bullet’s damage changes to an energy type determined by the element infused: acid (earth), cold (water), electricity (air), or fire (fire).

Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

Nimble (Ex) Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

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Traits: Never Stop Shooting, Reactionary
Racial Traits: Half-FiendsGains darkvision 60 feet; immunity to poison; acid, cold(13), electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature’s CR + 11 Size: Medium, Base Speed: 30 feet, Fly Speed: 60(Good), Bonus Feat, Skilled
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Items: 1 House Key, 1 Samsung S7, 1 9V Samsung Charger, Glasses, 1 Wallet w/ ID, Jeans, T-shirt, Socks, Gym Shoes, Rain Coat, Wide Brimmed Hat, Playing Cards, Canteen, Socket Bayonet, A Ring, Masterwork Chain Coat
Combat Gear:
Borealis, 2 Ammo Rounds; 1 Modern Combat Rifle, 2/18 Ammo Rounds
Wealth: 426gp; 64sp $9.41 (1 $5, 4 $1s, 1 Quarter, 1 Dime, 1 Nickel, 1 Penny)
Carrying Capacity: Light: (33 Pounds or Less); Medium: (33.01 to 66 Pounds); Heavy: (66.01 to 100 Pounds)
Current Load: 46.8
Age: 18, Height: 6'6", Weight: 205lb, Hair: Blonde, Eyes: Sea-Green
Background: