| Classes/Levels |
Gnome Gun Chemist | HP:11/11 | AC:16 FF:14 T:13 | CMD:12 | +5 +4 +1 | Init:+2 Per:+6(+8) | 4/4 10/10 |
About Barnabus Black
Barnabus Black
Gnome alchemist (gun chemist) 1
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6 (+8 to discover traps)
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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 11 (1d8+3)
Fort +5, Ref +4, Will +1; +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee
. . mwk dagger/Hope Knife +3 (1d3+1/19-20) or
. . morningstar +2 (1d6+1)
Ranged
. . musket +3 (1d10/×4)
Special Attacks alchemical ordnance 4/day (1d6+3 fire, DC 13), hatred
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—dancing lights, flare (DC 11), prestidigitation, produce flame
Alchemist (Gun Chemist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, expeditious retreat
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Statistics
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Str 12, Dex 14, Con 16, Int 16, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Gunsmithing[UC], Point-Blank Shot
Traits kobold's neighbor, trunau native
Skills
Acrobatics +1 (-3 to jump)
Craft (alchemy) +9 (+10 to create alchemical items)
Craft (firearms) +7
Disable Device +6
Knowledge (arcana) +7
Perception +6 (+8 to discover traps)
Spellcraft +7
Use Magic Device +5
Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Giant, Gnome, Goblin, Orc, Sylvan
SQ alchemy (alchemy crafting +1), gnome magic, gunsmith, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear studded leather, morningstar, musket[UC], mwk dagger, paper cartridge[UC] (10), alchemist starting formula book, alchemy crafting kit[APG], backpack, bandolier[UE], belt pouch, flint and steel, gunsmith's kit[UC], gunsmithing tools, powder horn[UC], thieves' tools, 4 gp, 5 sp
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Special Abilities
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Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Alchemical Ordnance 1d6+3 (3 rds, 4/day, DC 13) (Su) Infused ammo deals 1d6+3 fire damage (4 with scattering shot). Lasts 3 rds before becoming inert.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Gunsmith Gain free starting firearm that only you can use properly.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Feats:
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.