Inevitable

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85 posts. Alias of Grandlounge.


About Blackpowder and Flashpowder

Blackpowder
Male Wayang alchemist 4
None Small humanoid (wayang)
Init +4, Senses Perception +11 Darkvision
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DEFENSE
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AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, +1 size )
hp 35 ((3d8)+9)
Fort +6, Ref +10, Will +3, +2 vs. poison

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OFFENSE
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Speed 20 ft.
Ranged pistol (small) +9(1d6+1/x4), within 30 ft. +10 (1d6+1)
Melee masterwork buckler (small) -3 (1d3-2)
Ranged pistol (dragon) (small) +9(1d4+1/x4), within 30 ft. +10 (1d4+1)
Ranged Alchemical Ordinance (2d6+5), within 30 ft. +9 (2d6+6)
Special Attacks Bomb, Scion of Shadows, Throw Anything,

Prepared Spells
Alchemist (CL 3rd; concentration +8)
1st-longshot(DC ), reduce person(DC 16)
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TACTICS
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STATISTICS
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Str 7, Dex 18, Con 14, Int 20, Wis 11, Cha 7,
Base Atk +3; CMB -1; CMD 13
Feats Alertness, Exotic Weapon Proficiency (Firearms), Gunsmithing, Point-Blank Shot, Precise Shot

Skills Craft (Alchemy) +12, Craft (Alchemy) (Create item) +15, Craft (Poison) +9, Diplomacy +9, Disable Device +12, Knowledge (Arcana) +12, Knowledge (Local) +9, Knowledge (Nature) +12, Knowledge (Planes) +9, Perception +11, Spellcraft +12,

Traits Auspicious Tattoo (Shoanti), Clever Wordplay (Diplomacy),
SQ alchemy, brew potion, dissolution's child, familiar's alertness ability active, formulae, lurker, mutagen, poison resistance, poison use, swift alchemy, tumor familiar, +1 bonus feat (2x), ,

Combat Gear Wand of Cure Light Wounds (50 charges), Wand of Shield Companion
Other Gear pistol (small), masterwork buckler (small), pistol (dragon) (small), cloak of resistance +1, outfit (pickpocket's/small), mithral chain shirt (small), backpack (masterwork) (small), thieves' tools (masterwork), pathfinder chronicle a,l, bullet (firearm/pitted) (small) (10), alchemical cartridge (paper/bullet) (small) (20), bullet (firearm/silver) (small) (5), bullet (adamantine) (small) (4), alchemical cartridge (salt shot) (small) (9), alchemical cartridge (dragon's breath) (small), alchemical cartridge (entangling shot) (small), alchemical cartridge (paper/pellet) (small) (6), bullet (firearm/30) (small), masterwork tool (craft (poison) +2), gunsmith's kit, formula book, alchemy crafting kit, manacles (2s, 2m) -5494 gp

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SPECIAL ABILITIES
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Spoiler:
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +3 competence bonus on the Craft (alchemy) check. In addition, you 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.

Adpoted Auspicious Tattoo (Shoanti) You bear a tattoo depicting one of the totems listed for your quah (see page 16) that favors you with good fortune. You gain a +1 trait bonus on Will saving throws.

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.

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.

Clever Wordplay (Diplomacy) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Darkvision Wayangs can see in the dark up to 60 feet.

Dissolution's Child Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal-only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Formulae 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.

Lurker (Ex) Wayang have a +2 racial bonus on Perception and Stealth checks.

Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.

Scion of Shadows (Ex) A wayang with this racial trait counts as an outsider (native) and a humanoid (wayang) for any effect related to race, including feat prerequisites and spells that affect humanoids. In addition, attacks made against such a wayang in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability doesn't grant total concealment; it only increases the miss chance.

Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Toxic Secretion (Ex)
At 1st level, a toxicant has learned to mimic creatures with the ability to secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level).

This is a poison effect. The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.

At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her toxin impose.

Once this choice is made, it can’t be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin’s duration ends.

At higher alchemist levels, the toxicant gains access to stronger conditions; some replace lower-level conditions, which must be selected first. The following conditions are available at the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or shaken; 9th—blinded (replaces dazzled) or staggered (replaces dazed); 12th—exhausted (replaces fatigued); 18th—stunned (replaces exhausted and staggered).

As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier.

This ability replaces mutagen.

Tumor Familiar (Ex) You create a Diminutive or Tiny tumor on your body, usually on your back or stomach. As a standard action, you can have the tumor detach itself from your body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to you as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on your caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as your familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to you, the tumor has fast healing 5. Your extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

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Formula Book
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Alchemist Spells:

Alchemist Spells

Level 1

Crafter's Fortune (Transmutation)
Saves: Will negates (harmless) DC: 16 Casting: 1 standard action
Duration: 3 days or until discharged [D] Range: Close (30 ft.) Components: V, S, F
SR: Yes (harmless) Effect: Subject gains +5 on next Craft check. Target: one creature
DESC: Subject gains +5 on next Craft check.
DESC 2: Subject gains +5 on next Craft check.

Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 16 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+3 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a living creature, you channel positive energy that cures 1d8+3 points of damage.
Disguise Self (Illusion)
Saves: DC: Casting: 1 standard action
Duration: 30 minutes [D] Range: Personal Components: V, S
SR: Effect: You make yourself--including clothing, armor, weapons, and equipment--look different. Target: You
DESC: You make yourself--including clothing, armor, weapons, and equipment--look different.
DESC 2: You make yourself--including clothing, armor, weapons, and equipment--look different.

Endure Elements (Abjuration)
Saves: Will negates (harmless) DC: 16 Casting: 1 standard action
Duration: 24 hours Range: Touch Components: V, S
SR: Yes (harmless) Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. Target: Creature touched
DESC: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
DESC 2: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Heightened Awareness (Divination)
Saves: DC: Casting: 1 standard action
Duration: 30 minutes [D] Range: Personal Components: V, M/DF
SR: Effect: Your recall and ability to process information improve. Target: you
DESC: Your recall and ability to process information improve.
DESC 2: Your recall and ability to process information improve.

Longshot (Transmutation)
Saves: DC: Casting: 1 standard action
Duration: 3 minutes Range: Personal Components: V, S, M/DF
SR: Effect: Grants a +10 foot bonus to the range increment for any ranged weapon fired. Target: You
DESC: Grants a +10 foot bonus to the range increment for any ranged weapon fired.
DESC 2: Grants a +10 foot bonus to the range increment for any ranged weapon fired.

Reduce Person (Transmutation)
Saves: Fortitude negates DC: 16 Casting: 1 round
Duration: 3 minutes [D] Range: Close (30 ft.) Components: V, S, M
SR: Yes Effect: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. Target: One humanoid creature
DESC: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.
DESC 2: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.

Shield (Abjuration, VoidElementalSchool)
Saves: DC: Casting: 1 standard action
Duration: 3 minutes [D] Range: Personal Components: V, S
SR: Effect: Shield creates an invisible shield of force that hovers in front of you. Target: You
DESC: Shield creates an invisible shield of force that hovers in front of you.
DESC 2: Shield creates an invisible shield of force that hovers in front of you.

Flashpowder
Male Flying Fox animal 1
TN Tiny magical beast (augmented animal)
fly 60 ft. (average)
Init +2, Senses darkvision (60 ft.), low-light vision; Perception +7
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+1 Dex, +2 natural, +4 armor )
hp 13
Fort +4, Ref +5, Will +2
Defensive Abilities improved evasion,
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OFFENSE
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Speed 40 ft.
Melee bite +5 (1d6+3)
Space 2.5 ft. by 2.5 ft. Reach 0 ft.
Special Attacks Deliver Touch Spells,

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TACTICS
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STATISTICS
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Str 10/16, Dex 13/11, Con 12, Int 6, Wis 12, Cha 6,
Base Atk +2; CMB +2; CMD 11
Feats Spell Sponge
Skills Craft (Alchemy) +1, Diplomacy +1, Disable Device +5, Fly +7 Knowledge (Arcana) +1, Knowledge (Local) +1, Knowledge (Nature) +1, Knowledge (Planes) +1, Perception +7, Spellcraft +1,

Communication Empathic Link,
SQ alertness, darkvision, empathic link, low-light vision, natural armor bonus, share spells,
Combat Gear: mithral chain shirt barding, exotic saddle, griffon mane
Other Gear bite, 0.0 gp

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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Bond Forged in Blood (Su)
A mauler isn’t impressed by fancy words—only furious battle. A mauler can’t speak or communicate via language in any way, even if it’s a type of creature that normally could.

At 5th level, whenever the mauler’s master drops a foe whose Hit Dice are at least half its level to below 0 hit points, the mauler’s empathic link surges with power, granting both the mauler and its master a +2 morale bonus on attack and damage rolls for 1 round.

This replaces speak with master and speak with animals of its kind.

Increased Strength (Ex)
At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

This alters the familiar’s Intelligence score advancement.

Battle Form (Su)
At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium. This is a polymorph effect.

This replaces deliver touch spells.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Intelligence Score The familiar's Intelligence score.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Armor Bonus The number noted here is in addition to the familiar's existing natural armor bonus.

Quadruped (Claws) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist

Share Spells (Ex) The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).