About Boomer Bellowpiper
Grenadier Alchemist 3
Boomer looks pretty much exactly like his character picture
Boomer stands out in a crowd. His beard is trimmed neat and short and styled with a strongly scented hair ointment. Beneath his hat his head is shaved.
His slightly singed leather long coat has significant reinforcement about the chest and shoulders. It closes with the snap of magnetic assistance to make a full body fire resistant shell. The coat has a high, stiff collar that becomes a face shield when the coat is closed. He wears a wide brimmed hat with goggles resting on them, and nearly always has either a flask or a cigar in his hand. Sometimes both.
The vest he wears beneath his blast coat is covered in pouches and tools. The shield he caries has even more pouches and tools on it's back side.
Boomer is boisterous, gruff, and swaggering. He's loud and tends to be a bit abrasive, especially when he drinks (which is often). He's also a bit hard of hearing due to the sheer number of explosions that have gone off near his head over the years.
He's a workaholic, and tends to talk to himself while he's in the middle of a project.
HP: 29 (8, +10, +6 con, +5 toughness)
AC 17 (+3 armor, +2 dex, +2 shield)
Flat Footed: 15
CMD 12 (+0 BaB, +0 str, +2 dex)
+6 Fort (+3 class, +2 con, +1 trait)
Spd 20 ft.
Spiked Shield, +2 attack, 1d6 damage
...+1 attacks and damage within 30 feet
Bombs, +5, 1d6+3 damage, 20' range, 4 splash (DC 14 reflex save for 1/2)
Light Crossbow +4, 1d8 damage, 19-20 crit, 80' range
Combat Net: +0 , 10' range, entangle
Traits and Feats:
Accelerated Drinker: You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Glory of Old: +1 bonus on saves against spells, spell-like abilities, and poison.
Weapons: Simple, bombs, battleaxes, heavy picks, and warhammers
Skill points: 4, +3 int, +1 favored class, +2 background*
+7 Perception (3 rank, +1 wis, +3 class)
+11 Craft Alchemy* (3 rank, +3 int, +3 class, +2 alchemist level)
+9 Spellcraft (3 rank, +3 int, +3 class)
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create non-magical items and gain a +4 bonus on Profession checks to earn money. This racial trait replaces hatred.
Unstoppable: gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Martial Weapon Proficiency: Firearm
Alchemy: 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 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.
Bomb: Class level+ int times per day.
Bombs are unstable, and if not used in the round they are created, they degrade and become inert
Thrown bombs have a range of 20 feet
On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. Splash damage from an alchemist bomb is always equal to the bomb’s minimum 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.
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
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.
Precise Bombs (Ex) At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.
Getting Through the Working Day: If Boomer spends a Kingdom Turn Sequence in a settlement with both a Brewery and Tavern, he can make a Profession (Brewer) skill check against a DC equal to 18 + Kingdom Size. Whatever number he beats the DC by (minimum 1) he can add to the Loyalty, Stability, or Economy bonus provided by those buildings for that turn.
Additionally, Boomer gets access to the following Alchemist Discovery to choose from whenever he gains a new Discovery:
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.
1st level (3 per day, +1 bonus)
Cure Light Wounds X
On Back/In Pack:
[i]On Rickshaw Cart[/b]
The Drawing Board
Fire Shell: Acts as Alchemist's Fire
Frost Shell: Acts as Alchemical Ice
Acid Shell: Acts as Acid Flask
Glue Shell: Acts as Tanglefoot bag
Thunder Shell: Acts as Thunderstone
Strobe Shell: Acts as Flashbomb
Grease Shell: Acts as Oil Flask
Holy Shell: Acts as Holy Water
Ideas for later-
Silencing Tanglebag: TF bag w/ use activated silence spell.
Dragonsbreath Shell: Turns Mortar into temporary flame thrower. requires one round after to clean out mortar before standard use can continue. (pending approval)
Sabot Shell: Solid metal round, essentially a big bullet. Damage? (pending approval)
Scatter Shell: Shell full of sling bullets. Turns mortar into big shotgun. Damage? (pending approval)
Doorbreaker round: Close range, heavy beanbag round full of lead powder made to break through barriers. Can also be used to subdue enemies and knock them down. (pending approval)
Tanglefoot Mixtures (Adding other alchemical properties to tanglefoot bag)
Specialty Bullets (silver, wood, Iron, ect)