Lirianne

Catherine Linchester's page

49 posts. Alias of Chyrone.


Full Name

Catherine Linchester

Race

Aasimar

Classes/Levels

Gunchemist 2 [HP: 19/19, Fort +5, Reflex +7, Will +1. AC 17, T 14, FF 13. 30ft spd, 60ft darkvision. Init +6. Perception +5, Sense motive +1]

Gender

Female

Size

Medium

Age

28, looks 19

Alignment

Neutral

Deity

Brigh, casually

Languages

Celestial, Common, Dwarven, Elven, Gnome, Halfling

Strength 12
Dexterity 18
Constitution 14
Intelligence 18
Wisdom 12
Charisma 10

About Catherine Linchester

Aasimar Gunchemist

N medium outsider (native)

Picture
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Statistics

Ability scores: Str 12 Dex 18 Con 14 Int 18 Wis 12 Cha 10
Darkvision 60ft
Speed 30ft
Initiative +6
Languages: Celestial, Common, Dwarven, Elven, Gnome, Halfling

AC: 17/14/13 (4 dex)
HP 19 (2d8 +4 con +2 FCB)
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Defense
Fort +4, Ref +6, Will +1
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5

Offense
BaB +1, CMB +2, CMD 16

Melee
Club +2 (1d6+1, B) (20 x2)
Dagger +2 (1d4+1, P or S) (19-20 x2)

Ranged
Pistol +5 (1d8 B/P) (20 x2)
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Traits:
- Combat [Reactionary: +2 to initiative]
- Magic [Pragmatic activator: Use your Intelligence modifier instead of your charisma for using Use Magic Device]

Feats: Deadly Aim (campaign bonus), Gunsmith (class), Precise shot (lvl 1), Rapid reload [Pistol] (campaign bonus), Skillfocus [Craft alchemy] (campaign bonus),

Skills: (alchemist 8/lvl)
(Stealth bonus class skill)

Acrobatics +9 [2R, 3 class, 4 dex]
Disable Device +9 [2R, 3 class, 4 dex]
Kn. Arcana +9 [2R, 3 class, 4 dex]
Kn. Nature +9 [2R, 3 class, 4 int]
Perception +6 [2R, 3 class, 1 wis]
Sleight of hand +9 [2R, 3 class, 4 Dex]
Stealth +9 [2R, 3 class, 4 dex]
Use magic Device +9 [2R, 3 class, 4 int]

Background skills
Craft [Alchemy] +12 [2R, 3 class, 4 int, 3 feat]
Knowledge [Engineering] +9 [2R, 3 class, 4 int]
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Gear

Combat: Club (-- gp), Dagger (2gp), Gun bullets (regular, crafted) x60 (6gp), studded leather vest (25gp)

Misc:
Alchemy kit (25gp), Gunsmith kit (25gp), backpack (common) (2gp), thieves tools [common] (30gp)vial of acid (20gp)

1 minor mana crystal. [usable every 1d3 days. It functions as an alchemical spell component. If used before casting a spell, it increases the caster level and DC of the spell by one. usable once every 1d3 days or you may spend a spell slot of 1st level or higher to recharge it immediately.

Total 112 out of 136gp
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Alchemist/archetype features

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.
- Mutagen
- 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.

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.

Extracts:
Lvl 1 known (8) 3 a/day : Adhesive Spittle, Crafter's Fortune, Cure Light Wounds,Expeditious retreat, Long shot, See Alignment, Shield, True Strike

Questionnaire answers:

- What is your relationship to the gods and religion?
I am a casual follower of Brigh. I ask her for favorable conditions for my projects, from time to time.

- What is your physical appearance, bearing, mannerisms, and quirks?
Mentioned in spoiler above.

- Do you have an easy way with strangers?
I keep an open mind, i give people the benefit of the doubt, unless it is blatantly obvious they are shady.

- Do you play well with others?
I do, in general. If others prove themselves reliable and capable, i will easily work alongside them.

- What draws you to the life of an adventurer?
I get to see more of the world. Nasar is an interesting place, sure enough, but there is more to see than just that. Who knows what things can be discovered. I won't know unless i go out there.

- Do you identify with a particular animal or element? if so, why?
Cats, i suppose. Curious, dexterous, pretty.

- What do you find creepy?
Insanity. A skilled mind is capable of much. A deranged skilled mind is capable of gods know what twisted ideas, let alone putting them into practice.

- What specific goals do you have, if any?
Refining my project of empowered ammunition, see the continent, and beyond if possible. Creating a sentient clockwork would be a dream come true.

- What secrets do you have?
I am a sucker for strawberries, it is my true guilty pleasure.
On the side, my mother told me i have celestial blood in my veins. Somewhere in the family tree, someone had a brief fling with an angel.
Sharing such information could have a variety of troublesome consequences, such as social or professional expectations for starters.

- What does someone else know about you that you do not?
I haven't the foggiest idea. I wouldn't know unless they tell me so.

- Do the ends justify the means?
Not really, but then again i've not been in such a situation before.

- Loyalty, or Honesty?
Loyalty. Having people i can always depend on is priceless. The reverse is true as well.

- Compassion, or justice?
Compassion. Saving a person from a mental breakdown right now could turn out better than rushing off to catch a culprit.

- Love, or fear?
Love. If my name is to be known, it would be because of people liking me, not due to infamy. I have yet to find my special someone, though.

- Obedience, or free thinking?
What are we, sheep? Free thinking is what brings about innovation and progress.

- Pride, or greed?
It is not wrong to have a little pride for your achievements.

- Group, or individual?
Individual. I am not going to give up who i am. If The Order wants a strong cohesion, each member should be a capable individual.

- What is right, and what is wrong?
Hurting others for your own betterment is appaling.
What is right? Helping a friend or family member through hard times.

Background:

Catherine was born 18 years ago in Nasar, to father Patrick Linchester, an engineer foreman, and mother Alice Westfield, a member of the local college of alchemy. She has a younger sister, 4 years her junior, called Emma, a spirited and goodhearted redhead, with a talent for getting into trouble.

It came to no surprise then, that the young Catherine developed an interest in the fields of profession of her parents, as both did some work from home as well. During school she displayed a particular aptitude for alchemy, having a tendency of testing out new mixtures on unsuspecting fellow students. Granted, she deemed those as deserving of a practical joke. She tried making a vocal alteration mixture, which produced a voice akin to a parrot.

She had two best friends since childhood.
Victoria, an athletic brunette who excelled in fencing, and John, a joking sort, who signed up with Nasar's flintlock militia after graduation. Catherine applied for an internship with Jonson & Johnson, a company that had focus on technological innovation, with a section for the improvement of blackpowder and alchemy. A company of which mister Malum was a silent shareholder. She worked alongside one Mark Smythe, a middle aged man who had been refining alchemical cartridges for Nasar's firearms.
Chatting during work like any other day, inspiration struck Catherine. If alchemist grenadiers apply a payload to their arrows, why not refine this concept into bullets?

Over time, she experimented and developed a technique doing just that. This, of course, was of great interest to the directors. While this development was of interest, it was only tested in an enclosed area on a few dummies. This new type of firearm ammunition needed to be tested in the field. So happened, the directors sent Catherine, on suggestion of an unnamed shareholder, to the latest recruitment effort of The Order. No better means for field testing, and further development of an asset's skills, than entry into The Order.

As for hobbies, she likes crafting clockwork wind-up toys, selling these simple but amusing looking puppets for charity, or donating them to the orphans taken in by the chapel of Brigh. In a city such as Nasar, it was almost impossible not to have a devoted following of the goddess of invention. If an entire city of inventors and craftsmen has that many skilled people, Catherine figured the population must be favored with the patron deity.

At current time, while she had been sent to The Order by her employers, talk has reached Catherine's ears of her friend Victoria having applied for The Order's trial as well. A catching up she was looking forward to.