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About Chi_Mythic Path Trickster... (Still unused to Mythic but it looked good for my class combo... Total starting gold 580 - Gear Cost Breakdown:
1 Masterwork chain shirt 12.5 lbs 250 gp 1 musket 4.5 lbs free 1 Backpack, Masterwork 1 lb 50 gp 1 Canteen 1 lb 2 gp 1 Canteen 1 lb 2 gp 1 Gunsmith's kit 2 lbs 15 gp 10 Trail rations 0.25 lbs 5 gp 1 Alchemist kit 5 lbs 25 gp 1 Formulae Book, traveling 0.25 lb 10 gp 50x Bullets (Crafted By Chi) = 5 gp 50x Doses of Black powder (Crafted by Chi = 5 gp) 2x Powder Horns (20 shots) 6 gp Desna Tattoo (Acts like holy symbol) 100 gp Darkfire Goggles (Negates Light Blindness while worn) 10 gp 485 SPENT 95 gp remaining. 235 gp remaining Remaining Gold
Chi-Chi Ratfolk alchemist (grenadier) 1/gunslinger (pistolero) 1/gestalt 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide; Pathfinder RPG Advanced Player's Guide 26; Pathfinder RPG Ultimate Combat 9, 51) CG Medium fey (ratfolk) Hero Points 1 Init +5; Senses darkvision 60 ft., low-light vision; Perception +4 -------------------- Defense -------------------- AC 18, touch 15, flat-footed 13 (+3 armor, +5 dexterity) hp 13 (1d10+3); fast healing 1 Fort +4, Ref +7, Will +0; -1 vs. fire effects, -1 when adjacent to open flames or on fire, +1 bonus vs. spells and spell-like abilities DR 5/cold iron Weakness light blindness -------------------- Offense -------------------- Speed 40 ft. Melee cold iron horsechopper +3 (1d10+3/×3) or . . starknife +3 (1d4+2/×3) Ranged bomb +7 (1d6+6 Fire) or . . pistol +6 (1d8/×4) Special Attacks bomb 7/day (1d6+6 fire, DC 16), grit Spell-Like Abilities (CL 1st; concentration +1) . . Constant—nondetection . . 1/day—magic stone, stone shape, stone tell Alchemist (Grenadier) Spells Prepared (CL 1st; concentration +7) . . 1st—blurred movement[ACG], identify, shield -------------------- Statistics -------------------- Str 14, Dex 20, Con 14, Int 22, Wis 10, Cha 10 Base Atk +1; CMB +3; CMD 18 Feats Gunsmithing[UC], Martial Weapon Proficiency (starknife), Nemesis, Point-blank Shot, Throw Anything Traits black powder interjection, chance encounter, starchild Skills Acrobatics +8
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven,
SQ alchemy, burned, cornered fury, deeds (matter over mind, quick clear, up close and deadly), engineering knowledge is power, hero points, mechanical aptitude, mutagen, stoneseer, trapfinding +1 Other Gear studded leather, alchemical cartridge (paper) (50), cold iron horsechopper, pistol, starknife, alchemy crafting kit, backpack, masterwork, bedroll, belt pouch, canteen, cleric's vestments, flint and steel, gunsmith's kit, tattoo holy symbol (Desna), holy text, ink, black, inkpen, mess kit, pot, soap, torch (10), trail rations (10), waterskin, 105 gp --------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Black Powder Interjection (1/day) When you interrupt a spell with a firearm, you may regain 1 grit point. Bomb 1d6+6 (7/day, DC 16) (Su) Thrown Splash Weapon deals 1d6+6 fire damage. Burned -1 to save vs. fire, -1 attacks, saves, skill checks if you are adjacent to or on fire. Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result. Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Engineering Knowledge Is Power (Ex) Spend a swift action to receive a +0 bonus to firearm damage. Fast Healing 1 (Ex) Heal damage every round unless you are killed. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mechanical Aptitude (Ex) You gain trapfinding like a rogue and disable device is a class skill. Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rodent Empathy (Ex) +4 bonus on Handle Animal checks made to influence rodents. Starchild +4 survival to avoid becoming lost. Automatically determine north. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Background:
Many remember what happened in the light lands when the Worldwound tore open a rift in the land of Sarkoris. However no one remembers what happened below... Chi was once a normal ratfolk, living out her days defending their colony and scavenging in the many caverns and tunnels that made up their sizeable warren. The war above ground didn't concern them much, mainly because they underestimated the threat it posed to everyone not just the uplanders. When the first demons started to enter their caverns they were easily repulsed. Dretches were no match for the Gulch Gunners. But as more and more started to pour into the caves it became more and more difficult to contain them. The demons sought to annhilate all resistance to their conquest of the land, above and below. The ratfolk colony soon suffered massive casulties. Brimoracks joined the fight and the once stout gulch gunners were pushed back, Chi was among those that held the front line. Being an avid chemist she tried to use her concotions to repel the invaders as well but sadly her bombs only gained their ire. A particularly powerful demon counter attacked her bombs with a powerful gout of fire that carried with it the vile magic of the abyss. Permenantly scarring the young Chi forever. In a matter of months their warren was destroyed, over three quarters of their tribe were killed or whisked away to horrible fates and the survivors were scattered to the winds. Chi, with what little equipment she could pack out of there, made her way to what cities were still fighting back. This led her to run afoul of a group of cultists, who took interest in the lone ratfolk. When things started to turn grim a mysterious woman intervened, her beauty was breath taking to Chi. She helped Chi trick her way past the group of cultists and for a time they traveled together, it was a time she remembered fondly. However, she couldn't help but notice that aside from her staggering beauty the mysterious woman appeared deeply saddened by something. In their short time together Chi was impressed with her companions remarkable skill with the bow, but the thing that stood out the most to her was the Symbol of Desna the woman wore. She often held it without realizing and Chi thought it was the one thing that gave her comfort, like she needed it more then anything else. Their companionship ended sooner than she would have hoped, when the woman disappeared moments before a crusader patrol found Chi and escorted her to the city of Kenebras. It saddened Chi greatly to lose such a remarkable companion but what hurt the most was that she never learned the womans name... Upon arriving at Kenebras, she swore to find that woman again and to work to save those that the demons had taken away. Ever since that day Chi remembered the woman's tricks and has used them herself to avoid bad situations. She developed otherworldly skills and blame the demons vile magic for her mutation. She has taken up residence in the sewers of Kenebras, brewing concoctions and trying to find a way to break the demons resistance to her chemical warfare... Meeting Lune Chi lived in the sewers for sometime, avoiding the other denizens as best she could and ending any threats to her research. That was until Lune appeared in one of the recently cleared sewer tunnels, much to Chi's surprise Lunes appearance reminded her of the demons they fought in the warrens years before. So she did as a good gulch gunner would do. Run for cover and hold the line! She fell back to her protected tunnels where she called home and prepared to defend them to the bitter end. Lune however pursued her from a distance, however it was a quiet standoff. The burned fey mouse wasn't going to budge and Lune found something interesting underneath Kenebras. After about an hour Lune started asking questions and at first Chi wasn't keen on answering but eventually the stubborn Lune intrigued the young alchemist which led to swapping information on their various hobbies, interests and eventually reason for being. Lunes speech at first made it quite difficult but being the intelligent girl she was Chi was able to decipher her words. This led up to the current day relationship between them, they are good friends. Lune stays in Chi's hovel underground and so long as she doesn't hurt Chi's rodent companions or touch her alchemical gear, shes not too concerned with what Lune does. However the first few weeks were rough to say the least. Accidental explosions, Lune quarreling with the dire rats and rodents at night for comfortable space. Normal stuff... I picture friendly rats being like a mass of cats, when its bed time they all cuddle together which for some people they pile on your bed, where you want them the least. I know because my cats do it every night. Smart asses... lol It reminded her of the warrens, the tight knit clan life she missed and sadly of the woman she needed to find still. Lune gave Chi more reason to work hrader, she'd break their resistance and destroy every demon. Forever.
Appearance & Age:
Age: 15 Chi appears to still be suffering from fresh burns but to the untrained eye it's much more diabolical than that. She suffers from vile damage that doesn't heal naturally and even Chi doesn't realize this... Chi is around six feet tall, weighs roughly one hundred and thirteen pounds and is lanky for her height. She appears to be badly burned on most of the left side of her body which she covers this up with a heavy hood or armor but part of her face is burned which is much harder to hide. She has longer ears and very slender curves to her body, making her stand out as something obviously more than a normal ratfolk. Because of her heritage her burns stand out all the more especially due to her light blue almost grey toned fur. Her eyes are a light ruby color and the left eye appears to leak a semi translucent arcane smoke when she is in complete darkness. She has short well maintained claws so that they don't interfere with her musket trigger or fumble her potions and despite the chemicals she drinks her teeth are still in great condition. Beneath her armor she bears a tattoo of her devotion to Desna, it acts as a reminder to the promises she has made and every time she dances she reaffirmed her vows. Personality:
Dedicated She doesn't waste time when things need done, honing in on tasks with a single mindedness that is unlike most Ratfolk. Brave She isn't afraid to hold the line, even when things look grim she won't run. Preferring to fight on and inflict as much damage as possible so others can survive. Caring She is willing to help those down on their luck, most of the time offering free healing and curative tonics to those who have been injured. Self-concious Her burns make her feel ugly, especially around non-ratfolk that distrust her kind already. It makes things very difficult for her to interact easily with others. Afraid of Fire As silly as it sounds she fears fire on the subconcious level now. It makes her profession more difficult but she muscles through the fear and gets her work done. In combat however it causes her to hesitate sometimes and she hates to admit she fears something that she works with every single day... Shiny Dependent Gold and coins are interesting but things that spark, glass tubes or weapons such as rifles are more interesting then gold orfortune. Granted those coiny things do get shiny things. Curious.....
Plot Hooks:
1. Chi wants to repay the woman who saved her, which means she will need to enter the Worldwound again to find her. She hopes to become friends with her and understand why she was so troubled. 2. She wants to discover a way to weaken or remove the demon resistances to her guns and bombs. 3. Find a way to heal her burns since they havent fully healed naturally. (Taking a note out of 3.5, making this Quasi-Vile Damage)
4. (Ties into 2. Above) Use parts and pieces of demonic remains to enhance her alchemical mixtures. Perhaps it holds a key to their weaknesses. 5. Free any survivors held by the demons, especially her own kinfolk.
Story Feat:
Nemesis (Story) A past enemy seeks your ruin. Chi's Nemesis The Brimorak she clashed with in the warrens is ever on her mind and one that she wishes to utterly destroy. She seeks to find easier ways past it's resistances with her musket and bombs but knows that the next time they meet she plans on disecting the creature. She sadly never heard its name before it teleported away to escape the fusilade of the Gulch Gunners. However the burns it gave her remain and she hopes that if she can kill that creature the constant pain will end... Prerequisite: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating. Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available. Goal: Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count. Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat. Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.
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