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About Dr. Guthrak Olafson PhDThose willing to brave the noxious vapors and occasional explosions, can find Guthrak in the alchemist's shack at the edge of town working with his gnomish mentor, Dr. Majet Blackthorn. Although recently granted his PhD for reconstructing a salvaged black powder rifle, Guthrak spends his time running errands for Dr. Blackthorn, repairing old clockwork, and cobbling together new devices of mayhem from salvaged parts. Olafson is always clad in some form of lab coat. Be it a leather armored lab coat with a welding mask when on a salvage team or working the forge, a standard white lab coat and broad brimmed hat while writing in his journals or mixing reagents, or his favorite stripped flannel lab coat and slippers for evening wear and rest. He enjoys nothing more than putting the finishing touches on a new weapon and trying it out on and available 'test subjects'(the ever present mutated animals and raiders of the wastes). Unlike some researchers, he has no qualms about joining a salvage team to get his parts directly. His purple skin bears the pocks and scars from those expeditions and other occupational hazards. Racial Traits:
+2 To One Ability Score:Int Medium: Medium Creature No Size Bonuses Or Penalties Normal Speed: Base Speed of 30' Darkvision: See in the dark up to 60' Scavenger: (Advanced Race Guide)+2 on Appraise Checks and on Perception to find hidden things, determine whether food is spoiled, or identify a potion by taste.Replaces Intimidating Orc Blood: Counts as Human and Orc for race-related effects. Orc Ferocity: 1/Day When brought below 0 hit points, but not killed, can fight for 1 more round as disabled. Weapon Familiarity: Greataxe and Falchion. Exotic Orc weapons are martial. Favored Class: Alchemist +1/2 Bomb Damage Background Traits:
Demented Inventor: +2 On Craft(Weapon) checks.
City Defender: +1 to confirm critical hits with ranged weapons. Class Abilities:
Favored Class: Alchemist +1/2 Bomb Damage Times Taken:(1) +1HP Times Taken:(0), +1 Skill Point Times Taken:(0)
Hit Dice:d8 Skills Per Level:4+Int Modifier(5)=9 Base Attack Bonus:+0 Base Saves: Fort Save:+2 Ref Save:+2 Will Save:+0 Weapons and Armor Proficiency: Simple Weapons, Bombs, and Shotguns, Great Axes and Falchions. Light Armor. Alchemy Bomb 1d6 Mutagen Throw Anything Base Extracts Per Day:1st-1 Trained Skills:
Armor Check Penalty: -2 Appraise 1(Rank)+5(Int)+2(Racial)+3(Class)=11 Craft(Alchemy) 1(Rank)+5(Int)+3(Class)=9, 10 When Creating Alchemical Items, Can use Craft (Alchemy) to identify potions as detect magic. 3/4 crafting cost. Craft(Armor) 1(Rank)+5(Int)+3(Class)=9 Craft (Engineering) 1(Rank)+5(Int)+3(Class)=9 3/4 crafting cost. Craft(Gunsmith) 1(Rank)+5(Int)+3(Class)=9 3/4 crafting cost. Craft(Weapons) 1(Rank)+5(Int)+2(Trait)+3(Class)=11 Disable Device 1(Ranks)+4(Dex)+3(Class)=8 Heal 1(Rank)+1(Wis)+3(Class)=5 Knowledge(Arcana) 1(Rank)+5(Int)+3(Class)=9 Perception 1(Rank)+1(Wis)+3(Class)=5, 7 For hidden items, checking food, identifying potions. Survival 1(Rank)+1(Wis)+3(Class)=5 Use Magic Device 1(Rank)+0(Cha)+3(Class)=4 Feats:
Class: Throw Anything
1st: Point Blank Shot Formula Book:
1st Level
Any Haul Bomber's Eye Comprehend Languages Crafter's Fortune Cure Light Wounds Endure Elements Enlarge Person Expeditious Retreat Identify Keen Senses Longshot Shield Targeted Bomb Admixture True Strike Combat Stats:
Max HP: 10 Current HP: 10
Initiative Bonus:+6(Dex)+0(Misc)=+6 Saves: Fort:+2(Base)+2(Con)+0(Misc)=+4 Reflex:+2(Base)+6(Dex)+0(Misc)=+8 Will:+0(Base)+0(Wis)+0(Misc)=+0 AC 10+6(Dex)+2(Armor)+4(Shield)+2(Misc)=24 Touch AC 10+6(Dex)+0(Misc)=16 Flat Footed AC 10+2(Armor)+4(Shield)+2(Misc)=18 CMB +0(BAB)+1(Str)+0(Misc)=+1 CMD 10+0(BAB)+1(Str)+4(Dex)=+14 Extracts Per Day: 1st-1+2Bonus=3 Bombs Per Day: 6 Mutagen Per Day: 1 Prepared Extracts/Mutagen:
1st: Shield-Used Cure Light Wounds-Used Cure Light Wounds-Used Mutagen: +2 AC Nat Armor, +4 Dex, -2 Wis 10 Minutes-USED Attacks/Combat Actions:
Bladed Gorilla Wrench (Greataxe):+1 To Hit/1d12+1 Damage S/x3 crit
Alley Striker (Homemade Advanced Shotgun): +4 to hit/1d8 Damage B+P/x2 Crit/30' Cone or 20' Range Increment/+1 to Hit and Damage if within 30'/Ranged Touch within the first 5 range increments 100'/200' Max range Bomb:+5 To Hit, Splash Weapon, 20' Range Increment, 1d6+5 Fire, 6 Splash DC 14 Reflex For Half /+1 to Hit and Damage if within 30' Current Modifiers/Active Effects:
Shield
Mutagen: +2 AC Nat Armor, +4 Dex, -2 Wis 10Minutes Equipment:
Carried:
Ammo: 12 Slug, 12 Scatter Alley Striker (Shotgun, Advanced Firearm) The stock of his homemade breech-loading shotgun is made out of a bowling pin, with a chromed tailpipe barrel and lock built out of relays, switches, and miscellaneous plumbing hardware. Gorilla Wrench (Greataxe, 2-Handed Martial Weapon) A giant adjustable wrench that has been reinforced for combat. Heavy curving blades has been welded along the edges to make this a formidable weapon. Phlogiston Cannon
Armored Labcoat (Light Armor)
+2 bonus to AC, max DEX +6, a -2 armor check penalty, spell failure 10%, 5 lb weight, gives a +2 bonus on saves vs. diseases transmitted via contact, and if it was not your starting armor, would cost 200 GP, due to how rare it is. Also, it can be donned as a standard action, due to the fact that it's a coat. Alchemist's Kit
Gunsmith's kit Survival kit, common
Journal Gear maintenance kit
Thieves' tools, common Artisan's tools, common .
Artisan's tools, Masterwork (+2 to craft)
Portable Alchemist's Lab (+1 to craft) Special materials:
A Basic Toolkit for field maintenance or weapons and preparing his 'extracts' and bombs, hammer, wrench, screwdrivers, whetstones, bits of wire, empty bottles, cans, cocktail shakers, random gizmos ect.
Brahmin and Cart Wealth:
approx 170GP EXP/Accomplishments:
TBD |