Arnistolientar Popswicker

Dr. Miguelito Loveless's page

378 posts. Alias of Don Jon Dux.


Full Name

Dr. Miguelito Quixote Loveless

Race

Pyromaniac Lava Gnome

Classes/Levels

Alchemist 3

Quick Stats:
[w/Mutagen (inactive)] HP 18/18 (0 NL) | AC 15[18]; T 13[14]; FF 13[15]; +4 Dodge vs. Giants | CMD 13[14] | Fort +3; Ref +5[7]; Will 0[-1] | Init +2[4] | Perc +5[3]; DV 60' | PF 4/4 | Bomb 8/10

Gender

Male

Size

Small (3'2"/43lbs)

Age

58

Alignment

Chaotic Neutral

Deity

The Great Engineer and The Master

Languages

Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Sylvan

Occupation

Disgruntled Scientist

Homepage URL

Chibiform Avatar

Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 8
Charisma 12

About Dr. Miguelito Loveless

"A strangely honorable man." -- James T. West

Quotes from Dr. Loveless

"Ultimately we are all prisoners... Because we cannot escape ourselves. Stone walls are never so much a prison as the skin that surrounds each of us."

"I'm not a petty man, I'm a scientist. I've trained, disciplined myself to be serenely dispassionate."

"I plead guilty to being dictatorial, vain, short-tempered, occasionally unreasonable, always... always a helpless admirer of all that is rare and fine in nature and art. But mad... no sir, that I will not permit."

"What I detest so about violence is the noise that goes along with it. It destroys conversation."

"It's so amusing the way men pride themselves on being civilized."

"I abhor spirits, they make a man less than human."

"Know better than to kill a man when he's not looking!"

"Bad boys must stay bad."

"The very nicest toys are the ones that go 'bang'."

"Politicians and generals? What kind of peace can you expect from the likes of them? They're vermin! They ought to be exterminated, every one of them."

"I shall never die. Death is too ordinary. The humiliation would kill me."

(All of the above are direct quotes from the original Dr. Loveless in the TV series The Wild Wild West. Below are things Doc would have gotten credit for if he'd said them first.)

“I'm brilliant as well as skilled. It's a great burden, all of that on top of my angelic good looks. But I try to soldier on as best I can.”
-- Jim Butcher; Dead Beat

"It gives me a headache just trying to think down to your level." -- Marvin the Paranoid Android; The Hitchhiker's Guide to the Galaxy

"Obviously a guy with a six-shooter beats an old man with a magic wand." -- Rajesh Koothrappali, Ph.D.; The Big Bang Theory; "The Flaming Spittoon Acquisition"

“You’re big. I've fought bigger.” -- Thor; Thor

"You can never have too much firepower." -- Billy Rosewood; Beverly Hills Cop II

"The only reason you're still alive is that I find your stupidity mildly amusing." -- Lord Shen; Kung Fu Panda 2

"Keep the pain and heartache from taking over. That's really the trick to making it out alive." -- Nadie; El Cazador de la Bruja

"It is the nature of man to confuse genius with insanity." -- Charles Rane, Passenger 57



Dr. Miguelito Quixote Loveless
Male Lava Gnome Alchemist (Grenadier) 2 CN
Init +2[4]; Senses darkvision 60 ft.; Perception +5[4]

--------------------
Defense
--------------------
AC 15[18] (2 Armor +2 DEX +1 Size), Touch 13[14], Flat-Footed 13[15]
+4 dodge bonus against Giants
HP 18 (d8; 8+5+5)
Fort +3, Ref +5[7], Will 0[-1]

--------------------
Offense
--------------------
Speed 20' (15' at Medium Encumbrance) [++10' w/Boots]
Melee
   Dagger +3 (1d3(+AS)/19-20/×2)
   Produce Flame +3 {Touch Attack} (1d6+4 (MIN(Lvl+1(Pyro),5))
   Sword Cane (MWK) +4 (1d4(+AS)/×2)
   +1 versus goblinoid/reptilian humanoids
Ranged
   Alchemist's Bomb +6[8] (2d6+4(+AS)(+Pyro: +1 Lvl for fire effects); splash=min. direct 10', ref. save to half; 20' RI)
   Blowgun +5[7] (1(+AS)/×2 20' RI)
   Dagger +5[7] (1d3(+AS)/19-20/×2)
   Light Crossbow +5[7] (1d6(+AS)/19-20/×2 50' RI)
   Produce Flame +5 {Ranged Touch Attack} (1d6+4 (MIN(Lvl+1(Pyro),5) to 120')
   +1 versus goblinoid/reptilian humanoids
   +1 thrown splash weapons (already added to Bomb entry above)
DC (Bombs/Discoveries) 15 (10+Lvl/2+INT)
DC (Extracts/Mutagens) 15 (10+Extract Lvl+INT)
DC (SLAs) 11 (10+CHA); Caster Level = Character Level

--------------------
Statistics
--------------------
Str 10, Dex 14[18], Con 10, Int 18, Wis 8[6], Cha 12
Base Atk +2; CMB +1; CMD 13[14]
Feats Arcane Strike, Extra Bombs (L3), Martial Weapon Proficiency (Sword Cane), Throw Anything
Traits Accelerated Drinker, Pragmatic Activator
Encumbrance Medium 45 lbs.; Light 20.0 lbs. with dropped backpack
Wealth 618 GP, 9 SP, 1 CP

Skills:
Light load, backpack dropped. (Medium load.) {Dex Mutagen adjustment}

Acrobatics: +2(-1){++2} (++5 competence bonus for jumping w/Boots)
Appraise: +4
Bluff: +1
Climb: +0(-3)
Craft (Alchemy) +12 (++Lvl competence bonus when creating alchemical items)
Craft (Firearms) +2
Craft (Locks) +2
Craft (Painting) +2
Craft (Sculpture) +2
Craft (Siege Engines) +2
Craft (Traps) +2
Craft (Weapons) +2
Diplomacy: +1
Disable Device: +6(+3){++2} (++4 using MWK Thieve's Tools)
Disguise: +1
Escape Artist: +2(-1){++2}
Fly: +4(+1){++2}
Heal: -1{--1}
Intimidate: +1
Knowledge (Arcana) +8
Knowledge (Engineering) +7
Knowledge (Local) +5
Knowledge (Nature) +8
Knowledge (Planes) +5
Linguistics +5
Perception: +5{--1}
Ride: +2(-1){++2}
Sense Motive: -1{--1}
Spellcraft: +8
Stealth: +6(+3){++2}
Survival: +3{--1}
Swim: +0(-3)
Use Magic Device: +10

Powers:
Mutagen (+4 DEX, -2 WIS, +2 Nat AC), 30 minutes (10 min/Lvl)

SPELL-LIKE ABILITIES

► 1/day Dancing Lights
► 1/day Flare
► 1/day Prestidigitation
► 1/day Produce Flame - Torch-brightness flame in hand for Lvl+1(Pyro) minutes, attack use (melee or ranged) consumes one min's worth.


EXTRACTS

L1(3+1):
Cure Light Wounds (Heal 1d8+MIN(Lvl,5))
Expeditious Retreat (+30' to speed, Lvl Minutes.)
Illusion of Calm (Appear to be standing still)
Longshot (+10' to RI for Lvl Minutes.)
Reduce Person (Humanoid to next smaller size)
Shield (+4 shield bonus to AC, blocks Magic Missiles)
Targeted Bomb Admixture (Double INT damage to target, no splash damage)
True Strike (+20 Insight Bonus to next attack)
► [Open Slot (1 minute to prepare)](Used to replace expended True Strike.)


BOMBS

10/day Fire Bomb


Key:
► Prepaired/ready
— Used/unavailable
  In Formula Book

Special Abilities:
Accelerated Drinker [Trait] 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.
Alchemical Weapon [Su] (MA; L6=SwA; L15=FA) Infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder for 1 Min or until a hit.
Alchemy +2 [Su] +2 to Craft (Alchemy) to create alchemical items, can identify potions by touch.
Arcane Strike [L1 Feat] As SwA, +1/(Lvl/5) damage for 1 round and treat as magic weapon for overcoming DR .
Armor Proficiency (Light) [Alchemist] When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bomb 2d6+4 (10/day) [Su] Thrown Splash Weapon deals 2d6+4 fire damage.
Darkvision [Gnome] You can see in the dark (to 60', black and white vision only).
Defensive Training +4 [Gnome] Gain a dodge bonus to AC vs monsters of the Giant subtype.
Explosive Bomb [Su] 10' bomb splash range, direct target catches fire for 1d6/rd until extinguished (FRA Reflex Save).
Extra Bombs [L3 Feat] +2 bombs/day.
Hatred +1 [Gnome] Gain a bonus to attack vs goblinoid/reptilian humanoids.
Identify Potion [Alchemist] 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.
Martial Weapon Proficiency (Sword Cane) [Grenadier] No -4 penalty for use of this weapon.
Mutagen [Su] Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Obsessive (Craft (Alchemy)) [Gnome] Gnomes receive a +2 racial bonus on a single Craft or Profession skill.
Pragmatic Activator [Trait] Boost UMD with INT versus CHA.
Precise Bombs [L2 Discovery] Exclude INT squares from splash damage. Exclusion fails in the event of a miss!
Pyromaniac [Gnome] +1 effective level for fire-based spells.
Simple Weapon Proficiency [Alchemist] No -4 penalty for use of simple weapons.
Throw Anything [Alchemist] Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Gear:
Self
Backpack (Masterwork) 1.0
Bandolier (8 slots) 2.0
Belt Pouch 0.125
Crossbow Bolts (per 10) 0.5
Leather Armor 7.5
Light Crossbow 2.0
Pickpocket's Outfit N/A
Spring-Loaded Wrist Sheaths (pair) 2.0
Sword Cane 2.0

Magic Item Slots
Feet: Boots of Striding and Springing 1.0

Pocketed
Cure Light Wounds Potion N/A
Thieve's Tools (MWK) 2.0

Belt Pouch
Coinage 0.52

Wrist Sheath (right)
Dagger 0.5

Wrist Sheath (left)
Targeted Bomb Admixture N/A

Backpack
Acid Flask (per 3) 3.0
Alchemy Crafting Kit 5.0
Bedroll 1.25
Blowgun 0.5
Blowgun Darts
Crossbow Bolts (per 40) 2.0
Cure Light Wounds Potion (3) N/A
Flint and Steel N/A
Ink, Black N/A
Inkpen N/A
Rice Paper N/A
Soap (2) 0.5
Trail Rations 0.25
Waterskin 1.0
Whetstone 1.0

Pony
Bit/Bridle/Tack
Saddle Blanket
Riding Saddle
Saddle Bags
Horse Feed

Consumables:
10 Rice Paper
10 Blowgun Darts
43 Crossbow Bolts
100 Soap
5 Trail Rations
7 Horse Feed

Precision Bomb Strike Methodology:
PRECISION BOMB STRIKE
(Requires two rounds per cycle and provokes AoOs but yields a near-guaranteed (+20 to hit) minimum of 11 points damage (not counting DR) with no splash casualties.)

Round 1
MA Retrieve True Strike (lasts 'til end of next round)
SA Drink True Strike (not in hand at round start)
SwA Eject Targeted Bomb Admixture to left hand

Round 2
MA Drink Targeted Bomb Admixture (via Accelerated Drinker)
SwA Invoke Arcane Strike
SA Mix and throw fire bomb, +20 to hit, no concealment miss (2d6+4+4+1, no splash)
* True Strike ends

Round 3
MA Retrieve True Strike
SwA Invoke Arcane Strike
SA Mix and throw fire bomb, normal to-hit (2d6+4+4+1, no splash)

Round 4
MA Drink True Strike (via Accelerated Drinker)
SwA Invoke Arcane Strike
SA Mix and throw fire bomb, +20 to hit, no concealment miss (2d6+4+4+1, no splash)
* True Strike ends
* L3 Targeted Bomb Admixture ends

Low Wisdom Effects:
Quote:
Wisdom describes a character’s willpower, common sense, awareness, and intuition.
Quote:
PCs with low Wisdom should be naive and gullible and easily convinced of facts that are obviously wrong.
Quote:
A character can go indecisive ("I can't figure out if this is a good or a bad thing to do, so I will spend more time trying to figure it out"), or impulsive ("I don't see any downsides, let's go!"). I generally play slightly low Wis characters as the latter: hot-headed, brash, unlikely to think things through. They take risks, even if they're intelligent enough not to; they have the smarts, they just don't use them.

8 Wisdom: substantially more likely to take those unnecessary risks ("hey, it seemed like a great idea at the time").

6 Wisdom: frequent, low-grade hallucinations; easily distracted by shiny things, likely to leap before looking.