Alchemist

Dr. Wellstone Quant's page

92 posts. Alias of thunderspirit.


Full Name

Dr. Wellstone Quant

Race

Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 |

Classes/Levels

F +3 R +6 W +3 | Prcptn +5 |

About Dr. Wellstone Quant

Dr. Wellstone Quant
Male human (Garundi) Investigator (steel hound) 2 (ACG 30, 103)
Init +3; Senses Perception +5

--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 19 (2d8+6)
Fort +3, Ref +6, Will +3; +2 bonus vs. poison

--------------------
Offense
--------------------
Speed 30 ft.
Melee sword cane +4 (1d6) or
. . hanbo +4 (1d6)
Ranged hand crossbow +4 (1d4/19-20) or
. . pistol +4 (1d8/×4)
Special Attacks deeds (blind shot, deadeye), grit (1)
Investigator (steel hound) extracts prepared (CL 2nd; concentration +5)
. . 1st—comprehend languages, cure light wounds, heightened awareness

--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Amateur Gunslinger [UC], Gunsmithing [UC], Point-Blank Shot, Weapon Finesse
Traits Methodical mind (Strange AEons players guide), Resilient
Skills Acrobatics +5 (+1 to jump), Craft (alchemy) +8 (+10 to create alchemical items), Disable Device +6, Kn (arcana) +9, Kn (dungeoneering) +9, Kn (engineering) +8, Kn (history) +8, Kn (planes) +9, Linguistics +7, Perception +5, Profession (teacher) +4
Languages Common, Osiriani, Ancient Osiriani, Jistka, Tekritanin, Thassilonian
SQ alchemy (alchemy crafting +2), deadeye, inspiration (4/day), trapfinding +1
Gear studded leather, hanbo, hand crossbow, battered pistol, sword cane (APG), potion of cure light wounds, investigator starting formula book, 9 gp

--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Packing Heat Gain Amateur Gunslinger and Gunsmithing as bonus feats.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.