About Drannigan "Doc" PiperDoc Piper Grenadier Alchemist 1 Appearance:
Personality:
Background:
Scar Record:
Defense:
HP: 13 (8, +2 con, +3 toughness) AC 17 (+3 armor, +2 dex, +2 shield)
Touch: 12 Flat Footed: 15 CMD 12 (+0 BaB, +0 str, +2 dex)
+5 Fort (+2 class, +2 con, +1 trait)
Offense:
Init: +2 Spd 20 ft. BaB +0 CMB +0 Spiked Shield, +0 attack, 1d6 damage ...+1 to all ranged attacks and damage within 30 feet Bombs, +3, 1d6+3 damage, 20' range, 4 splash (DC 14 reflex save for 1/2) Light Crossbow +2, 1d8 damage, 19-20 crit, 80' range Combat Net: -1 , 10' range, entangle Traits and Feats:
Accelerated Drinker: 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. Glory of Old: +1 bonus on saves against spells, spell-like abilities, and poison. Toughness (bonus, racial) Throw Anything (bonus, alchemist 1) You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature. Point Blank Shot (1st) Weapons: Simple, bombs, battleaxes, heavy picks, and warhammers
Skills:
Skill points: 4, +3 int, +1 favored class, +2 background*
Perception (1 rank, +1 wis, +3 class[/ooc]
+8 Craft Alchemy* (1 rank, +3 int, +3 class, +1 alchemist level)
Spellcraft (1 rank, +3 int, +3 class)
Armor Check Penalty: -3 Racial Abilities:
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create non-magical items and gain a +4 bonus on Profession checks to earn money. This racial trait replaces hatred. Unstoppable: gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Alchemist Abilities:
Alchemy: When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, 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. An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Bomb: Class level+ int times per day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert Thrown bombs have a range of 20 feet On a direct hit, an alchemist’s bomb inflicts 3d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. Mutagen (Su) At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end Consumables:
Bandoleers Belt/Potion Pouches: Formulae list:
1st level Cure Light Wounds
Equipment:
Armor:
Tool Satchel
On Back/In Pack:
In Wagon:
Wealth:
CP: 3 SP: 3 GP: 1481 The Drawing Board
Spoiler:
Working Prototypes- Fire Shell: Acts as Alchemist's Fire Frost Shell: Acts as Alchemical Ice Acid Shell: Acts as Acid Flask Glue Shell: Acts as Tanglefoot bag Thunder Shell: Acts as Thunderstone Strobe Shell: Acts as Flashbomb Grease Shell: Acts as Oil Flask Holy Shell: Acts as Holy Water Ideas for later- Silencing Tanglebag: TF bag w/ use activated silence spell. Dragonsbreath Shell: Turns Mortar into temporary flame thrower. requires one round after to clean out mortar before standard use can continue. (pending approval) Sabot Shell: Solid metal round, essentially a big bullet. Damage? (pending approval) Scatter Shell: Shell full of sling bullets. Turns mortar into big shotgun. Damage? (pending approval) Doorbreaker round: Close range, heavy beanbag round full of lead powder made to break through barriers. Can also be used to subdue enemies and knock them down. (pending approval) Tanglefoot Mixtures (Adding other alchemical properties to tanglefoot bag) Scattergun: AOE Specialty Bullets (silver, wood, Iron, ect)
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