Rat

Dukkan 'Doc' Longpaw's page

87 posts. Alias of Kpatrol88.


Full Name

Dukkan 'Doc' Longpaw

Race

Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF)

Classes/Levels

Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Gender

Male

Size

Small

Age

32

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Dwarven, Gnome, Halfling, Draconic

Occupation

Traveling Doctor

Strength 11
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 14
Charisma 10

About Dukkan 'Doc' Longpaw

Quick Look:
HP: 29/29
AC: 20, 14(T), 17(FF)
Perception: +9
Init: +3
BAB: +3
CMB: +2
CMD: 15

Saves: Refl: +8, Fort: +6, Will: +3

Melee:
Kukri (Atk:1d20+4, Dmg:1d3, Crit:18-20/x2)

Ranged:
Mwk Pump Shotgun (Atk:1d20+8, Dmg:1d6+3, Crit:20/x4, Rng:20 ft, Mag: 5)
+1 atk/dmg within 30 ft.
- Tactical Sling attached

Mwk Revolver (Atk: 1d20+8, Dmg: 1d6, Crit: 20/x4, Rng: 20 ft, Mag: 6)
+1 atk/dmg within 30 ft.

Bomb (Atk: 1d20+7, Dmg:2d6+4 Splash: 6 Refl:15 Rng:20 ft.)
+1 atk/dmg within 30 ft.

-------------------------------------------------------

Hero Points: 1
Grit Points: 2/2
Bombs Per Day: 7/7
Extracts Per day:
1st: 0/5
2nd: 0/1
3rd: 1/1

Mutagen: 1/1 (+4 Dex, -2 Wis, +2 AC )

Prepared Extracts:
- Cure Light Wounds
- Cure Light Wounds
- Cure Light Wounds
- Cure Light Wounds
- Shield
- Cure Moderate Wounds

Total Weight: 27.16 lbs.
Money: 174 gp 7 sp
-------------------------------------------------------
Special Abilities:

Gun Training:
Choose one specific type of firearm. Gain a bonus equal to Dex modifier on damage rolls made with that firearm. When misfiring, the misfire value only goes up by 2 instead of 4.

- Gunslinger's Dodge:
Spend 1 grit point to:
Move 5 ft, gaining +2 AC vs. the triggering attack. OR Drop prone, gaining +4 AC vs triggering attack.
Can only be done in light or medium armor and with a light load.

- Quick Clear:
Remove the broken condition of current firearm as a standard action, as long as the condition was a result of a misfire. Requires at least 1 grip point in pool. OR Spend 1 grit point to clear firearm as a move action.

- Flash and Shock:
Spend 1 grit point while making an attack within the firearm's first range increment to gain a +4 AC circumstantial bonus against the target until next turn.
Can only be done in light or medium armor and with a light load.

- Infused Curative:
Extracts of Cure spells act as infusions. Can render any and all infused curatives inert and prepare other extracts to replace them while preparing his extracts.

- Poison Resistance +2:
Gain +2 to saves against poison.

Racial Traits:

Type: Humanoid (Ratfolk)

Ability Modifiers: -2 Str, +2 Dex, +2 Int.

Size Modifiers: Small
+1 AC, +1 Atk, -1 CMB, -1 CMD, +4 Stealth

Darkvision: 60 ft.

Tinker: +2 racial bonus to Craft (alchemy), Perception, and Use Magic Device checks.

Rodent Empathy: +4 racial bonus to Handle Animal checks made to influence rodents.

Cornered Fury: When reduced to half or fewer hit points, and has no conscious ally within 30 feet, gains a +2 racial bonus on
melee attack rolls and to Armor Class.

Speed: 20 ft.

Traits:

- Alchemical Prodigy: Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list. (Forced Quiet*)

- Reckless Contempt: Whenever you provoke an attack of opportunity by firing a firearm, you gain a +1 trait bonus on the attack roll that provoked the attack of opportunity.

Defenses:

HP:

AC: 20, Touch: 14, Flat-Footed: 17
(Armor: +6, Dex: +3, Size: +1)

Initiative: +3

Saves:
Fort: +5
Ref: +5
Will: +1

Combat Maneuvers
CMB : 2
CMD : 15

Armor
Mithral Agile Breastplate
Type: Light Armor
AC Bonus: +6
Max Dex.: +5
Check Penalty: 0
Spell Failure: 15%
Speed 20 ft.
Weight: 6.25 lbs.
Cost: 4400 gp
Properties:

Offense:

BAB: +3

Melee:
Kukri
Attack: 1d20+4
Damage: 1d3
Crit: 18-20/x2
Range: -
Weight: 1 lbs.
Size: Small
Type: Slicing
Cost: 8 gp
Ammo: -
Properties:

-------------------------------------------------------

Ranged:
Mwk Pump Shotgun
Attack: 1d20+8
Damage: 1d6+3
Crit: 20/x4
Range: 20 ft.
Weight: 6 lbs.
Size: Small
Type: Blunt/Piercing
Cost: 800 gp
Ammo: Metal Cartridges (bullet/pellet)
Properties:
- +1 to attack rolls.

Mwk Revolver
Attack: 1d20+8
Damage: 1d6
Crit: 20/x4
Range: 20 ft.
Weight: 2 lbs.
Size: Small
Type: Blunt/Piercing
Cost: 700 gp
Ammo: Metal Cartridges
Properties:
- +1 to attack rolls.

Formulae Known:

1st
- Cure Light Wounds
- Shield
- Crafter's Fortune
- Identify
- Disguise Self
- True Strike
- Forced Quiet*
2nd
- Cure Moderate Wounds
- Alchemical Allocation

Discoveries:

- Tanglefoot Bomb

- - - - -Class Abilities- - - - -

Gunslinger:

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
- Regaining Grit:
- - Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

- - Daring Adjacent Shot: The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner's character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.

This ability replaces the ability to regain grit from a critical hit with a firearm.

Gun Training (Ex)
Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.

Deeds:
Lvl. 1
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Flash and Shock (Ex): At 1st level, the gulch gunner can take advantage of the flash and sound of a firearm to throw off an attacker's aim at close range. When she makes an attack against a foe within her firearm's first range increment, she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn. She can only perform this deed while wearing medium, light, or no armor, and while carrying no more than a light load. This deed replaces the deadeye deed.

Alchemist:

Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. 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 alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). 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.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su)
n addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire 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.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

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.

Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Infused Curative (Ex)
At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

This ability replaces poison use.

Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

- - - - - - - - - - - - - - - - - - - -

Feats:

- Bonus Feat: Throw Anything
- Bonus Feat: Brew Potion
- Teamwork Feat: Lookout
- 1st: Precise Shot
- 3rd: Point-Blank Shot

Skills:

Max Ranks (HD): 4
Total Skill Points: 32

CL? TRAINED ONLY
[C] Disable Device = = = = = +7(1) 3+3+1
[-] Handle Animal= = = = = = +0(0) (+4 vs. rodents)
-------------------------------------------------------
[C] Knowledge [Engineering]= +8[/b](1) 4+3+1
[C] Knowledge [Dungeoneer] = +8(1) 4+3+1
[C] Knowledge [Arcana] = = = +0(0)
[C] Knowledge [Nature] = = = +8(1) 4+3+1
[C] Knowledge [Local]= = = = +5(1) 4+1
-------------------------------------------------------
[-] Linguistics= = = = = = = +0(0)
[C] Sleight of Hand= = = = = +7(1) 3+3+1
[C] Spellcraft = = = = = = = +8(1) 4+3+1
[C] Use Magic Device = = = = +0(0) +2

CL? CAN USE UNTRAINED
[C] Acrobatics = = = = = = = +7(1) 3+3+1
[C] Appraise = = = = = = = = +8(1) 4+3+1
[C] Bluff= = = = = = = = = = +4(1) 3+1
[C] Climb= = = = = = = = = = +4(1) 3+1
[C] Craft [Alchemy]= = = = = +11(4) 4+3+4+2
[-] Craft [General]= = = = = +4(0) 4
[-] Diplomacy= = = = = = = = +0(0)
[-] Disguise = = = = = = = = +0(0)
[C] Escape Artist= = = = = = +7(1) 3+3+1
[C] Fly= = = = = = = = = = = +3(0) 3
[C] Heal = = = = = = = = = = +9(4) 2+3+4
[C] Intimidate = = = = = = = +0(0)
[C] Perception = = = = = = = +9(4) 2+3+4+2
[C] Profession [Doctor]= = = +9(4) 2+3+4
[-] Ride = = = = = = = = = = +4(1) 3+1
[-] Sense Motive = = = = = = +3(1) 2+1
[-] Stealth= = = = = = = = = +3(0) 3
[C] Survival = = = = = = = = +6(1) 2+3+1
[-] Swim = = = = = = = = = = +1(1)

Wondrous Items:

Head: -
Headband:
Eyes: -
Neck: -
Shoulders: -
Chest: -
Body: -
Belt: -
Wrists: -
Hands: -
Feet: -
Rings: -
-
-

Slotless:
- Traveler's Any-Tool (250 gp, 2 lbs.)
- Ioun Torch (75 gp)

Other Equipment:

Other Equipment:
- Masterwork Backpack (50 gp, 1 lbs.)
- Tactical Sling (2sp, - lbs.)
- Ammunition: (- gp, 1.66 lbs.)
- - 55 Metal Cartridges
- - 20 Metal Cartridges (Pellet)
- - 5 Metal Cartridges (Salt-Shot)
- - 5 Metal Cartridges (Entanglement)
- - 5 Metal Cartridges (Dragon's Breath)
- - 5 Metal Cartridges (Silver)
- - 5 Metal Cartridges (Adamantine)
- Doctor's Outfit (150 gp, 3 lbs.)
- Doctor's Mask (50 gp, 1 lbs)
- Bedroll (1 sp, 1.25 lbs.)
- Flint & Steel (1 gp, - lbs.)
- Gunsmith's Kit (15 gp, 2 lbs)
- Waterskin (1 gp, 1 lbs.)
- Alchemy Crafting Kit (25 gp, 5 lbs.)
- Healer's Kit (10 uses) (50 gp, lbs.)
- 5 Potion, Cure Light Wounds (250 gp, - lbs.)
- Compact Spellbook (Formulae) Book (11/70 pages) (- gp, 1 lbs.)

Total Weight: 27.16 lbs
Load:
Light: 32.25 lbs.
Medium: 64.5 lbs.
Heavy: 97.5 lbs.
Over Head: 97.5 lbs.
Off Ground: 195 lbs.
Drag: 487.5 lbs.

Description:

Like most of his race, Dukkan is short and wiry with chestnut fur that covers the entire length of his body with only a single white patch of fur around his left eye breaks up the uniformity. His black and beady eyes shine with a sharp intelligence tempered by the often harsh life of a traveling doctor in the Alkenstar frontier. True to his name his paws are of unnatural length, almost spindly in appearance, but any former patient of his will attest to their deft firmness. He is often seen wearing armor over his grey doctor's coat, favoring practicality over fashion, and a doctor's mask habitually sits on his forehead.

Personality:

Dutiful and practical, Dukkan takes pride in his Doctor's Oath, but understands that he must sometimes resort to violence to protect the lives of those under his care. When dealing with others he is warm and cordial, but there is a hint of weariness in his tone brought on by his travails amongst the less fortunate.

Backstory:

Born in the lower quarters of Alkenstar as a middle child in a litter of 5, life was often a struggle for Dukkan and from an early age he learned how to handle a gun for his own safety. While still a child he lost his father and two elder brothers to a nearby industrial accident but with the help of his extended, tight-knit family and friends, things turned out as well as he could have hoped for.

Wishing to repay and improve his community, he apprenticed to a doctor who ran a free clinic in their quarter and eventually earned his license there. From then on, he traveled the lower quarters of Alkenstar, administering to those in need, making friends with the local constabulary, and more than once getting into running battles with those whose turf he tread.

It was with great surprise that one day he received a summons 'requesting' his presence and skills for a mission that would have statewide, perhaps worldwide, consequences.