About Dukkan 'Doc' LongpawQuick Look:
Saves: Refl: +8, Fort: +6, Will: +3 Melee:
Ranged:
Mwk Revolver (Atk: 1d20+8, Dmg: 1d6, Crit: 20/x4, Rng: 20 ft, Mag: 6)
Bomb (Atk: 1d20+7, Dmg:2d6+4 Splash: 6 Refl:15 Rng:20 ft.)
------------------------------------------------------- Hero Points: 1
Mutagen: 1/1 (+4 Dex, -2 Wis, +2 AC ) Prepared Extracts:
Total Weight: 27.16 lbs.
Gun Training:
- Gunslinger's Dodge:
- Quick Clear:
- Flash and Shock:
- Infused Curative:
- Poison Resistance +2:
Racial Traits:
Type: Humanoid (Ratfolk) Ability Modifiers: -2 Str, +2 Dex, +2 Int. Size Modifiers: Small
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
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
Initiative: +3 Saves:
Combat Maneuvers
Armor
Offense:
BAB: +3 Melee:
------------------------------------------------------- Ranged:
Mwk Revolver
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)
Deeds:
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)
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)
Mutagen (Su)
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)
Discovery (Su)
Infused Curative (Ex)
This ability replaces poison use. Swift Alchemy (Ex)
- - - - - - - - - - - - - - - - - - - - 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
CL? CAN USE UNTRAINED
Wondrous Items:
Head: - Headband: Eyes: - Neck: - Shoulders: - Chest: - Body: - Belt: - Wrists: - Hands: - Feet: - Rings: - - - Slotless:
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
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. |