Male gnome alchemist (grenadier, saboteur) 8/gunslinger (pistolero) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 36, Pathfinder RPG Monster Codex, Pathfinder RPG Ultimate Combat 9, 51)
CG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +15 (+17 vs. magic traps)
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Defense
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AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 size)
hp 86 (9 HD; 8d8+1d10+36)
Fort +15, Ref +14, Will +6
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Offense
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Speed 20 ft.
Melee mwk cold iron steel terbutje +9/+4 (1d6/19-20)
Ranged +1 conductive pistol +12 (1d6+1/×4) or
. . bomb +12 (5d6+5 fire) or
. . concussive bomb +12 (4d4+5 sonic) or
. . pistol +11 (1d6/×4)
Special Attacks bomb 19/day (4d6+5 fire, DC 19), deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (1)
Alchemist (Grenadier, Saboteur) Extracts Prepared (CL 8th; concentration +13)
. . 3rd—fly, heroism
. . 2nd—bear's endurance, false life, invisibility, see invisibility
. . 1st—heightened awareness[ACG] (2), shield (2), targeted bomb admixture[UC]
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Statistics
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Str 10, Dex 16, Con 18, Int 20, Wis 12, Cha 9
Base Atk +7; CMB +6; CMD 19
Feats Deadly Aim, Extra Bombs[APG], Gunsmithing[UC], Martial Weapon Proficiency (terbutje, steel), Point-Blank Shot, Precise Shot, Reckless Aim, Throw Anything
Traits black powder bravado, meticulous concoction
Skills Acrobatics +7 (+3 to jump), Appraise +9, Climb +6, Craft (alchemy) +21 (+29 to create alchemical items), Diplomacy -1 (+1 vs. geniekind), Disable Device +16 (+18 vs. magic traps), Fly +9, Heal +5, Knowledge (arcana) +17 (+19 to understand the nature and ways of dragons), Knowledge (engineering) +18, Knowledge (local) +17 (+19 to identify drow and their customs, weaknesses, and tactics), Knowledge (planes) +14 (+16 vs. geniekind, +16 to identify demons and other outsiders native to the Abyss), Linguistics +7 (+9 to learn about Azlanti sentence construction and idioms), Perception +15 (+17 vs. magic traps), Ride +7, Sense Motive +1 (+3 to distinguish between true statements and exaggeration regarding esoteric topics), Sleight of Hand +7, Spellcraft +14, Survival +5 (+7 to navigate Jungles of Mwangi Expanse, +7 to notice and follow tracks in Arctic environments), Swim +4, Use Magic Device +3; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Abyssal, Celestial, Common, Dwarven, Gnome, Hallit, Infernal, Kelish, Osiriani, Sylvan
SQ alchemical weapon, alchemy (alchemy crafting +8), cognatogen (+4/-2, +2 natural armor, 80 minutes), directed blast, discoveries (cognatogen[UM], concussive bomb, explosive missile[UC], infusion, precise bombs [5 squares]), gunsmith, master tinker[APG], swift alchemy
Combat Gear oil of magic weapon, potion of cure light wounds, scroll of comprehend languages, detect secret doors, reduce person, wand of comprehend languages (47 charges), wand of detect magic (47 charges), wand of endure elements (40 charges), wand of infernal healing (19 charges), acid, alchemical grease[APG], alchemist's fire, antiplague[APG], antitoxin, bottled lightning[UE], flash powder[APG], holy water, itching powder[UE], liquid ice[APG], tanglefoot bag, thunderstone, vermin repellent[UE]; Other Gear +2 mithral chain shirt, +1 conductive pistol[UC], adamantine paper cartridge[UC] (10), cold iron paper cartridge[UC] (10), dragon's breath cartridge[UC] (10), elysian bronze paper cartridge[UC] (10), entangling shot cartridge[UC] (10), flare cartridge[UC] (10), mwk cold iron steel terbutje, paper cartridge[UC] (21), pistol[UC], salt shot cartridge[UC] (10), silver paper cartridge[UC] (10), belt of physical might +2 (Dex, Con), cloak of resistance +3, endless bandolier[UE], handy haversack, headband of vast intelligence +2, hybridization funnel[UE], adamantine wire saw[UE], alchemist's lab, alchemy crafting kit[APG], candle, chalk, climber's kit, cold weather outfit, earplugs[APG], fishhook, flint and steel, ink, inkpen, parchment, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, scroll case, sewing needle, signal whistle, spell component pouch, spell component pouch, string or twine[APG], swarmsuit[APG], thieves' tools, torch, trail rations (3), waterskin, weapon cord[APG], whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 23 pp, 2 gp, 1 sp, 1 cp
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+5 (19/day, DC 19) (Su) Thrown Splash Weapon deals 4d6+5 fire damage.
Cognatogen (DC 19) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 80 minutes.
Concussive Bomb (Su) Bomb deals sonic damage with reduced die size.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Missile Use bomb with ranged weapon.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reckless Aim Your lack of regard for others proves a boon when you fire projectiles into melee.
Prerequisites: Point-Blank Shot, Precise Shot.
Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to t
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.