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About Figgy GreasefitterFiggy Greasefitter:
Figgy Greasefitter Male traveler gnome alchemist (tinkerer) 9 ( Pathfinder Campaign Setting: Inner Sea Intrigue 46, Pathfinder RPG Advanced Player's Guide 26) LN Small humanoid (gnome) Init +2; Senses low-light vision; Perception +14 Defense:
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
Offense:
Speed 20 ft. Melee gnome pincher +7/2 (1d4-1) Ranged bomb +10 (4d6+5 fire) or light crossbow +9 (1d6/19-20) Special Attacks bomb 13/day (4d6+5 fire, DC 19) Spell-Like Abilities (CL 8th; concentration +9) 1/day—arcane mark , comprehend languages , message, read magic Alchemist (Tinkerer) Extracts Prepared (CL 9th; concentration +14) 3rd—bouncing bomb admixture , fly, protection from energy , thorn body 2nd—barkskin, bull's strength , cat's grace , cure moderate wounds , invisibility 1st—cure light wounds (2), heightened awareness ACG (2), shield (2), true strike
Statistics:
Str 8, Dex 14, Con 14, Int 18, Wis 11, Cha 12 Base Atk +5; CMB +3; CMD 15 Feats Brew Potion, Craft Cybernetics, Craft Technological Arms And Armor, Craft Technological Item, Deft Hands, Technologist, Throw Anything Traits efficient packer, local ties Skills: Acrobatics +3 (-5 to jump), Climb -2, Craft (alchemy) +21 (+30 to create alchemical items), Craft (clockwork) +13, Craft (mechanical) +23, Disable Device +13, Heal +12, Knowledge (arcana) +16, Knowledge (dungeoneering) +7, Knowledge (engineering) +23, Knowledge (local) +9, Knowledge (nature) +15, Knowledge (religion) +6, Linguistics +6, Perception +14, Spellcraft +15, Stealth +4, Survival +5, Use Magic Device +13 Racial Modifiers +2 Perception Languages Androffan, Common, Draconic, Dwarven, Gnome, Goblin, Orc, Sylvan SQ alchemy (alchemy crafting +9), anointing uses, clockwork bond (2d6), discoveries (essence booster, infusion, mercurial oil, precise bombs [5 squares]), greater tinkering, magical linguist APG, master tinker APG, swift alchemy, tinkering (2 enhancements) Combat Gear boro bead (1st level) UE, explosion pocket , potion of cure light wounds , potion of eagle's
Special Abilities:
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Anointing Uses (12/day) An alchemist can use any of the anointings he knows a total number of times per day equal to 3 + his alchemist level. Unless an anointing specifies otherwise, all anointings require a standard action to apply (this provokes attacks of opportunity) an Bomb 5d6+5 (14/day, DC 19) (Su) Thrown Splash Weapon deals 2d6+4 fire damage. Clockwork Bond (1d6) (Ex) 1 minute and DC 15 Heal check to restore clockwork companion HP. Craft Cybernetics You can create and install cybertech. Craft Technological Arms and Armor You can create technological weapons and armor. Craft Technological Item You can create technological items. Essence Booster (Su) Increase rank of a tiered item power by 1 step (+1 enhance if none). 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. Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells. Master Tinker You are proficient with any weapon you have personally crafted. Mercurial Oil (Su) Increase weapon damage 1 step, or add DR 2/— to armor. Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs. Swift Alchemy (Ex) Construct alchemical items in half the normal time. Technologist You are familiar with the basic mechanics of technology. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Tinkering (1 enhancement) (Ex) You can apply an enhancement to your familiar. One hour to change enhancements. Springy:
Clockwork spy ( Pathfinder RPG Bestiary 3 58) N Tiny construct (clockwork) Init +5; Senses darkvision 60 ft., low-light vision; Perception +1 ————— Defense ————— AC 16, touch 15, flat-footed 13 (+1 Dex, +2 dodge, +1 natural, +2 size) hp 5 (1d10) Fort +2, Ref +5, Will +0 Immune construct traits Weaknesses vulnerability to electricity ————— Offense ————— Speed 30 ft., fly 30 ft. (clumsy) Melee slam +3 (1d2) Space 2½ ft.; Reach 0 ft. Special Attacks record audio, self-destruction ————— Statistics ————— Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1 Base Atk +1; CMB +0; CMD 12 Feats Improved Initiative B, Lightning Reflexes B Skills Climb +3, Disable Device +0, Fly -3, Heal +1, Perception +1, Spellcraft +1, Stealth +11, Use Magic Device -4; Racial Modifiers +2 Climb, +2 Stealth SQ difficult to create, improved evasion, swift reactions, winding Other Gear backpack, folding shovel UE ————— Special Abilities ————— Construct Traits (+0 HP) Constructs have many immunities. Darkvision (60 feet) You can see in the dark (black and white only). Difficult to Create Increase the time and gp cost required to create a clockwork construct by 50% over normal. Fly (30 feet, Clumsy) You can fly! Immunity to Ability Damage Immunity to ability damage Immunity to Ability Drain Immunity to ability drain Immunity to Bleed You are immune to bleed. Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects. Immunity to Disease You are immune to diseases. Immunity to Energy Drain Immune to energy drain Immunity to Exhausted You are immune to the exhausted condition. Immunity to Fatigue You are immune to the fatigued condition. Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Immunity to Nonlethal Damage You are immune to Nonlethal Damage Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Record Audio (Su) Record up to 1 hr/HD of sound in 20 ft spread, on programmed trigger. Self-Destruction (DC 10) (Su) Explode next turn if <0 hp, 1d6 fire dam in 5 ft (Ref half). Disable device halts. Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage. Winding Active for 1 day/HD, can be recharged with a special key. Damage Reduction - 2/Adamantine consumables:
Battery (5 charges) Battery (8 charges) Nanite canister Alchemists Fire (3) Acid (6) Black Nanite Hypogun 4/5 (2d8+3, Lesser Resto) Gas Grenade Arc Grenade Frost Grenade Flechette Grenade Black Veemod Goggles (10/10 charges, +2 perception) |