Peren Ambergross

Figwen Ornrick's page

2 posts. Alias of BinkyBo.


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I did a bit of tweaking.. added a bit to my background. Finished now, I believe.


Just noticed this thread earlier today. I've been working on this submission... figured I should put up what I have before running out of time.

Gnome Alchemist (gun chemist) 1
Small Humanoid CG
Init+3, Perception+6; low-light vision

Str 11 .. AC 15 tch 14 ff 12 (+1size, +1armor, +3dex)
Dex 16 . HP 10
Con 14 . BAB +0
Int 16 ... Fort +4
Wis 10 . Ref +5
Cha 12 . Will +0

CMB -1, CMD 12; Move 20'
Melee Dagger +1(1d3/19-20) 10'
Ranged Flintlock +5(1d6+1/x4) 20' B+P
Alchemical Ordinance: add 1d6+3 4/day

Feats + Traits:

Etymologist (Gnome): You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
Mechanical Expertise: Select one of the following skills: Craft (any), Disable Device, or Knowledge (engineering). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Gunsmithing (bonus feat)
Point-blank Shot

Class Features:
Weapon and Armor Proficiencies
Gun chemists are proficient with all simple weapons, firearms, and light armor.

Alchemy

Alchemical Ordnance (Su)
A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.

Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).

The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4.

If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.

Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.

This replaces bombs.

Gunsmith
A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.

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.

Extracts:
Prepared Extracts - Comprehend Languages, Cure Light Wounds

Formulae List - Comprehend Languages, Cure Light Wounds, Disguise Self, Monkeyfish, Shield

Skills + Languages:
4+3+1fco
+10 Craft(alchemy) 1(+3,+3)+1,+2
+7 Disable Device 1(+3,+3)
+4 Heal 1(+0,+3)
+7 Know(arcana) 1(+3,+3)
+9 Know(engineering) 1(+3,+3)+2 (background skill)
+7 Know(nature) 1(+3,+3)
+6 Perception 1(+0,+3)+2
+7 Sleight of Hand 1(+3,+3) (background skill)
+7 Spellcraft 1(+3,+3)
+7 Stealth (+3)+4
+7 Linguistics 1(+3,+3)

Languages: Common, Gnome, Sylvan, Draconic, Dwarven, Elven, Goblin, Orc

Racial Traits:

>Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
>Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
>Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
>Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
>Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
>Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
>Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.
>Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
>Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
>Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gear:
Worn Gear Padded Armor, Flintlock Pistol, Dagger, Canteen, Bandolier (10 bullets), Powder Horn, Black Powder (10)

Backpack Gunsmith Kit, Alchemist Kit, Mess Kit, Grooming Kit, Tinderbox, Bedroll, 6 Rations, 20 Bullets, 20 Black Powder.

Encumbrance 33.5 lbs (light); Wealth 12gp 2sp

Gear cost/weight

outfit -/4
padded armor 5/5
pistol -/2
dagger 2/0.5
canteen 2/1
Bandolier 0.5/-
30 bullets 3/0.5
powder horn 3/1
30 black powder 30/-
backpack 2/1
gunsmith kit 15/2
alchemy crafting kit 25/5
mess kit 0.2/1
grooming kit 1/2
flint and steel 1/-
bedroll 0.1/2.5
6 rations 3/6

total 92gp 8sp/33.5

Background:
"I was a gunsmith's assistant for many months. He was competent... knew the measurements for the alchemy required, but didn't know or seem to care why it worked. He followed the schematics for crafting guns, but was willfully clueless about the science behind it."
"He taught me what he could, but did nothing for my greater curiosity... so I moved on."
"I spent much of my hoarded wage on an alchemy tutor. She had a better handle on how it all worked, and the science behind it. But she... she never left her studies or her lab."

Fig is fairly dapper, and looks only slightly more smug than he is. He wears a top hat, and padded suit with lightweight boots. He has a thing for curvy human women, enjoys ribbing ratkin, and loves to irritate and fluster those who take themselves too seriously. He has the free and easy spirit of one who has never faced any great danger or hardships.