About Figwen OrnrickGnome Alchemist (gun chemist) 1
Str 11 .. AC 15 tch 14 ff 12 (+1size, +1armor, +3dex)
CMB -1, CMD 12; Move 20'
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)
Class Features: Weapon and Armor Proficiencies
Gun chemists are proficient with all simple weapons, firearms, and light armor. Alchemy
In many ways, extracts 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. Alchemical Ordnance (Su)
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
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. Extracts: Prepared Extracts
Comprehend Languages, Cure Light Wounds Formulae List
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) +7 Linguistics 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 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 (14 lbs.) Padded Armor, Flintlock Pistol, Dagger, Canteen, Bandolier (10 bullets), Powder Horn, Black Powder (10), Silver Holy Symbol.
Backpack (19.5 lbs.) 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
total 92gp 8sp/33.5
Background:
"A little bit about myself? Happy to indulge, my dear." Figwen sips his tea with a coy grin, and winks at the curvaceous bearded lady squatting on the stoop of her wagon. "I was a gunsmith's assistant for many months. Eucrid 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." Fig absently draws and twirls his small pistol as he speaks.
"Euchrid taught me what he could, but did nothing for my greater curiosity... so I moved on." He holsters his pistol, then refills his tea cup from a canteen. "I spent much of my hoarded wage on an alchemy tutor. Miss Jincy had a better handle on how it all worked, and the science behind it. But she... she never left her studies or her lab." He leans in closer "This world has more wonders to offer than I'd find cooped up in there." closer still "... more beauty." He winks again. After chatting up (but failing to immediately seduce) the bearded lady, Lucette, he spent time with the traveling circus, Madame Brindlewinth's Luminous Bazaar.. doing a variety of work. He has many tales of cherished moments from this time, but as the horrors of the world darkened more hearts than the circus could brighten, he felt he must do more "meaningful" work. 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.
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