Sleepless Detective

Flint Blackwood's page

169 posts. Alias of Zayne Iwatani.


Classes/Levels

Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Gender

GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask)

Strength 11
Dexterity 22
Constitution 12
Intelligence 16
Wisdom 16
Charisma 12

About Flint Blackwood

Flint Blackwood
Male human Alchemist (Grenadier) 5/Gunslinger 5
CG Medium humanoid (human)
Init +6; Perception +18
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Defense
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AC 27, touch 20, flat-footed 19 (+6 armor, +6 dex, +2 dodge, +1 Deflection, +1 Insight, +1 Nat)
HP 69 (5d10+5+5d8+5)
Fort +10, Ref +15, Will +8
+1 resistance bonus to all
+2 bonus on all Will
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Offense
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Speed 40ft.

Flintlock Pistol +1: +15/+10 (1d8+7 x4) Misfire(1-2) Range (20-200)
Full Round Attack Flintlock Pistol +1: +13/+13/+8/+8 (1d8+7 20 x4) Misfire(1-2)

Flintlock Pistol + Point Blank Shot: +16/+11 (1d8+8 x4) Misfire(1-2) Range (20-200)
Full Round Attack Flintlock Pistol + Point Blank Shot: +14/+14/+9/+9 (1d8+8 x4) Misfire(1-2)

Flintlock Pistol + Deadly Aim: +12/+7 (1d8+13 x4) Misfire(1-2) Range (20-200)
Full Round Attack Flintlock Pistol + Deadly Aim: +10/+10/+5/+5 (1d8+13 x4) Misfire(1-2)

Flintlock Pistol + Point Blank Shot + Deadly Aim: +13/+8 (1d8+13 x4) Misfire(1-2) Range (20-200)
Full Round Attack Flintlock Pistol + Point Blank Shot + Deadly Aim: +11/+11/+6/+6 (1d8+14 x4) Misfire(1-2)

Bomb: +14 (3d6+3 x2) Range (20-100)
Special: Tanglefoot bomb
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Statistics
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Str 11
Dex 22 (+2 racial, +2 level, +2 belt)
Con 12
Int 16 (+2 headband)
Wis 16 (+2 headband)
Cha 12
Base Atk +8/+3; CMB +8; CMD 24
Feats: Gunsmithing (GL Free), Throw Anything (AL Free), Extra Discovery (Human Bonus), Point Blank Shot (1), Precise Shot (3), Two Weapon Fighting (GL Bonus 4), Deadly Aim (5), Iron Will (7), Improved Two Weapon Fighting (9)
Traits Black Powder Fortune, Conspiracy Hunter (Stealth)
Languages Common, Dwarven, Goblin
Gunslinger SQ Deeds, grit, gunsmith, Nimble +1, Deeds, Bonus Combat feat (1)
Alchemist SQ Alchemy, bomb 3d6, Martial Weapon Proficiency, mutagen, throw anything, Discovery (3), Alchemical Weapon, Precise Bombs, swift alchemy
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Skills:

ACP ()
Skill points: (4 AL + 2 Int + 1 Human + 1 FC) x 5 + (4 AL + 2 Int + 1 Human) x 5 = 75
+10 ranks in alchemy from headband

[1]Appraise (Int) +7
[7]Acrobatics (Dex) +16 (21)
[7]Bluff (Cha) +11
[1]Climb (Str) +4
[10]Craft (Alchemy) (Int) +21
[7]Disable Device (Dex) +21 (+23)
[]Fly (Dex)
[1]Handle Animal (Cha) +6
[1]Heal (Wis) +7
[]Intimidate (Cha)
[1]Knowledge (arcana) (Int) +7
[7]Knowledge (Dungeoneering) (Int) +13
[7]Knowledge (engineering) (Int) +13
[7]Knowledge (local) (Int) +13
[7]Knowledge (nature) (Int) +13
[7]Perception (Wis) +18
[1]Profession (Alchemist) (Wis) +7
[1]Ride (Dex) +10
[1]Sleight of Hand (Dex) +10
[2]Spellcraft (Int) +8
[1]Survival (Wis) +6
[7]Stealth (Dex) +17
[1]Swim (Str) +4
[]Use Magic Device (Cha)

Modifiers:
+2 circumstance bonus on Disable Device
+1 trait bonus on Stealth
+5 competence bonus on all Craft (traps) and Disable Device
+5 competence bonus on all Craft (Alchemy)
+5 competence bonus Perception
+5 competence bonus on Acrobatics (Jumping)


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Flint's Gear:

--Equipped--
Mithril Chainshirt +2 5100
Seeking Flintlock Pistol +1 8000
Flintlock Pistol +1 3000
Alchemical Bullets (100) 1200

--Handy Haversack-- 2000
Grappling Hook 1
Blanket .5
Bedroll .5
Flint and Steel 1
Silk Rope (200) 40
Trail Rations (6) 3
Masterwork Thieves' Tools 100
Gunsmithing Tools free
Travel's Any-tool 250

--Magic Items--
Belt: Beneficial Bandoleer of Dexterity (4000)
Body: Endless Bandolieer 1500
Eyes: Eyes of the eagle 2500
Feet: Boots of Springing and Striding 5500
Head: Mantis Mask 6000
Headband: Headband of mental prowess +2 (Int/Wis) 10000
Neck: Amulet of natural armor 2000
Shoulders: Cloak of resistance +1 1000
Rings: Ring of Maniacal Devices and Protection 7000

Slotless Items:
Wayfinder 500
Dusty Rose Prism 5000

4414

Gold

Encumbrance
Light 38 lbs. or less
Medium 39–76 lbs.
Heavy 77–115 lbs. or more

Load: 25.5


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Racial Abilities and Traits:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Black Powder Fortune: As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.

Conspiracy Hunter (Stealth): Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.


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Alchemist Special Abilities:

Alchemy

Bomb 3d6 (16/day): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

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.

Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

Mutagen (Dex) 50 min/day: 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.

Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discoveries (3):

Vestigial Arm(2): The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).

Precise Bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Tanglefoot Bomb: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Alchemical Weapon: At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Precise Bombs: At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.

Swift Alchemy: At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.


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Gunslinger Special Abilities:

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

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.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

-Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

-Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.

-Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Grit: 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.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore 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.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Nimble +2: Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Gun Training (Ex) (Pistol): Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.

Bonus feat (2): At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.


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Extracts:

-Prepared-
1st: (5/day)
Cure Light Wounds
[]Expeditious Retreat[/]
[]Longshot[/]
[]Reduce Person[/]
[]Shield[/]
2nd: (3/day)
[]Resist Energy[/]
Spider Climb
Invisibility

-Known-
1st: (6 known free) Endure Element's, Crafter's Fortune, Cure Light Wounds, Expeditious Retreat, Longshot, Shield, Monkey Fish 30, Identify 30, Reduce Person 30
2nd: (3 known free) Resist Energy, Cat's Grace, Cure Moderate Wounds 200, Lesser Restoration 200, Spider Climb 200, Invisibility 200


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Description and Personality:

Flint is a confident and driven gunslinger who augments his fire power with alchemy. The first and most obvious augmentation is the addition of two extra arms, which allow him to reload and fire a pair of lovingly crafted flintlock pistols at blinding speed. That is not his only weapon however as a long musket is also strapped on his back, for those pesky targets that refuse to get in range. Flint stands about 5'10" and wears a long duster with a wide-brimmed hat. The duster conceals his extra arms, both to hide them from those that find them disturbing and make the reveal all the more flashy. Strapped across his chest is two bandoleers of small bottles containing all manner of alchemical liquid. A few are even multi-colored and swirling angrily, like the substances hate to be together. His pride and joy rest comfortably on each hip.

Flint walks and talks with confidence. He is very competitive and loves to stand out, even if it puts him in more danger. He is quick on his feet and quicker still on the draw. When he enters combat, everyone knows for the thunderous retorts of his guns are nearly deafening. But when he's firing he is also in his element and is usually smiling or laughing the whole time. Flint is out to make a name for himself as the best gunslinger around to clear his families name and regain their reputation for quality weapons.


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Backstory:

Edward Blackwood knew his son was special when he witnessed the boy strip one of his prototype firearms, clean it, and put it back together in the correct order by the time he was 3. He was even more sure when, by the time he was 7, he could safely claim to be the best shot in the city. He could hammer a nail with a bullet at 20 paces and shoot a copper piece out of the sky. He was a prodigy. And Edward could not be happier. He owned one of very few gunsmith stores in the upper-class area of Restov. The nobles liked firearms for their ease of use and bought them for both recreation and protection. He had several apprentices but his son turned out to be the most promising. Yes, his store, reputation and family were all doing very well. Edward was a happy man. His competition was not.

Smith Colson was a noble and a very greedy man. His guns sold for much more than Blackwood’s did for their artistic quality and he had 100% of the market in the noble district until Edward showed up. Sure, maybe his designs were more reliable, though not nearly as nice to look at, but that didn’t make them good enough for nobles. It was only thanks to the Pathfinder’s that he stayed in business. A couple of adventurer’s make a name using his weapons and now everyone wants them. Outrageous. Smith couldn’t stand to let a commoner steal his clients. Thankfully for him, an opportunity arose. Two noble families that had been at each other’s throats for as long as most could remember decided to have a duel to settle things. One side picked a Colson forearm and the other a Blackwood. Security was tight on both sides before the duel but Colson’s hired sneak managed to tamper with the opposition’s weapon.

The fallout was even better than Colson could have hoped for. The Blackwood gun failed, the user, the family’s heir, died, and no one could find evidence of foul-play. In one fell swoop his competition’s reputation was shattered and the full ire of a noble family was against Blackwood. He didn’t stand a chance. Colson was very happy. For days Edward tried to figure out what went wrong. Before he could get very far though, his house and his shop were burned to the ground. No one found the arsonist. Edward tried to rebuild but he couldn’t make guns like he used to. All his notes were gone so he had to rely on memory. It should have been easy. So much of it was instinct now. But doubt had crept into his mind. He couldn’t recall the numbers, the dimensions, the measurements, without questioning each one. He started losing them. And he wouldn’t listen to anyone. Not his apprentices or his son. He was a broken man.

Over the next few years, Edward would fall further into depression. He slept a lot, drank a lot, and did very little to put food on the table. Flint worked diligently to help and to recreate the weapons that they were famous for. But even for a prodigy, it was slow. The guns they used to make were the product of years of trial and error. Eventually he succeeded in making something that worked reliably. But when he showed it to his father, he received a blank stare in return. His father had given up. He was done. Well Flint wasn’t. If his father wouldn’t re-ignite the Blackwood name, then he would. He knew no one would buy them, so he used them himself. He followed the same logic that brought them fame in the first place. He joined the Pathfinder’s guild to become a notable adventurer. He’d get famous. He’d make his name known the world round and then everyone would buy from them again.

Things were difficult a first. He’d never shot anything but targets since he was a boy. And brilliant though he might be, he didn’t have any experience outside the city. He had to pick up a lot of new skills very quickly. Thankfully, the Pathfinder’s had no shortage of skilled individuals. He found alchemy to be the most helpful. In fact, it almost perfectly complemented his combat style and intellectual personality. He found he could delve into alchemy with the same passion he had for gunsmithing. By the time he was 15, he had attained the level of journeyman in alchemy and was taking jobs from the guild. By the time he was 18 he had learned everything he needed form the guild alchemists and was a rising in rank within the guild. But it wasn’t fast enough. Outside the guild he still wasn’t well known. He needed to move faster. He needed to be recognizable.

During one mission to remove a dangerous individual, he found something. The man was creating and letting loose zombies into the nearby village, or what was assumed to be zombies. It was discovered they were not powered by magic but by alchemy. He had been growing them in his lab and altering them to make them even more deadly. Claws, fangs, armored, elemental disruption, multiple limbs. Horrifying stuff. And he was making an army. Flint and his companions put an end to it. And it was a cold reminder to never go too far. Alchemy was a dangerous science. One could easily get lost in the discoveries as did the man they just put an end to. Had he not gone on this mission and seen it for himself, he might have followed the same path.

The research was gathered and brought back to the Pathfinder's guild to be studied. Luckily, Flint got to be part of the research. And he made a tremendous discovery. After several months of research, Flint underwent an experiment. One that would amplify his abilities and 2 fold and make him far more memorable. Exactly what he wanted.