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male ratfolk Vigilante (Gunmaster)
![]() Gimpy frowns at the lack of a living scent. "Careful, there's no-one around and that's more unsettling than anything else. If I can't smell 'em, they ain't here." Gimpy checks his musket and makes sure the bayonet on the end is secured. he keeps his weapon up to prevent the powder from spilling and uses the bayonet to cut the log down. ![]()
male ratfolk Vigilante (Gunmaster)
![]() Gimpy sniffs the air..
His ears flick at the tugging, "Now now, no need for violence... unless that door fell because of violence... " He sniffs the air in search for a distinct scent... he's searching for the scent of a human... shouldn't be that hard right? ![]()
male ratfolk Vigilante (Gunmaster)
![]() I'm sorry, was in a hurry, just skimmed the post, will have a review in a second... I'm totally sorry if I messed up... don't have much time. Gimpy holds out his hand. The name's Rizien, but everyone calls me Gimpy, on account of my lopsided walk. he shifts his musket to his other hand and makes a visible effort to hide his chew... ![]()
male ratfolk Vigilante (Gunmaster)
![]() Dot Gimpy listens to the man, and when he hears the reward he nearly spits his chewing tabaco out. That'd be enough to put me in the Hearts and graces of more than just the bar whores! he lauges to himself and goes to make himself some gold! He smacks right into the half orc woman standing near by however... Oh! I am greatly sorry! he sees she is almost twice his size and he chuckles.
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male ratfolk Vigilante (Gunmaster)
![]() Hey... Ratfolk may not be common, but they are just as mysterious as the rest of ya... none of you know where he's from! nor do any of you know anything about why he has a limp... unless you read his backstory and learn that he shot himself in the foot at a young age. ![]()
male ratfolk Vigilante (Gunmaster)
![]() Okay, what Gimpy is and what he will be in the Future: Gimpy is a liar and a player(yes, that type of player)... He cheats at card games and loves his booze, above all however he wants to keep his skin. He will be a long range gunfighter hopefully, I want to get a pistol soon so that he has some Variety. It will be his goal to surprise his enemies and make them flat footed so that it is much easier to hit them(flatfooted touch is like... 10 I believe to most creatures). He will whip out weapons like nothing and will be the first to shoot, just like another scoundrel we all know and love (may he Rest in Peace) ;P ![]()
![]() So I would like to use the Eldrich researcher story feat, and this is the spell I'd like to apply for the prerequisite:
touch of force: lvl:wizard 1, alchemist 1
School:evocation Range: touch, Duriation:instantaneous. Effect:force damage on touch. Details: your hand is covered in a aura of force. On a sussesful touch attack you release the energy, dealing 1d6 damage plus an additional d6 for every two caster lvels you posses, up to a maximum of 5d6 at lvl 10
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![]() oh yes, in combat, Gimpy will be useing his longspear mostly, if anyone gets too close, he'll drink his mutagen and claw out their eyes. as for his extracts, I'll be mostly self-buffing. at later levels I will prepare cure spells in my extra slots and taking the discovery that allows me to give them to other people.(or the same with buffs if we don't need a healer) edit:OH MY GOODNESS!!! I JUST REALIZED MY SKILLS ARE WRONG....there fixed :) ![]()
![]() sorry, some stuff came up. here is the rest of my 10 minute
the rest of my ten minute:
Secrets: 1)Gimpy has actually made most of his money stealing. 2)Gimpy unknowingly is possessed by a second personality( the one that will emerge when he becomes a chymist) ties to NPC: 1)his teacher was a ratfolk alchemist. she had Gimpy test out all of her new concoctions. 2) he had two bothers and a sister. im not going to go into detail, as they all are younger than Gimpy (by alot) i'm also keeping them together as a connection because it would feel cheep if all three of my ties where siblings. 3) Gimpy once fell in love with a half-elf ranger. her name was Selinah, she was an adventurer in one of the groups gimpy joined. unfortunately(for gimpy anyways) some recent "financial endeavors" forced Gimpy to leave his "love" behind. Quirks: 1)gimpy fiddles with the end of his tail when he is nervous. 2)Gimpy is so used to going by Gimpy instead of Rizien, he won't respond to his real name. 3)Gimpy has a fascination with food of all kinds. he tries to eat whenever and whatever he can.
okay, done. this is the last of the ten minute...from before... ![]()
![]() well, here's the crunch (assuming average gold)
Stats(saves and such):
HP:9/9
Fort:+3 Refl:+4 Will:0 AC:16=10+(2 dex,3 wooden armor,1 size,) BAB:0
racial traits:
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Surface Sprinter: Some ratfolk spend as much time as they can aboveground and become very fast runners. This comes at the cost of their night vision, which becomes less acute after years of sunlight. These ratfolk gain low-light vision and have a base speed of 30 feet. This racial trait replaces darkvision and slow speed. Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. Cheek Pouches: Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming. Lab Rat: For every ingenious ratfolk inventor, there is another who must inevitably test the invention. Those who survive enough experiments sometimes develop strange metabolic quirks that grant them heightened resilience and, on occasion, fortunate side effects when consuming alchemical or magical draughts. As a result, they gain a +1 racial bonus on saving throws against poison, alchemical weapons, and harmful effects from drinking potions or elixirs. In addition, once per day such a ratfolk can either increase the caster level of a potion he consumes by 1 or double the duration of an alchemical remedy he consumes or applies to himself (to a maximum of 4 hours). This racial trait replaces tinker. Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. background traits:
Adaptive Magic: The wonders of magic have always
fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathfinder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you. Cross-Knowledge: Once per day, you may treat an extract you drink as if your caster level were 1 level higher as long as that extract appears on the wizard spell list and the alchemist list of formulae. Class traits:
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they 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 2–1. 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 losing its magic, 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. An alchemist can draw and drink an extract as a standard action. 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, pages, 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. Bomb (Su): 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. Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat. 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. Throw Anything (Ex): 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.
Skills and Feats:
Skills(ranks/ability/other=total)
Appraise (Int),4/4=8 Craft (alchemy) (Int),8/4=12 Craft (glassblowing),4/4=8 Disable Device (Dex),4/2=6 Fly (Dex),4/2=6 Heal (Wis),0 Knowledge (arcana) (Int),8/4/1=13 Knowledge (nature) (Int),0 Perception (Wis),4/0=4 Profession (Glassmaker)(Wis),4/0=4 Sleight of Hand (Dex),4/2=6 Spellcraft (Int),8/4=12 Survival (Wis),4/0=4 Use Magic Device (Cha),8/-1/1=8 Lore (Glass/stone) (Int),2/4=6 Feats
Formulae Book:
1-cure light wounds, enlarge person, endure elements, adhesive spittle, disguise self, bomber's eye Prepared
Equipment:
wooden armor, sling, 30 sling bullets, longspear, 5 tinder twigs, bag of foaming powder, 5 vials(iron) of oil, 5 empty glass vials, Alchemist kit(an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), cold weather outfit, ice skates, snowshoes, tailblade,
Attacks:
bomb:+2 1d6+4(minimum:5)
sling:+2 1d3 20/x2 longspear:+0 1d6 20/x2 Background and appearance:
Rizien has always been a strange ratfolk. Ever since his first days in his warren Rizien has always seemed to enjoy anything with a vile taste(even to ratfolk standards). He was known as "Gimpy" because one day he decided to swallow the contents of an alchemist's mutagen. For the next week he was lurching around the warren. His stride was so weak and gimpy, everyone thought it was a great name. from then on, Gimpy was determined to not live up to his name. he began work for an alchemist as her ingredient collector and "lab rat". From her he learned the basics of alchemy. he left to begin his own life as an alchemist, but it was harder than he thought. he had to work in three separate places just to get the supplies necessary to craft the mutagens and bombs alchemists rely on. He learned glassblowing and began to make his own vials. finding the life of a Warren alchemist tougher than he thought, Gimpy left to find somewhere he could use his skills at a much lower cost. He traveled for a year, traveling with gypsies and groups of adventurers. one day he caught a caravan up to Heldren, where he hoped he would finally find a place to use his skills to use. Rizien is 3'6"(a little over a meter) tall. his fur is black, and his chest is white. He wares such a set of tiny glasses that you wonder how he even uses them. he's covered with glass vials and bottles, all clinking together to make a soft, chilling song whenever he moves.
I'll have a ten minute background up in a second 10 min background: 5 concepts: Gimpy is a shorter than normal ratfolk, he tends to get in trouble by eating or dinking the wrong things (he cares little in the quality of his food... as long as he can eat it), His glasses are for reading- he can't see anything closer than 1/2 foot, he has a strange personality(really quriky)
Goals: 1)Gimpy simply wants to be an alchemist, to perfect his mutagen and be well known for his craft. 2) I'm planing on going master chymist, his alternate personality being a rude, very "stereotypical rat" kind of person. with the beastmorph it will work out great!
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male ratfolk Vigilante (Gunmaster)
![]() Gimpy pulls out one of his extracts and downs it.(shield) a invisible shield shaped force appears in front of gimpy he doesn't have time to get his spear ready so he readies his tail for a swipe with the blade. Monster! I need backup! he shouts, risking giving his location up. initiative: 1d20 + 2 ⇒ (6) + 2 = 8
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male ratfolk Vigilante (Gunmaster)
![]() I suggest we find a cave or some shelter, I need to bunker down and prepare more bombs, otherwise I'm almost useless in a fight Gimpy goes to help pip up and he pulls out his mutagen. Im using this to see if I can find what I need quickly Gimpy downs the liquid and his arms grow thicker, his forehead broadens, and his tail grows fur Unstable mutagen: 1d6 ⇒ 2 mutagen last 20min per lvl Gimpy searches using scent to salvage what he can
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