Cleric of Brigh

Gizmo Ghizmadeus's page

62 posts. Alias of PJP.


Full Name

Frank "Gizmo" Ghizmadeus

Classes/Levels

LG Human Grenadier Alchemist 4 HP 31/31 AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15 F +4 R +6 W +2

Gender

Male

Size

Medium

Alignment

Lawful-Good

Strength 14
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 9

About Gizmo Ghizmadeus

Frank "Gizmo" Ghizmadeus
LG Human Grenadier Alchemist 4
Languages: Common, ancient Azlanti, Dwarf, Sylvan, Gnome, Aquan

Movement: 30 spd
Init +2 (+2 Dex)
HP 31 (8 +1 Con +1 FC/5+1+1/5+1+1/5+1+1)

DEFENSE
AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15
CMD 13 (10 +1 Str +2 Dex)
Fort +5 (+4 class +1 Con)
Ref +6 (+4 class +2 Dex)
Will +2 (+1 class +1 Wis)

Defensive Abilities

OFFENSE
Base Attack +3; Melee Touch +5; Ranged Touch +5
CMB +5 (+3 BAB +2 Str)

Extracts Prepared
1.1 Cure light wounds
1.2 enlarge person (infusion)
1.3 monkey fish
1.B Cure light wounds
2.1 Lesser restoration
2.B Lesser restoration

Melee Attacks
Dagger +5 att / 1d4+2 P or S dmg 19–20/×2 10 ft. (+3 BAB +2 Str)

Ranged Attacks
Heavy crossbow +5 att : 1d10 P dmg 19–20/×2 120 ft. (+3 BAB +2 Dex)
Dagger +5 att : 1d4+2 P or S dmg 19–20/×2 10 ft. (+3 BAB +2 Dex, +2 Str)

Bombs +6 vs touch : 2d6+4+1 Fire Dmg; 10 ft. / 20ft w/bombchucker (+3 BAB +2 Dex +1 Throw Anything, +4 Int damage)
9/9 remaining (4 level + 3 Int + 2 extra bombs)

Other modifiers:
+1/+1 Point Blank Range
Move action to add alchemical application to weapon or piece of ammunition.

STATISTICS

20 pt build, +1 Int at 4th:

Str 5 14 14(+2)
Dex 5 14 14(+2)
Con 2 12 12(+1)
Int 7 17 +2+1 18(+4)
Wis 2 12 12(+1)
Chr -1 9 9(-1)

SKILLS 36 - 2 background(4 +4 Int +1 Human/4+4+1/4+4+1/4+4+1)
Acrobatics +3 (+2 Dex)
Bluff -1 (-1 Chr)
Climb +2 (+2 Str)
Diplomacy -1 (-1 Chr)
Disguise -1 (-1 Chr)
Disable Device* +9 (4 rank +2 Dex +3 class)
Escape Artist +2 (+2 Dex)
Fly* +2 (+2 Dex)
Heal* +7 (3 rank +1 Wis +3 class)
Intimidate -1 (-1 Chr)
Knowledge(arcana)* +9 (2 rank +4 Int +3 class)
Knowledge (dungeoneering) +5 (1 rank +4 Int)
Knowledge(local) +6 (1 rank +4 Int +1 trait)
Knowledge(nature)* +9 (4 rank +4 Int +3 class)
Knowledge (planes) +5 (1 rank +4 Int)
Knowledge (religion) +5 (1 rank +4 Int)
Perception* +8 (4 rank +1 Wis +3 class)
Ride +0 (+0 Dex)
Sense Motive +1 (+1 Wis)
Sleight of Hand* +6 (1 rank +2 Dex +3 class)
Spellcraft* +11 (4 rank +4 Int +3 class)
Stealth +2 (+2 Dex)
Survival* +5 (1 rank +1 Wis +3 class)
Swim +6 (4 rank +2 Str)
Use Magic Device* +12 (4 rank +4 Int +3 class +1 trait)

Background Skills 10 (2+2+2+2)
Appraise* +8 (1 rank +4 Int +3 class)
Craft(alchemy)* +12 (3 rank +4 Int +3 class +1 /2level) for crafting
Knowledge (Engineering)* +6 (2 rank +4 Int)
Knowledge (History)* +8 (3 rank +4 Int +1 trait)
Linguistics +5 (1 rank +4 Int)

The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). Added Knowledge(history) as trait. Skill Ranks per Level: 4 + Int modifier.

EQUIPMENT
Artisan's outfit
Chain shirt, masterwork
Buckler

Bandolier
Bandolier

Dagger (2 gp)
Crossbow, heavy (50 gp)
Bolts (20) (2 gp)
bombchucker (12 gp) - +10' range

Alchemist lab (200 gp)
Hybridization Funnel (200 gp)
Formula Alembic (200 gp)

Backpack (2 gp)
Bedroll (1 sp)
Waterskin (1 gp)
Masterwork Thieves' Tools (100 gp)
Ink (1 gp)
Pen (1 sp)
Torches (10) (1 sp)
Rope 50' silk (10 gp)

Acid (3) (10 gp)
Alchemist's Fire (3) (20 gp)
Antitoxin (3) (50 gp)
Tindertwigs (10) (10 gp)

Found treasure:

star fireworks:
When lit, this footlong wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as torches for 1 round and have a range increment of 10 feet. Attacking with a star candle is a ranged touch attack and always has a –4 nonproficiency penalty. worth 5 gold each.
+1 cloak shield:
The wearer of this rough, gray cloak can, as a move action, grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a +1 masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Value 1500 gold
meridian belt:
This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to insert up to four rings in the buckle though only two rings can function at any given time (including any worn rings on the hands). As a swift action, the wearer can change which of his rings are active For example, a creature could have a ring of protection, ring of energy resistance, ring of swimming, and ring of counterspells, switching between any two of them as a swift action each round as it desires.
The belt does not change the type of action required to activate a ring (for example, activating a ring of invisibility is still a standard action), but allows the wearer to easily switch between the constant powers of several worn rings. While the belt is worn, having a ring in the buckle counts toward the attunement process of certain rings (such as a ring of sustenance) even if the belt isn’t used to make that ring active during that attunement period. value 1000 gold.

defoliant bombs:
These poisonous bombs clear away foliage, dealing extra damage to plant creatures. Against creatures with the plant type, a defoliant bomb deals 3d8 points of damage. Against all other creatures, the defoliant bomb only deals 1d4 points of damage. This is a poison effect. A defoliant bomb also kills all normal vegetation in the target’s square and its splash area; any plant-based difficult terrain in the affected area becomes normal terrain. value 15 gold each

COINS
PP – 0
GP – 523
SP – 7
CP – 0

FORMULAE BOOK
1st Level: Cure light wounds, enlarge person, monkey fish, touch of the sea, shield, endure elements, bomber’s eye
2nd Level: Restoration (lesser)

FEATS
Martial Weapon Proficiency (Trident) Brew Potion (Grenadier Alchemist bonus)
Throw Anything (Alchemist bonus)
Point Blank Range (Human Bonus)
Precise Shot (Level 1)
Extra Bombs (Level 3)

DISCOVERIES DC 16
Precise Bombs (Grenadier Alchemist 2 bonus)
Infusion (Level 2)
Shock bomb* (Level 4) When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.

TRAITS
Azlanti Scholar: You are familiar with an aspect of Azlanti lore. Maybe you first became enamored with this ancient culture after stumbling across a copy of the first volume of the Pathfinder Chronicles or after learning about Azlant in a university or another type of formal education. Perhaps your parents or guardians were scholars and you’ve grown up hearing about and reading about the ancient Azlanti. For years you dreamed about visiting the continent’s ruins and returning with a discovery that could propel your career. Due to this scholarly bent, the Bountiful Venture Company selected you to join the colony at Talmandor’s Bounty.
You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.

Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

SPECIAL ABILITIES

Racial Traits:

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

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

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

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.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:

Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so.

A grenadier has the following class features.

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

This ability replaces Brew Potion.

Alchemical Weapon (Su)
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.

This ability replaces poison resistance.

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

This ability replaces poison use.

Directed Blast (Su)
At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.

This ability replaces swift poisoning.

Staggering Blast (Su)
At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration.

This ability replaces poison immunity.

The following are class features of the alchemist.

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.

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.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

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.

Background:

Frank Ghizmadeus comes from a decent family, one with enough wealth to afford to send him to school. He excelled at studies of chemistry and engineering, as well as learning much about spellcasters and the principles behind magic.
Unfortunately, Frank was a bit awkward, finding it hard to make friends. So he would spend most of his time creating chemical compounds or tinkering with his gadgets, most which did not work but every now and then he would create something fun. His classmates would call him Gizmo, and the moniker stuck.

Gizmo was also quite the history buff, with ancient Azlanti being a particular interest. Still, when he heard they were recruiting people to start a new life as a colonist, he balked at the idea. "Why would I ever leave the comforts of home?"

One fateful day, a man approached him to help with a "project". The money seemed good, and he was board, and most importantly, the man seemed quite friendly, and Gizmo always wanted friends. Sadly, it turned out this man was using the scholar to create methods for smuggling in illegal substances, and then he wanted Gizmo to start creating poisons and other dangerous compounds for his criminal organization. Once Gizmo found out, he wanted no more part of it, but he was in too deep to easily get out. So instead, he enacted a plan to destroy all of his work, and put a significant dent in the organizations business.

Realizing he had not thought through to the end, he suddenly needed to disappear, and quick! Now, the prospect of moving away to a deserted colony became quite attractive, and he immediately signed up for the next transport. Luckily, the Bountiful Venture Company saw a use for his engineering and survival skills, and were happy to have him.