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Irizzle Luckcrafter's page
95 posts. Alias of chunky04.
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Full Name |
Irizzle Luckcrafter |
Race |
Gnome |
Classes/Levels |
Alchemist (Gun Chemist) 1|HP11/11|AC15 T13 F13|F+4* R+4* W+0*|Init+2 Per +6|CMD10|Alchemical Ordnance 4/4 |
Gender |
Male |
Size |
Small |
Age |
69 |
Alignment |
Chaotic Neutral |
Deity |
Brigh, Desna |
Location |
Torch |
Languages |
Common, Gnome, Sylvan, Dwarf, Orc, Giant, Androffan |
Occupation |
Tinkerous Inventor of Alchemised Boomsticks |
Strength |
8 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
10 |
Charisma |
10 |
About Irizzle Luckcrafter
Irizzle Luckcrafter
Gnome alchemist (gun chemist) 1 (Pathfinder Player Companion: People of the Wastes 11, Pathfinder RPG Advanced Player's Guide 26)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +0; +2 vs. illusions, +2 bonus vs. negative levels
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged blunderbuss +3 (1d6) or
sling +3 (1d3-1)
Special Attacks alchemical ordnance 4/day (1d6+3 fire, DC 13)
Alchemist (Gun Chemist) Extracts Prepared (CL 1st; concentration +4)
1st—longshotUC, shield
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Statistics
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Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 10
Feats GunsmithingUC, Technologist
Traits numerian archeaologist, pragmatic activator
Skills Acrobatics +2 (-2 to jump), Craft (alchemy) +9 (+10 to create alchemical items), Disable Device +5, Knowledge (arcana) +7, Knowledge (engineering) +5, Knowledge (nature) +7, Perception +6, Spellcraft +7, Survival +4, Use Magic Device +7; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Androffan, Common, Dwarven, Giant, Gnome, Orc, Sylvan
SQ alchemy (alchemy crafting +1), gnome magic, gunsmith, master tinkerAPG, mutagen (+4/-2, +2 natural armor, 10 minutes), shadowhunter
Other Gear leather armor, black powderUC (30), blunderbussUC, bulletUC (10), dagger, pelletsUC (20), sling, sling bullets (30), alchemy crafting kitAPG, backpack, bedroll, belt pouch, belt pouch, dizzle of irizzle, flint and steel, gunsmith's kitUC, ink, inkpen, mess kitUE, pot, powder hornUC, soap, torch (10), trail rations (5), waterskin, 18 gp, 7 sp
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Special Abilities
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Alchemical Ordnance 1d6+3 (3 rds, 4/day, DC 13) (Su) Infused ammo deals 1d6+3 fire damage (4 with scattering shot). Lasts 3 rds before becoming inert.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Technologist You are familiar with the basic mechanics of technology. Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you still must have ranks in that skill in order to gain the benefit of Technologist.
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