Level Attribute Increase
4th: +1 Dex
8th: +1 Dex
12th: +1 Int
16th: +1 Int
20th: +1 Wis*
*Exchange with other attributes if needed for Feats.
Jon Barrett
SOLO
Male human (Taldan) alchemist 20 (Pathfinder RPG Advanced Player's Guide 26)
LN Medium humanoid (human)
Init +8 (+12); Senses Perception +30 (+34)
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Defense
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AC 33, touch 22, flat-footed 29 (+11 armor, +8 deflection, +4 Dex)
hp 204 (20d8+120)
Fort +24, Ref +25, Will +18
Defenses
. . Lingering Spirit (Dead at -CON + 10 (30) points),
. . Spontaneous Healing (50 HP/day, Free Action, 5/rd as fast healing),
. . Die for your Master (1/day, Tumor familiar dies in place of its master).
Immune
. . Poison
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Offense
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Speed 30 ft.
Melee Sun Blade +22/+17/+12 (1d10+7/19-20/Magic/S)
Ranged +5 Barrett Tactical Revolver +26/+21/+16 (1d8+5/×4/Magic/BP/40'), or
Ranged (Two-weapon)+5 Barrett Tactical Revolver +24/+19/+17 (1d8+5/×4/Magic/BP/40'), +5 Barrett Tactical Revolver +24 (1d8+5/×4/Magic/BP/40')
Special Attacks
. . Modern Firearms (5 Touch Increments, 5 Range Increments, Range max 10, move action to reload).
. . Barrett Tactical Revolvers (Made from Mithral (Light Weapon), Distance (Double Range Increment), Nimble Shot (No AoO while Shooting in Melee), No Misfire).
. . Quick Draw (Draw weapon as a free action (or move if hidden weapon)).
. . Two-Weapon Fighting (Use two weapons at -4/-4, -2 with two light weapons)
. . Point-Blank Shot (+1 attack/damage up to 30').
. . Precise Shot (No (-4) penalty shooting into melee).
. . Rapid Reload (Revolver, reload as free action).
. . Rapid Shot (Extra attack per weapon, full BaB, -2 to attack)
. . Deadly Aim (-4/+8 Attack/Damage)
. . Far Shot (Halve the range increment penalty for extended range)
. . Clustered Shots (Full-Round Action, resolve all normal range attacks, add normal + bonus damage together, then apply damage reduction)
. . Alchemical Ordnance (27/day, DC 27) (Direct damage applied to ammunition as a free action, excluding feats and discoveries)
. . Fire (10d6+7 Fire, DC 27)
. . Acid (10d6+7 Acid + 1d6 acid for 1 round, DC 27)
. . Force (10d4+7 Force + knock prone (Ref neg), DC 27)
. . Chemical Stability (Reduce Firearm by 1, ignore increase misfire using Alchemical Cartridges)
. . Chemical Savant (Increase Alchemical Cartridge DC by +7 and Increase Damage by Int modifier (+7))
. . Fast Ordnance (fire alchemical ordnance per round during full attack)
. . Explosive Ordnance (17(8) splash energy damage (Reflex half))
. . Accelerated Drinker (You may drink a potion in hand as a move action instead of a standard)
Alchemist Extracts Prepared (CL 20th; concentration +27)
. . 6th—DC 23—Heal
. . 5th—DC 22—
. . 4th—DC 21—Cure Critical Wounds
. . 3rd—DC 20—Cure Serious Wounds
. . 2nd—DC 19—Cure Moderate Wounds
. . 1st—DC 18—Cure Light Wounds, Longshot
Codex Formulae
. . 1st—Cure Light Wounds
. . 2nd—Cure Moderate Wounds
. . 3rd—Cure Serious Wounds. Haste
. . 4th—Cure Critical Wounds
. . 5th—
. . 6th—Heal
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Statistics
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Str 20(+5), Dex 22(+6), Con 20(+5), Int 24(+7), Wis 21(+5), Cha 16(+3)
Base Atk +15; CMB +20; CMD 44
Feats Additional Traits, Alertness[Familiar], Clustered Shots, Craft Construct, Deadly Aim, Die For Your Master, Exotic Weapon Proficiency (Firearms)[Free], Far Shot, Gunsmithing[Free], Master Craftsman, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload (Revolver)[Free], Rapid Shot, Two-weapon Fighting.
Traits Accelerated Drinker, Fate's Favored, Pragmatic Activator, Student of Philosophy
Skills Acrobatics +6, Appraise +9, Bluff +5, Climb +5, Craft (alchemy) +34 (+54 to create alchemical items), Craft (armor) +11, Diplomacy +20, Disable Device +27, Disguise +5, Escape Artist +6, Fly +15, Heal +7, Intimidate +5, Knowledge (arcana) +15, Knowledge (engineering) +15, Perception +34, Profession (Tinkerer) +34, Ride +10, Sense Motive +15, Spellcraft +28, Stealth +20, Survival +20, Swim +5, Use Magic Device +32
Languages Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Undercommon
SQ Alchemy (Alchemy Crafting +20), Discoveries (Acid Alchemical Ordnance, Chemical Stability, Elixir of Life, Exploding Bullet, Fast Ordnance, Fire Alchemical Ordnance, Force Alchemical Ordnance, Infusion, Lingering Spirit, Philosopher's Stone, Promethean Disciple, Spontaneous Healing, Tumor Familiar), Instant Alchemy, Mutagen (+4/-2, +2 natural armor, 20 hours), Poison Use, Swift Alchemy.
Other Gear +5 True Elven Chain, +5 Barrett Tactical Revolver, +5 Barrett Tactical Revolver with 400 metal cartridge, Sun Blade, Belt of Physical Perfection +6, Endless Bandolier, Glove of Storing, Handy Haversack, Headband of Mental Superiority +6, Philosopher's Stone, Portable Hole, Ring of Resistance +5, Stone of Good Luck (Luckstone), Trap-Stealer's Rod, Traveler's Any-Tool, Alchemist Starting Formula Book (Codex Formulae), Portable Artificer's Lab, Duster of Bullet Protection (+8 Enhancement Deflection AC, worth 100,000 gp, 5 lb), 305,852 gps
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Acid Alchemical Ordnance (DC 27) (Su) Applied to firearm for direct 10d6+7 acid damage and additional 1d6 acid damage 1 rd later.
Alchemical Ordnance (27/day, DC 27) (Su) A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves.
Alchemy +20 (Su) +20 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Armor Proficiency (Light) Can use Light Armor without penalty.
Chemical Savant Alchemical Cartridge increases DC by +7, increase Alchemical Cartridge Damage by Intelligence modifer (+7).
Chemical Stability Reduces misfire value of the firearm by 1 (minimum 0) and ignore any increased misfire value from using alchemical cartridges.
Clustered Shots Total damage from full-round ranged attacks before applying DR.
Craft Construct You can create any construct whose prerequisites you meet.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Die for Your Master (1/day) Tumor familiar dies in place of its master.
Elixir of Life (7 days lifetime, 1/day) Elixir raises dead as true resurrection or as resurrection if drunk by alchemist up to 7 days later.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Exploding Bullet Adds minimum additional splash damage to Alchemical Ordnance, reflex save, half.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Far Shot Halve the range increment penalty for extended range.
Fast Ordnance A gun chemist with this discovery can fire more than one piece of alchemical ordnance as part of a full attack.
Fire Ordnance (DC 27) (Su) Applied to firearm for direct 10d6+7 fire damage.
Force Alchemical Ordnance (DC 27) (Su) Applied to firearm for direct 10d4+7 force damage and knock foes prone (Ref neg.)
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Immunity to Poison You are immune to poison.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Instant Alchemy (Ex) Create alchemical items as a full-round action with Craft (alchemy) check.
Lingering Spirit The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage.
Master Craftsman (Profession [Tinkerer]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Persistent Mutagen (DC 27) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 hours.
Philosopher's Stone The alchemist learns how to create a philosopher’s stone, and can do so once per month at no cost. Creating a philosopher’s stone takes 1 day of work.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Pragmatic Activator You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Promethean Disciple (Su) You can craft constructs by way of alchemical research rather than arcane magic.
Quick Draw Draw weapon as a free action (or move if hidden weapon).
Rapid Reload (Revolver) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (50 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability.
Student of Philosophy You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Weapon Proficiency (Simple, Exotic (Firearms)) Can use simple and firearm category weapons without penalty.
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==== GUN CHEMIST ====
Simple alchemists may dabble in explosives, but for the rare gun chemist, a firearm’s barrel is his crucible.
Replaces: Weapons, Armor, Bombs, Brew Potion, Throw Anything, Poison Resistance, and Swift Poisoning.
==== Weapon and Armor Proficiencies ====
Gun chemists are proficient with all simple weapons, firearms, and light armor.
This replaces the gun chemist’s weapon and armor proficiencies.
==== Alchemical Ordnance (Su) ====
A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.
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 ====
A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.
This replaces Brew Potion and Throw Anything.
==== Discoveries ====
A gun chemist selects alchemist discoveries as normal. He can also select from the discoveries below, which are unique to the gun chemist. Discoveries marked with an asterisk (*) do not stack, including with other alchemist discoveries marked by an asterisk that modify bombs. Only one such discovery can be applied to an individual alchemical ordnance.
Chemical Stability: When firing an alchemical ordnance, the gun chemist reduces the misfire value of the firearm by 1 (minimum 0) and ignores any increased misfire value from using an alchemical cartridge.
Exploding Bullet*: The gun chemist’s alchemical ordnance splashes adjacent targets as though it were a splash weapon, dealing the alchemical ordnance’s minimum additional damage to other creatures caught in the splash (Reflex half ). A gun chemist must be at least 4th level before selecting this discovery.
Fast Ordnance: A gun chemist with this discovery can fire more than one piece of alchemical ordnance as part of a full attack. A gun chemist must be at least 8th level before selecting this discovery.
***(If viewing from Statblock - See the rest in full detail under Personal Section) ***
==== Selected Gun Chemist Discoveries ====
All 3, 8 Discoveries Remaining
==== Cartridge Savant (Ex) ====
At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges. If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier.
This replaces poison resistance.
==== Repeat Fire (Ex) ====
At 6th level, a gun chemist gains Rapid Reload as a bonus feat and must select a type of firearm.
If he already has this feat, he can instead gain one combat feat for which he qualifies.
This replaces swift poisoning.
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Rhambo CR –
Rhamphorhynchus (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +26
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Defense
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AC 25, touch 15, flat-footed 22 (+3 Dex, +10 natural, +2 size)
hp 102 (1d8)
Fort +12, Ref +15, Will +8
Defensive Abilities evasion, improved evasion; SR 25
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Offense
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Speed 10 ft., fly 40 ft. (good)
Melee bite +15 (1d3-2)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, sudden swoop
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Statistics
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Str 6, Dex 17, Con 11, Int 15, Wis 14, Cha 11
Base Atk +15; CMB +16; CMD 24
Feats - Custom Feat -
Skills Acrobatics +7 (-1 to jump), Climb +7, Diplomacy +15, Disable Device +21, Fly +20, Perception +26, Ride +7, Sense Motive +8, Spellcraft +18, Stealth +28, Survival +12, Swim +7, Use Magic Device +20
Languages Common (can't speak); speak with animal (same kind only), speak with master
SQ empathic link
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (25) You have Spell Resistance.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.
Investigator
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