About KiyanetikertKiyanetikert
DEFENSE:
================================================= AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size ) hp 21 ((3d8)+3) Fort +4, Ref +4, Will +2, +2 racial bonus against fear and despair effects, +2 vs. poison ================================================= OFFENSE:
================================================= Speed 20 ft. Ranged crossbow, light (small) +4 (1d6/19-20) Ranged acid +3 (1d6+3) Ranged tanglefoot bag +3 (/none/x0) Ranged alchemist's fire +3 (1d6+3) Ranged bomb +5 (1d6+3) Special Attacks Bomb, Precise Bombs, Throw Anything, Innate Spell-Like Abilities dancing lights (1/day), flare (DC 11,1/day), prestidigitation (DC 10,1/day), produce flame (1/day), Prepared Extracts
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STATISTICS:
================================================= Str 11, Dex 12, Con 12, Int 17, Wis 12, Cha 12, Base Atk +2; CMB +1; CMD 12 Feats Brew Potion, Extra Bombs, Extra Discovery, Splash Weapon Mastery, Throw Anything Skills Bluff +8, Craft (Alchemy) +11, Craft (Alchemy) (Create item) +14, Disable Device +6, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Nature) +8, Perception +10, Spellcraft +9, Traits Fast-Talker, Tomb Raider (Scarab Sages Faction) (Knowledge (Dungeoneering)), Languages Common, Draconic, Gnome, Kelish, Osiriani, Sylvan SQ alchemy, bonus bombs (3x), brew potion, formulae, infusion, keen senses, low-light vision, mutagen, obsessive, poison resistance, poison use, swift alchemy, weapon familiarity, , , Combat Gear Wand of Cure Light Wounds (50 charges), antiplague (vial), sunrod, alkali (flask), antitoxin, smokestick (2), potion (touch of the sea/wizard/1st), silver weapon blanch (3), adamantine weapon blanch, cold iron weapon blanch (2), rations, trail (small) (10), acid (2), smelling salts, tanglefoot bag (2), alchemist's fire (2), Other Gear mithral shirt (small), artisan's outfit (small), handy haversack, rope, silk (50 ft.), flint and steel, waterskin, filled (small), alchemist's kit, traveling spellbook, case, scroll, masterwork thieves' tools, bedroll (small), blanket (small), ink, 1 oz. vial, crossbow, light (small), bolts, crossbow (10) (small) (2), pouch, belt (small), bomb, 166.0 gp ================================================= SPECIAL ABILITIES:
================================================= Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +3 competence bonus on the Craft (alchemy) check. In addition, you 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. Bomb (Su) You can use 9 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 1d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage. Bonus Bombs (3x) Add +1/2 to the number of bombs per day the alchemist can create. Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits. Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Formulae 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. 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. Kayle's Blessing [__][__][__] You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times. Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks. Language Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 30 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save 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. Mutagen (Prime Stat Selection) Mutagen (Second Stat Selection) Mutagen (Third Stat Selection) Obsessive (Ex) Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison. Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon. 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. Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day - dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits. Riddleport Respect Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result. Shortcut to the Center of the World You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information. Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action. Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your 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. Tomb Raider (Scarab Sages Faction) (Knowledge (Dungeoneering)) You've spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you. Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. [/b] [b]
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Mutagen:
AC 20 T 14 FF 17 | F +4 R +6 W +1 | Init +3 | Perc+9|Bomb+7/2d6+3 (Shield):
AC 20 T 12 FF 19 | F +4 R +4 W +2 | Init +1 | Perc+10 |Bomb+5/2d6+3 (Reduce):
AC 18 T 14 FF 16 | F +4 R +5 W +2 | Init +2 | Perc+10 |Bomb+5/2d6+3 (All 3):
AC 25 T 15 FF 22 | F +4 R +7 W +1 | Init +4 | Perc+9 |Bomb+11/2d6+4 Extracts: Shield Reduce Person Ant Haul |