About "Maria" BugitStatistics:
Female Goblin Alchemist (Gun Chemist) 1
CG Small Humanoid (Goblin) Init +8; Senses Perception +7, Darkvision 60’ ------------------------------ DEFENSE ------------------------------ AC 17, touch 15, flat-footed 12 (+1 armor, +5 dex, +0 shield, +1 size) hp 8 Fort +2, Ref +7, Will +0 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee 0 (bab 0, Str -1, Size 1) Ranged +6 (bab 0, Dex 5, Size 1)
SKILLS (10 points; 4 class, 3 INT, 1 Favored Class, 2 Background)
ACP -0 *ACP applies to these skills
Languages Common, Varisian, Goblin, Kellish Special Abilities:
------------------------------ SPECIAL ABILITIES Alchemy: 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 bonusequal 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. Alchemical Ordinance:
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.
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. 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. Mutagen: 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.
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Spells:
------------------------------ Spells ------------------------------ 0th (at will) 0 1st (2/day) Shield, Cure Light Wounds Gear/Possessions:
------------------------------ GEAR/POSSESSIONS Starting Gold: 180
Travellers Outfit (Worn): 1 gp
Bedroll (Bag): 1 gp
Musket (Battered) ------------------------------
Money 72 GP 5 SP 0 CP
Background:
Maria was taken at a very young age and enslaved by one of the colleges at the university in Lepstadt as a permanent servant. She was not terribly mistreated – really more of a house servant than a slave – but for a young child it was painfully lonely. Eventually her time around the university gave her the opportunity to learn much and she discovered a remarkable gift for research and learning. A few years after she grew into adulthood she escaped the university seeking a way to transform herself into something accepted by society… She doesn’t remember what happened after that. Appearance and Personality:
Appearance: Maria does her very best to fit in as a proper human girl would. Her understanding of grooming mostly comes from the young university students among whom she spent most her life.
She is, by goblin standards, incredibly clean and tidy. Her time as a slave and servant left her extremely adept at laundry and cleaning! Her style does little to help her fit in in human society. It does however leave her looking much less threatening than most her kin. She looks so odd that its hard to be terribly alarmed by her.
She is highly positive and tries hard to act happy all the time, she smiles broadly at everyone she meets and shakes hands with everyone that she speaks to… even if they have met dozens of times before. She tries very hard to be good and normally never wants to cause harm to anyone but she has little real understanding of law or complex morality and her ignorance leads her astray at times.
She fights it for all she is worth, but you cant totally take the goblin out of the girl. While she is usually upbeat and really quite pleasant, when threatened – or when she has imbibed to much alcohol (or chemical) she goes nearly feral – her inner goblin side can turn her vicious, reckless, and even a little cruel at these times.
Her loneliness and desperation may someday break her. She may eventually take one step too far in her quest to find acceptance. If that happens she could become truly frighteningly vicious and reckless.
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