Fireworks

Meiji Whittlestorm's page

1 post. Alias of Rabscuttle.


About Meiji Whittlestorm

Meiji: Gnome Alchemist

Background:
Born to a humble bakers, Meiji was set to travel in her parents footsteps. She had a talent for breadcraft, but also had a penchant for creating fire - one of the ways she passed the time was by testing various concentrations of flour to see which could make the most impressive fireballs. After one such incident was large enough to attract the attention of the powers that be, she was surprised to find that rather than being punished for the somewhat extensive property damage (fortunately no-one was seriously injured) - instead her 'talents' had been recognised and she was whisked away for extensive training and drafted into service.

After an exciting career of... emphatically weakening vital pieces of enemy siege weapons, walls and the like, the lack of active conflicts has meant that she has now retired back to her humble baking life. Those outside her immediate family that remember her, assume that her long absense is due to punishment or prison, and Meiji is not inclined to correct them.

Statistics:
STR: 10 = Base: 12; Racial: (-2) Gnome
DEX: 16 = Base: 14; Enhancement: (+2) Belt of Incredible Dexterity +2
CON: 14 = Base: 12; Racial: (+2) Gnome
INT: 20 = Base: 17; Enhancement: (+2) Headband of Vast Intelligence +2; Misc: (+1) Ability Modifier (Level 4)
WIS: 13 = Base: 13
CHA: 12 = Base: 10; Racial: (+2) Gnome

Fort: +9 = Base: +5; CON: +2; Resistance: (+1) Cloak of Resistance +1; Trait: (+1) Resilient
Ref: +9 = Base: +5; DEX: +3; Resistance: (+1) Cloak of Resistance +1
Will: +4 = Base: +2; WIS: +1; Resistance: (+1) Cloak of Resistance +1

AC: 22 = Base: (+10); Dexterity: (+3); Armor: (+6) +2 Chain shirt; Natural Armor (Enhancement): (+1) Amulet of Natural Armor +1; Size: (+1) Small; Dodge: (+1) Dodge
Touch: 15
FF: 18

BAB: 5
CMB: 4 = BAB: (+5); Strength: (+0); Size: (-1) Small
CMD: 18 = Base: (+10); BAB: (+5); Strength: (+0); Dexterity: (+3); Size: (-1) Small; Dodge: (+1) Dodge

Init: +3 = Dexterity: +3
Speed: 20ft
HP: 49
Languages: Gnome, Sylvan, Common

Attacks:

Melee
+1 Sword, short (Small) +3 (1d4+1, 19-20/x2)
Ranged
Alchemist Bomb +10 (4d6+5, x2)

Skills:

Acrobatics: 2 = +3 DEX; Misc: (-1) ACP
Appraise: 5 = +5 INT
Bluff: 12 = +7 ranks; +1 CHA; Trait: (+1) Unpredictable; Misc: (+3) Class Skill
Climb: 3 = +4 ranks; +0 STR; Misc: (-1) ACP
Craft (Alchemy): 15 = +7 ranks; +5 INT; Misc: (+3) Class Skill
Diplomacy: 1 = +1 CHA
Disable Device: 12 = +7 ranks; +3 DEX; Misc: (+3) Class Skill, (-1) ACP
Disguise: 1 = +1 CHA
Escape Artist: 2 = +3 DEX; Misc: (-1) ACP
Fly: 8 = +1 rank; +3 DEX; Size: (+2) Size Modifier; Misc: (+3) Class Skill, (-1) ACP
Heal: 1 = +1 WIS
Intimidate: 1 = +1 CHA
Knowledge (arcana): 15 = +7 ranks; +5 INT; Misc: (+3) Class Skill
Knowledge (engineering): 15 = +7 ranks; +5 INT; Misc: (+3) Class Skill
Perception: 11 = +7 ranks; +1 WIS; Misc: (+3) Class Skill; Racial: (+2) Keen Senses
Profession (Baker): 11 = +7 ranks; +1 WIS; Misc: (+3) Class Skill; Racial: (+2) Obsessive
Ride: 2 = +3 DEX; Misc: (-1) ACP
Sense Motive: 1 = +1 WIS
Sleight of Hand: 12 = +7 ranks; +3 DEX; Misc: (+3) Class Skill, (-1) ACP
Spellcraft: 9 = +1 rank; +5 INT; Misc: (+3) Class Skill
Stealth: 13 = +7 ranks; +3 DEX; Size: (+4) Size Modifier; Misc: (-1) ACP
Survival: 1 = +1 WIS
Swim: -1 = +0 STR; Misc: (-1) ACP
Use Magic Device: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill

Race Features:
Type (CRB 23): You are a humanoid with the gnome subtype.
Low-Light Vision (CRB 23): You can see twice as far in conditions of dim light.
Defensive Training (CRB 23): You get a +4 dodge bonus to AC against monsters of the giant type.
Hatred (CRB 23): You receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Keen Senses (CRB 23): You receive a +2 racial bonus on Perception skill checks.*
Obsessive (CRB 23): You receive a +2 racial bonus on Profession (Baker) checks.*
Weapon Familiarity (CRB 23): You treat any weapon with the word “gnome” in its name as a martial weapon.*
Pyromaniac (APG 15): You 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.You gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame.


Class Features:
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple weapons. You are proficient with bombs.
Alchemy (Su) (APG 26): When creating alchemical items, you gain a +7 competence bonus on the Craft (Alchemy) check. You may also use Craft (Alchemy) to identify potions as if using detect magic.
Brew Potion (Ex) (APG 27): You gain Brew Potion as a bonus feat.
Bomb (Su) (APG 28) (17 /day): As a standard action you can make and throw a bomb. Thrown bombs have a range of 20 feet. The damage for a direct hit of a bomb is 4d6+5 points of damage. Splash damage for your bombs is 9 (Reflex save DC 18 for half damage). You can make up to 17 per day.
Throw Anything (Ex) (APG 28): You gain Throw Anything as bonus feat*. You add +5 to damage with splash weapons.*
Discoveries (APG 29): You have made the following alchemical discoveries:
  • Chameleon Mutagen (ARG 36): You can create a chameleon mutagen that when consumed causes your skin to change colour to match the background and causes your hands and feet to secrete a sticky residue. This grants you a +3 circumstance bonus on Stealth checks* and a climb speed equal to your half your base speed* for 70 minutes. While the extract is in effect you take a -2 penalty to Strength. A chameleon mutagen has the same limitations as regular mutagens. You are treated as a non-alchemist if you drink a regular alchemist's mutagen.
  • Explosive bomb (APG 30): The splash radius of your bombs increases to 10 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished.
  • Bore Bomb (ARG 1): If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target's hardness and deals 7 points of damage. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target
  • Cognatogen (UM 15): You can create a cognatogen - a mutagen-like mixture to increase your mental prowess at the cost of your physical body. A cognatogen takes one hour to brew and counts as a mutagen for limitations - you can only maintain one at once and brewing a second renders the first inert. When you brew a cognatogen, you choose a mental ability score to enhance. When you imbibe it you gain a +2 natural armor bonus, a +4 alchemical bonus to your selected ability (INT, WIS or CHA), and a -2 penalty to the corresponding physical ability (STR, DEX or CON respectively). This effect lasts 70 minutes. When the effects end, you take 2 points of ability damage to the physical score penalized by the cognatogen. A non-alchemist who drinks your cognatogen does not gain the benefit, but must make a DC 18 Fort save or become nauseated for one hour.
  • Acid Bomb (APG 29): You can choose to have your bombs inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
  • Concussive bomb (APG 29): Concussive bombs deal sonic damage and use d4 damage dice instead of d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they make a DC 18 Fortitude save.
Poison Resistance (Ex) (APG 31): You gain a +4 bonus on all saving throws against poison.
Poison Use (Ex) (APG 31): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Swift Alchemy (Ex) (APG 31): 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.
Swift Poisoning (Ex) (APG 31): You can apply a dose of poison to a weapon as a swift action.


Traits:
Unpredictable (UCa 61): You gain a +1 trait bonus on Bluff checks*, and Bluff is always a class skill* for you.
Resilient (APG 328): You gain a +1 trait bonus on Fortitude saves*.


Feats:
Extra Bombs (APG 159): You can throw two additional bombs per day*.
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Extra Discovery (APG 160): You gain one additional discovery.
Extra Discovery (APG 160): You gain one additional discovery.
Brew Potion (Core 119): You can create a potion of any 3rd-level or lower spell that you know
Throw Anything (Core 135): You do not suffer any penalties for using an improvised ranged weapon*. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.*


Equipment:
+2 Chain shirt, +1 Short sword, Ring of Protection +1, Cloak of Resistance +1, Headband of Vast Intelligence +2, Belt of Incredible Dexterity +2, Amulet of Natural Armor +1

Spells:

Alchemist (Formula Book)
1st (DC 16): Ant Haul, Bomber's Eye, Cure Light Wounds, Expeditious Retreat, Long Arm, Longshot, Targeted Bomb Admixture
2nd (DC 17): Aid, False Life, Restoration, Lesser
3rd (DC 18): Burrow