![]() About Meiji WhittlestormMeiji: 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
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
BAB: 5
Init: +3 = Dexterity: +3
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:
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 |