Kellid

Mundriel Blackfingers's page

25 posts. Organized Play character for Deevor.


Full Name

Blackfingers

Classes/Levels

Gunslinger/1

Gender

Male

Alignment

Neutral Good

Occupation

Merchant

Strength 12
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 15
Charisma 7

About Mundriel Blackfingers

Gunslinger 1 for Season 6:Numeria:

...Coming soon ...

Pre Society PBP Character::

Favorite sayings

"No really, its bound to work this time!"
"That was a surprisingly big bang!, I never expected it to work quite like that!"

Appearance
Across the clearing comes a slim figure striding with purpose towards the you. He wears rather scruffy leather clothing, which is battered and a little torn. The leather has several black marks on it, and other scorch marks, but no signs that the leather has ever seen a fight. In on hand he has a notebook which he keeps looking at intently, lifting his glasses and shaking his head. On his head is a yellow cap, holding his untidy shoulder length black hair in place. If you had exceptional sight, you would notice that the hair is recently been singed from fire or something.

Background
Just needs to be made a little more consistent
Very much a book and lab worm, not really that sociable, but very committed to alchemy. His current work is leading him to make a portable, highly safe explosive, which can stick to surfaces and be detonated causing a big bang. He thinks the army could use it for blowing up just a small part of a bridge rather than the whole lot, which they do at the moment. Much cheaper to fix just a bit of the bridge than build the whole lot. Its also more useful to any conquering army. So far he hasn't had a lot of success with this, the army keep turning him away, some blatantly laugh at him. But he is not to be defeated, he will come good, just need so field trials to show them what he can really do.

He and his twin brother currently run Blackfinger's Healing Emporium, where they supply a wide range of alternative medicinal cures. These go from potions, lovingly created by Boom, to the laying on of hands, reflexology, head massages and even acupuncture. Radiner, his brother, is a cleric and herbalist that has more than once saved Boom from severe injury or even death. Whenever there has been a rather loud explosive sound out in the laboratory at the back of the shop, or a loud crashing noise, invariably radiner has been called upon to heal his unfortunate brother. Nothing though has stopped Boom in his quest to produce the best bangs in Falcon's Hollow.

They arrived here, from far away in ??????, where the brothers had been born in the cathedral grounds under the ??????. Whilst their mother a cleric of Pharesma, taught them much. Both the brothers calling was away from the God of the Dead and more towards the Gods of Light and Good. However both boys learnt in their different ways. Boom learnt about the potions used for treating and preserving the dead, but in his spare time and a little bit of experimentation, then a few small explosions later....well, it was best the boys left and found their own way in the world.

General Stats
HP: 46 Speed: 30ft Weight limits: 38/76/115 Current HP: 46
HP rolls 8, 6, 3, 6, 3, 8 = 34 (+1 per lev Con bonus) (+1 favored class, 1,2,3,4,5,6 lvls)
HP +6 racial
Money 17 gp
Initiative +3
Languages Gnomish, Common, Sylvan, Dwarf, Giant, Goblin

Defense
AC 18 = 10 + 5 + 0 + 3 + 0 + 0 + 0 + 0
Touch(13) Flatfooted(15)
Mithral Shirt +1 AC=5, MDex=5, ACheck=0
CMD 17 = 10 + 4 + 0 + 3 + 0 + 0

Attack
Base Attack +4
melee Attack +4


  • Sickle +7/1d4 (Weapon Finesse)

ranged Attack +3
+1 attack & damage Point Blank Range Feat with 30ft.

  • Bomb +8/3d6+4 range 20ft (splash damage 7) DC for 1/2 splash is 17 = 10 + 3 + 4 (+1 to hit Throw Anything)
  • Longbow +1 +8/1d8+1 x3, can use poison

+1/+1 bonus on ranged attacks within 30ft
+1 bonus on attack rolls made with thrown splash weapons.
CMB 4 = 4 + 0 + 0

Saves

  • 8 Fort(5+1+2)
  • 10 Reflex(5+3+2)
  • 5 Will(2+1+2) : +2 racial saving throw bonus against enchantment spells and effects

+2 Cloak of Resistance on all saves

Extracts, Bombs & Mutagens
Concentration = +3
Extracts per day 1/4+1, 2/3+1
Formula Book


  • 1 Cure Light Wounds (S)
  • 1 True Strike (S)
  • 1 Shield (S)
  • 2 Cure Moderate Wounds (S)
  • 2 Barkskin (S)
  • 3 Remove Curse (S)
  • 2 See Invisibility (2)
  • 2 Spider Climb (3)
  • 2 Invisibility (4)
  • 3 Remove Disease (5)
  • 2 Dark Vision (6)

Bombs & Discovery
Bombs/day 4=1+4

  • 2nd level - Smoke bomb: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
  • 4th level - Explosive bomb: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 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. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
  • 6th level - Extend potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration.

Mutagens
Standard, +2 AC, and ability boost 10 min per level

  • +4 Str -2 Int
  • +4 Dex -2 Wis
  • +4 Con -2 Cha

Skills

Points per level
7 (4 Alchemist + 3 Int) 1 to 3
8 (4 Alchemist + 4 Int) 4 to 6
Total - Skill = Ability Mod + Ranks + Skill additions


  • 3 Acrobatics = 3 + 0 + 0
  • 10 Appraise = 4 + 3 + 3 (+2 Mag Glass, +2 Scales)
  • -1 Bluff = -1 + 0 + 0
  • 1 Climb = 1 + 0 + 0
  • 18 Craft(Alchemy) = 4 + 3 + 11 (+6 Alchemeical level) (Can use to identify potions) (+2 Alcemists Lab)
  • 12 Craft(Bows) = 4 + 3 + 5 (Masterwork Artisans tools)
  • -1 Diplomacy = -1 + 0 + 0
  • 9 Disable Device = 3 + 3 + 5 (Masterwork Thieves kit)
  • -1 Disguise = -1 + 0 + 0
  • 3 Escape Artist = 3 + 0 + 0
  • 9 Fly = 3 + 3 + 3
  • 1 Heal = 1 + 0 + 0
  • -1 Intimidate = -1 + 0 + 0
  • 10 Knowledge Arcana = 4 + 3 + 3
  • 10 Knowledge Nature = 4 + 3 + 3
  • 12 Perception = 1 + 6 + 5 (+2 Elf)
  • 3 Ride = 3 + 0 + 0
  • -1 Sense Motive = -1 + 0 + 0
  • 3 Sleight of Hand = 3 + 0 + 0
  • 13 Spellcraft = 4 + 6 + 3 (+3 Trait maybe)
  • 3 Stealth = 3 + 0 + 0
  • 10 Survival = 1 + 6 + 3
  • 1 Swim = 1 + 0 + 0
  • 8 Use Magic Item = -1 + 6 + 3

Feats, Abilities and Talents
Feats


  • Point Blank Shot (1st Level)
    You are especially accurate when making ranged attacks against close targets.
    Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • Precise Shot (3rd level)
    You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
  • Weapon Finesse (5th Level)
    With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
    Natural weapons count as light weapons for this feat.

Class Abilities Alchemist

  • Bomb 3d6
  • Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
  • Throw Anything: 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.
  • Poison Resistance: an alchemist gains a +4 bonus on all saving throws against poison.
  • Poison Use: Alchemists are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
  • Swift Alchemy: An alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move-equivalent action.
  • Swift Poisoning: An alchemist can apply a dose of poison to a weapon as a swift action.

Race Abilities Elf

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Traits

  • Accelerated Drinker
    Source Cheliax: Empire of Devils 18
    You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
  • Theoretical Magician
    Source Cheliax: Empire of Devils 19
    You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

Equipment
200 gp Alchemists Lab 40
55 gp Artisans Masterwork Tools 5
100 gp Masterwork Thieves Tools 2
100 gp Magnifying Glass -
2 gp Merchant Scales 1
10 gp Explorers Outfit 8
5 gp Spell Component Pouch 2
2 gp Backpack 0.5
1 gp Bedroll + Blankets(winter) 2
1 gp Waterskin x 1 1
1 gp Flint
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477 gp Mundane 10.5
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1100 gp Mithral Shirt 10
1000 gp +1
6 gp Sickle 1
35 gp Longbow 2
300 gp Masterwork
2000 gp +1
6 gp Arrows x 60 1.5
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4447 gp armor and weapons 11
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500 gp 20 Potion of Shield @25gp
500 gp 20 Potion of True Strike @25gp
250 gp 10 Potion of Cure Light Wounds @25gp
1500 gp 10 Potion of Cure Moderate Wounds @150gp
300 gp 02 Potion of Invisibility @150gp
000 gp 00 Potion of Barkskin @150gp
300 gp 02 Potion of See Invisibility @150gp
300 gp 02 Potion of Spider Climb @150gp
300 gp 02 Potion of Dark Vision @150gp
225 gp 05 Oil of Taggit @45gp
0 gp 0 Deathblade poison @900gp
350 gp 2 Purple worm poison @175gp
500 gp 5 Large scorpion Venom @100gp
2000 gp Handy Haversack 5 (holds 100 lbs of stuff)
4000 gp Cloak of Resistance +2
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11025
4447
477
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15949

16000 (starting money)
15049
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51 gp in purse.
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Notes
20 points build,
Str 11 Dex 15 Con 14, Int 15, Wis 12, Cha 8 (starting stats)
Elf +2 Dex, -2 Con, +2 Int
Level 4 +1 Int

Progression
Weapon, An elven curve blade might be useful later...can use Weapon Finesse with it.

Character Creation
Character creation rules are the following:

* 20-point buy.
* Core PF classes/prestige classes and APG classes allowed. PrCs from Golarion material will be considered on a case-by-case basis.
* APG playtest teamwork feats allowed.