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 About Rodric CaradocssunCrunch:  Male Dwarf Alchemist 1 / Gunslinger 1 [Gestalt] (Grenadier Alchemist Archetype) NG Medium Dwarf Init +4; Senses Perception +8; DEFENSE 
 OFFENSE 
 Ranged Musket +5 (1d12, x4, 40 ft. range)
 Conditional Modifiers 
 STATISTICS  
 ADVENTURING SKILLS
 BACKGROUND SKILLS 
 Non-Standard Skill Bonuses 
 Character Traits:
 Regional
 Drawback
 Special Abilities
 Extracts known:
 Extracts per day:
 *Bonus spells from high attribute, cannot cast. Extracts Prepared:
 Gunsmith
 Alchemist Class Features:  The following are class features of the alchemist. Weapon and Armor Proficiency
 Alchemy (Su)
 An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. 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 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. Bomb (Su)
 Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else. ********************************************************************* Brew Potion (Ex)
 Grenadier Class Feature Martial Weapon Proficiency
 This ability replaces Brew Potion. ********************************************************************* Mutagen (Su)
 When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) 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. Throw Anything (Ex) All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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.
 Alchemist Formula Book:  1st level- Anticipate Peril, Crafter's Fortune, Cure Light Wounds, Disguise Self, Endure Elements, Heightened Awareness, Targeted Bomb Admixture. 2nd level- 3rd level- 4th level- 5th level- 6th level- Gunslinger Class Features:  The following are class features of the gunslinger. Weapon and Armor Proficiency
 Gunsmith
 Grit (Ex)
 Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Deeds
 Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load. Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
 Feats:  Rapid Reload: Musket - The time required for you to reload your weapon is reduced to a standard action (two-handed firearm). Reloading a firearm still provokes attacks of opportunity. Normal: A character without this feat needs a full-round action to load a two-handed firearm. Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm. Point Blank Shot - You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
 Feat & Discovery Planning:  Extra Discovery (when I can) Snap Shot and Improved Snap Shot subject to being placed in and rearranging feats 1st level feat Rapid Reload
 Weapon Focus
 Race Build:  Tinker Dwarf: Humanoid (Dwarf) 0 rp Size
 Base Speed
 Ability Score Modifiers
 Dwarven Languages
 Defense Racial Traits
 Feat and Skill Racial Traits
 Offensive Racial Traits
 Senses Racial Traits
 15rp
 Gear/Possessions:  1 Battered Musket (1d12, x4, 40 ft. range, 1-2 Misfire (5 ft. explosion), 1 capacity, 9 lbs.) [Broken condition for anyone other than me] 1 Greataxe (1d12 dmg, x3, 1-1/2 str, 12 lbs, 20 gp) 1 Dagger (1d4 dmg, 19-20/x2, 10 ft. range, 1 lb, 2 gp) Leather Armor (+2 AC, +6 Max Dex, 0 ACP, 20 ft move, 15 lbs, 10 gp) 60 Firearm Bullets (standard action load, 1 lb, 6 gp) [20 currently carried] 60 doses of Black Powder (- lb, 60 gp) [20 currently carried] 2 Powder Horns (2 lbs, 6 gp) 3 Alchemical Cartridge, Flare (move action load, - lb, 15 gp) 3 Alchemical Cartridge, Paper (Bullet, move action load, - lb, 18 gp) Formula Book (100 pages, 3 lbs) Backpack, Mw (4 lbs, 50 gp, +1 str carry) Bedroll (5 lbs, 1 sp) Belt Pouch (1/2 lb, 1 gp) Flint and Steel (- lb, 1 gp) Ink, Black (1 ounce, 8 gp) Inkpen (- lbs, 1 sp) Iron Pot (4 lbs, 8 sp) Mess Kit (1 lb, 2 sp) Soap (1/2 lb, 1 cp) trail rations, 2 days (2 lbs, 10 sp) rope 50 ft, hemp (10 lbs, 1 gp) waterskin (4 lbs, 1 gp) Thieves' Tools (1 lb, 30 gp) 2 Bandoliers (- lb, 1 gp) 1 Unstable Accelerant (1/2 lb, 50 gp) 2 Flask of Alchemist Fire (2 lb, 40 gp) 2 Flask of Acid (2 lb, 20 gp) 1 Tanglefoot Bag (4 lb, 50 gp) 1 Liquid Ice (2 lb, 40 gp) 1 Alchemical Grease (1 lb, 5 gp) Current Money: 19 gp 6 sp 9 cp Carrying Capacity Light: 76 or less
 Current: 70.73 lbs. gear carried Wagon Stash:
 Flare Cartridge:  When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm’s misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm’s misfire value by 1. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack. Appearance & Personality:  Rodric appears to be a rather tall and hefty dwarf. He is fairly muscular, and has dirty blonde hair, that fans out into more of a richer gold the further from his face. It appears that his facial hair is somewhat darkened, perhaps due to a few mishaps with black powder misfires or even the odd experiment when he mixes concoctions with his lab. When he isn't wearing his goggles, his eyes are a striking blue, that hold within them an intelligence and wisdom, hardly matched by few others. He has a fairer complexion due to his time spent indoors at a workbench. He is a comfortable, jovial sort of fellow that trusts most so long as they don't cross his dear sister, whom he is extremely fond and rather protective of, even being the younger brother. Even though they grew up together pretty close, the differences between him and his sister were like night and day. Where his sister took more after the study of magic and the arts, he was more fond of the scientific approach to magic as well as the pursuit of black powder weapons. He liked to mix together compounds and watch the interactions. The colors, the reactions, the explosions! It excited him, and always made his sister shake her head. She often remarked that he was more like a gnome than a dwarf, but then again they sometimes had good ideas... Though if anyone other than his sister were to accuse him of that, there would be blows exchanged.
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