Harsk

Rodric Caradocssun's page

45 posts. Alias of Adrian Grimm.


Full Name

Rodric Caradocssun (Son of Caradoc)

Race

Dwarf

Classes/Levels

Alchemist (Grenadier) 1 / Gunslinger 1 [Gestalt] | HP: 13/13, NL: 0 | AC 16, T: 14, FF: 12 | Fort: +5, Ref: +6, Will: +4 | Perception: +8, Darkvision 60 ft. | Init: +5

Gender

Male

Size

Medium (4' 5", 206 lbs)

Age

56 yrs

Alignment

NG

Location

Restov, Brevoy

Strength 15
Dexterity 19
Constitution 16
Intelligence 20
Wisdom 19
Charisma 15

About Rodric Caradocssun

Crunch:

Male Dwarf Alchemist 1 / Gunslinger 1 [Gestalt]
(Grenadier Alchemist Archetype)
NG Medium Dwarf
Init +4; Senses Perception +8;

DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +0 shield, +4 dex, +0 natural)
CMD 17
HP 13
Fort +6, Ref +7, Will +5
Conditional Modifiers
+1 racial bonus on all saves (Lesser Lucky Racial Trait)
+2 Natural Armor bonus from Mutagen, duration 10 mins. (FCB Dwarf Alchemist: +1/4 Natural Armor bonus from Mutagen)

OFFENSE
Speed 20 ft.
Melee +3
Ranged +5
CMB +3
Melee Greataxe +3 (1d12+3, str 1-1/2, x3)
Full-Attack Greataxe +3 (1d12+3, str 1-1/2, x3)
Melee Dagger +3 (1d4+2, 19-20/x2)

Ranged Musket +5 (1d12, x4, 40 ft. range)
Ranged Bomb +5 (1d6+5, splash 6, Reflex save DC 16 for 1/2 damage, x2, 20 ft. range)
Ranged Dagger +5 (1d4+2, 19-20/x2, 10 ft. range)

Conditional Modifiers
+4 Dex, -2 Wis when Mutagen is imbibed, duration 10 mins.

STATISTICS
Str 15, Dex 19, Con 16, Int 20, Wis 19, Cha 15
Base Atk +1; CMB +3; CMD 17
Feats Rapid Reload (Musket), Point Blank Shot
Skills (9 points; 4 Alch/GS, 5 INT)
ACP 0

ADVENTURING SKILLS
(1)Acrobatics +8
(0)Bluff +2
(0)Climb +2
(1)Disable Device +9
(0)Fly +4
(0)Handle Animal
(0)Heal +4
(0)Intimidate +2
(1)Knowledge Arcana +9
(0)Knowledge Local
(1)Knowledge Nature +9
(1)Perception +8
(0)Ride +4
(0)Sleight of Hand
(1)Spellcraft +9
(1)Stealth +9
(1)Survival +8
(0)Swim +2
(1)Use Magic Device +6

BACKGROUND SKILLS
(0)Appraise +5
(1)Craft: Alchemy +10
(1)Knowledge (engineering) +9
(0)Knowledge (geography)
(0)Knowledge (history)
(0)Knowledge (nobility)
(0)Linguistics
(0)Profession

Non-Standard Skill Bonuses
+Class Level of Alchemist to Craft: Alchemy
Languages Common, Dwarven, Giant, Goblin, Orc, Terran, and Undercommon.

Character Traits:
Campaign
Trap Finder - You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Regional
Silent Hunter - You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Drawback
Attached - The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Special Abilities
Alchemy
Bomb 6/day
Martial Weapon Proficiency
Mutagen (+4 Dex, +2 Nat Arm, -2 Wis, 10 mins)
Throw Anything

Extracts known:
1st level- 7
2nd level- 0
3rd level- 0
4th level- 0
5th level- 0
6th level- 0

Extracts per day:
1st level- 3
2nd level- 1*
3rd level- 1*
4th level- 1*
5th level- 1*
6th level- 0

*Bonus spells from high attribute, cannot cast.

Extracts Prepared:
1st level- Anticipate Peril, Cure Light Wounds, True Strike
2nd level-
3rd level-
4th level-
5th level-
6th level-

Gunsmith
Grit 4/day
Deeds

Alchemist Class Features:

The following are class features of the alchemist.

Weapon and Armor Proficiency
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. 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 bonus equal 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.

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)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

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.

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Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Grenadier Class Feature

Martial Weapon Proficiency
At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

This ability replaces Brew Potion.

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Mutagen (Su)
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.

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
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

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
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

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
2nd level Discovery Infusion
2nd level Discovery Precise Bombs [Grenadier Bonus]
3rd level feat Extra Discovery Frost Bomb
4th level feat Deadly Aim [Gunslinger Bonus]
4th level Discovery Explosive Missile
5th level feat Brew Potion
6th level Discovery Explosive Bomb

Weapon Focus
Rapid Shot
Precise Shot
Improved Initiative
Clustered Shots
Hammer the Gap
Improved Critical
Improved Precise Shot
Signature Deed

Race Build:

Tinker Dwarf:
Humanoid (Dwarf) 0 rp

Size
Medium 0 rp

Base Speed
Slow -1 rp

Ability Score Modifiers
Flexible (Dex +2, Wis +2) 2 rp
Advanced Intelligence (Int +2) 4 rp

Dwarven Languages
Standard (Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.) 0 rp

Defense Racial Traits
Lucky, Lesser (+1 racial bonus on all saving throws) 2 rp

Feat and Skill Racial Traits
Flexible Bonus Feat (Rapid Reload) 4 rp
Stonecunning (+2 perc vs unusual stonework) 1 rp

Offensive Racial Traits
Weapon Familiarity (Falcata and Dwarven Weapons) 1 rp

Senses Racial Traits
Darkvision (60 ft) 2 rp

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
Medium: 77-153
Heavy: 154-230

Current: 70.73 lbs. gear carried

Wagon Stash:
Rope 50 ft, Hemp, 10 lbs
Barrel (30 lbs, 2 gp) [contains 40 doses of black powder]
Sack (1/2 lbs, 1 sp) [contains 40 firearm bullets]
Alchemy Crafting Kit (5 lbs, 25 gp)
Gunsmith's kit (2 lbs, 15 gp)
Alchemy Artisan's Tools (5 lbs, 5 gp)
Portable Alchemy Lab (75 gp, 20 lbs)

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.

Background: