Ruaidhrigh (pronounced "Rory") Katanalisko was born to a family of gnome merchant sailors in Absalom. He spent much of his youth on board ships, sailing the Inner Sea. While sailing was an ever-present fact of life for him, it was never much of interest to him. Instead he was fascinated by alchemy, and the wonders that could be wrought with the near-magical concoctions that alchemists could so easily create. Upon coming of age, he declined his right to join as a partner in the family business, leaving it to his several aunts, uncles, cousins and siblings. Instead he sought out an alchemist, with whom he took apprenticeship. He spent a short decade studying under this master, then struck out on his own. Using his talents to create a variety of simple but highly desirable magical concoctions, he was able to pay for passage down to Alkenstar, where he had heard that dwarven artisans were working miraculous new alchemical crafts. Once he got there, he quickly fell in love with firearms, and opened a small-time black powder shop.
After a few years putting back gold, he applied to attend Blythir College, where he hoped to further master the alchemical arts. After only a couple of years there, he found himself suddenly expelled. Investigating this as best he could, he found little, only that his misfortune was apparently the fault of one Anjelique Loveless, a Deputy Shieldmarshal who had apparently suggested to the Deans of the college that he might be involved in some nefarious and illegal dealings. He had not, in fact, but now he found himself having to clandestinely trade in black powder with ne'er do wells just to make ends meet. He decided that he would build up his resources, find this Loveless, and make her pay.
Stats:
Ruaidhrigh
Male lava gnome alchemist (gun chemist, mindchemist) 2 (Pathfinder Player Companion: People of the Wastes 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 19)
N Small humanoid (gnome)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 17 (2d8+4)
Fort +5, Ref +6, Will +0; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey
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Offense
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Speed 20 ft.
Melee dagger +2 (1d3+3/19-20) or
mwk gnome flick-mace +3 (1d10+4) or
tentacle -3 (1d3+1 plus grab)
Ranged mwk shotgun +5 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork gnome flick-mace)
Special Attacks alchemical ordnance 5/day (1d6+3 fire, DC 14)
Spell-Like Abilities (CL 2nd; concentration +2)
1/day—dancing lights, flare (DC 10), prestidigitation, produce flame
Alchemist (Gun Chemist, Mindchemist) Extracts Prepared (CL 2nd; concentration +5)
1st—cure light wounds, reduce person (DC 14), shield
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Statistics
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Str 12, Dex 16, Con 14, Int 16, Wis 9, Cha 11
Base Atk +1; CMB +2 (+6 grapple); CMD 14
Feats Agile Maneuvers, Breadth Of Experience[APG], Combat Expertise, Deadly Aim, Gunsmithing[UC], Power Attack
Traits indomitable faith, - custom trait -, nimble fingers, keen mind
Skills Acrobatics +1 (-3 to jump), Craft (alchemy) +9 (+11 to create alchemical items), Disable Device +8, Knowledge (arcana) +13, Knowledge (dungeoneering) +8, Knowledge (engineering) +10, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +13, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +9, Perception +4, Sleight of Hand +5, Spellcraft +8, Use Magic Device +5
Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ alchemy (alchemy crafting +2), cartridge savant +1, cognatogen (+4/-2, +2 natural armor, 20 minutes), discovery (tentacle[UM]), fey-taken, finesse weapon attack attribute, gunsmith, master tinker[APG], perfect recall
Combat Gear cognatogen[UM]; Other Gear lamellar (leather) armor[UC], dagger, metal cartridge[UC] (9), metal cartridge[UC] (8), metal cartridge[UC] (8), mwk gnome flick-mace, mwk shotgun[UC], alchemist starting formula book, alchemy crafting kit[APG], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], ink, inkpen, mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 5 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemical Ordnance 1d6+3 (3 rds, 5/day, DC 14) (Su) Infused ammo deals 1d6+3 fire damage (4 with scattering shot). Lasts 3 rds before becoming inert.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Cartridge Savant +1 (Ex) DC to negate or reduce a catridge’s effects increases. Add +3 to damage done by catridges that replaces firearm’s normal damage.
Cognatogen (DC 14) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 20 minutes.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Grab: Tentacle (Small) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Master Tinker You are proficient with any weapon you have personally crafted.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tentacle The alchemist gains a prehensile, armlength tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, th