Adventurer

Sapper Slippergear's page

278 posts. Organized Play character for Choon.


Full Name

Sapper Slippergear

Race

stats:
Current HP: 17/17 | AC/T/FF: 16/14/13 | Fort +6 Ref +6 Will +0 | Perception +7 (+8vs traps); DD +9 (+10vs traps+magical), Low light | Current Bombs: 7/7

Strength 7
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 10
Charisma 11

About Sapper Slippergear

CG Male Gnome (humanoid [gnome]) Alchemist (Saboteur/Trap Breaker) 2
Init +3; Preception +6; Low Light Vision
Trait: Bandit, Gnomish Alchemist
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Defense
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AC 16, touch 14, flat-footed 13
(Dex +3, armor+2, size+1)
hp 17
Fort +6, Ref +6, Will +0
CMD 12

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Offense
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Speed 20'
Base Atk +1;

Bomb +4 2d6+4
Bore Bomb +4 2d6+4+2
mwk Heavy Crossbow +4 1d8

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Statistics
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Str 7, Dex 16, Con 14, Int 16, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 11

Feats:
(b) Extra Bombs
(b) Throw Anything
1st: Point Blank Shot

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Skills: *=Bonus Knowledge skills
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Craft(Alchemy) +13 (2rank,3int,3class,2race,1alch,2trait)
Disable Device +9 (2rank,3dex,3class,1trait)
K. Engineering +9 (2rank,3int,3class,1trait)
K. Nature +7 (1rank,3int,3class)
Perception +7 (2rank,0wis,3class,2race)
Stealth +13 (2rank,3dex,3class,4size,1trait)
Seight of Hand +1 (2rank,3dex,3class)
Use Magic Device +5 (2rank,0cha,3class)

+1 vs traps, can disable magical

Languages: Common, Gnome, Dwarven, Elven, Orc

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Discoveries
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Bore Bomb: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target's hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.

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Special Abilities
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Alchemy
Bombs, 7/day DC 14 (class level +1racial +3Int +1Fav-class)
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 andWeapon 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.

Chameleon Mutagen (Su)
At 1st level, a saboteur discovers how to create a special elixir that he can imbibe in order to heighten his ability to move undetected and his mobility at the cost of his physical might. When consumed, the elixir causes the saboteur's skin to change color to match the background and causes his hands and feet to secrete a sticky residue. This grants him a circumstance bonus on Stealth checks equal to half his alchemist level (minimum +1), as well as granting him a climb speed equal to half his base speed, for 10 minutes per saboteur level. In addition, while the chameleon extract is in effect, the saboteur takes a –2 penalty to his Strength.

A saboteur who drinks an alchemist's mutagen is treated as a non-alchemist. All limitations to mutagens apply to chameleon mutagen as if it were the same ability. The infuse mutagen discovery and persistent mutagen class ability apply to the chameleon mutagen.

This ability replaces mutagen.

Trapfinding (Ex)

Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.

This ability replaces poison use and poison resistance +2.

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Formula Book
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DC 10+Level+Int (14)
Concentration +4
lvl 1: 3/day
Bomber's Eye, Crafter's Fortune, Disguise Self, Reduce Person, Shield, Targeted Bomb Admixture

Prepared for Trouble:Targeted Bomb Admixture, Shield, Bombers Eye

Prepared to sneak: Reduce Person, Disguise Self, Shield

Prepared otherwise: Crafter's Fortune, Disguise Self, Reduce Person

Spell Like: 1/day DC 11 — dancing lights, flare, prestidigitation, produce flame

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Racial Traits
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+2con, +2cha -2Str

Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Defensive Training:
Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Feat and Skill Racial Traits
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Magical Racial Traits
Pyromaniac Gnomes with this racial trait 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 determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Offense Racial Traits
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Senses Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

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Equipment
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Leather Armor (10/7), Crossbow, Heavy (50/4), Quarrelsx20 (2/1), Kit, Alchemists (40/24),
Acid Flask x5 (50/5)
595g remaining

"Any problem can be solved through the careful and thoughtful application of High Explosives." So goes the mantra of Sapper Slippergear. His life's goal is to prove this single euphemism correct, and what better way to do that then test it under the varied circumstances provided by the Pathfinders!