Blacksmith

Shlevin's page

85 posts. Organized Play character for Tizen Nimrod.


Full Name

Shlevin

Race

Gnome Alchemist (Mind Chemist)/1 AC 18 {T 13, FF 16} HP: 8/8 // Fort +2, Ref +4, Will -1 // Init +2; Darkvision 60 ft.; Perception -1| Bomb +5 (1d6×2+5) Splash: 6

Classes/Levels

Resources:
Bomb 7/7 Extracts prepared | (CL 1ST, concentration +5): Comprehend Languages , Heightened Awareness | Spell-like abilities:1/day—dancing lights, flare, prestidigitation, produce flame

Gender

M

Size

S

Age

30

Alignment

CN

Languages

Common, Gnome, Orc, Dwarven, Giant, Sylvan

Occupation

Alchemist

Strength 8
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 8
Charisma 14

About Shlevin

Shlevin
Male Lava Gnome Alchemist 1
CG Small humanoid (gnome)
Init +2; Senses Perception -1, Darkvision 60ft.
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Defense
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AC 18, touch 13, flat-footed 16 (+4 armor, +1 Shield, +2 Dex +1 Size)
hp 8 (1d8+0)
FCB: +½ Bomb
Fort +2, Ref +6, Will +0
+2 vs. Fear and Despair
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Offense
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Speed 20 ft.
Melee Dagger (1d3/19-20×2)

Ranged Bomb +5(1d6+5 Fire) 20ft.
5/Day (Ref DC=15) Splash =Min Damage =6
(Attack= +2 Dex, +1 Race, +1 Trait, +1 Throw Anything)
Heavy Crossbow +4 (1d8/19-20×2)
Flask Thrower (crafted) 20ft
Extracts prepared (CL 1ST, concentration +5): Heightened Awareness, Comprehend Languages

Spell-like abilities:1/day—dancing lights, flare, prestidigitation, produce flame
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Statistics
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Str 8, Dex 14, Con 10, Int 18, Wis 8, Cha 14
Base Atk +1; CMB +1; CMD 15

Feats
Throw Anything, Point Blank Shot, Extra Bombs

Skills =8
Craft (Alchemy) (+11), Diplomacy +6, Disable Device (+7), Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (Engineering) (+9), Spellcraft +8 Use Magic Device +6

Languages
Common, Dwarven, Gnome, Orc, Sylvan, Giant

Gear:

Other Gear
Chain Shirt
Darkwood Buckler
Flask Thrower (Crafted)

Bandoliers ×2
Alchemist’s Fire ×3
Acid ×3
Dagger ×2
Int Congnatogen
Shield Extract
Coin Shot Extract
Wand of Cure Light Wounds (10 Charges)
Backpack
alchemy crafting kit
bedroll
flint and steel
ink and inkpen
iron pot
mess kit
soap
torches (10)
trail rations (5 days)
waterskin
Sunrod ×3
Folding Pole
Collapsible Plank
Crowbar
Grappling Hook
Hammer
Pitons ×3
Marbles
Oil
rope
string
whetstone
smelling salts
Session items:

Belt Pouch
142gp, 5sp, 4cp
Prestige Points = 2

Traits:

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Traits
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Racial Traits (Human)
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.

Type: Gnomes are Humanoid creatures with the gnome subtype.

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. See the Linguistics skill page for more information about these languages.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. (Craft Alchemy)

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. (Knowledge Engineering)

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

Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

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.

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Personality Traits

Firebug: +1 Splash Weapon and Bomb Damage

Meticulous Concoction: Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait.

Special Abilities:

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Special Abilities
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Bombs Shlevin can mix 7 bombs each day. Bombs are unstable and go inert if he does not throw them within one round. Shlevin’s bombs deal 1d6+4 points of fire damage to their target and 4 points of fire damage to creatures in all adjacent squares (Reflex DC 14 half).

Alchemy Shlevin can identify potions with a Craft (alchemy) check by examining them for 1 round. He can brew extracts each day from his formula book (like preparing spells). Shlevin can activate wands of spells on the alchemist list.

Cognatpgen
The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on.

Throw Anything Shlevin gains a +1 circumstance bonus on attack rolls and a +4 bonus on damage rolls with thrown splash weapons. He does not take any penalties when using improvised ranged weapons.


Extracts Shlevin’s extracts are described below.
1st Level:
Illusion of Calm, Bombers Eye, Expeditious retreat, Cure Light Wounds, Shield, Coin Shot, heightened Awareness*, Enlarge Person*, Comprehend Languages*, Identify*

Illusion of Calm

Illusion:

When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.

Bombers Eye

Bombers Eye:
If Shlevin prepares and drinks this extract, he increases the range of any thrown weapon by 10 feet. In addition, he receives a +1 insight bonus on attack rolls made with thrown weapons.

Expeditious retreat [spoiler= Expeditious retreat] If Shlevin prepares this extract, it grants him +30 base speed for 1min/level.

Cure Light Wounds

Cure Light Wounds:
Shlevin’s potion heals 1d8+1 points of damage to a touched creature. If he prepares an extract, it heals the same amount.

Coin Shot

coin shot:

(10 minutes or until discharged)
You turn up to three coins into deadly projectiles that gain the velocity of a bullet when thrown. The coins retain their normal appearance but can be used as simple thrown weapons with a range increment of 20 feet and a critical multiplier of ×2. The transmuted coins are treated as ammunition for the purposes of drawing them. Like firearm bullets, the coins deal bludgeoning and piercing damage, and attacks with them are resolved as touch attacks within the first range increment. Regardless of whether a transmuted coin hits or misses the target, it is destroyed after the attack. Only you can make attacks with the coins, though other creatures can safely handle them without discharging the spell.
You can make a single ranged attack with a coin as part of casting this spell. Different types of coins create different bullet effects. Copper coins deal 1d4 points of damage. Silver coins deal 1d6 points of damage and count as silver for the purpose of overcoming damage reduction. Gold coins deal 1d8 points of damage and count as masterwork weapons. Platinum coins deal 1d10 points of damage, count as masterwork weapons, and are treated as adamantine weapons for the purposes of overcoming damage reduction and bypassing hardness. All coin bullets deal an additional 1 point of damage per 2 caster levels (to a maximum of an extra 10 points of damage at 20th level).

Shield

Shield:
Shlevin gains a +4 shield bonus to AC for 1 minute and becomes immune to magic missile.

Heightened Awareness*
Heightened Awareness:
For 10 minutes Shlevin gains +2 competence bonus to Perception and Knowledge skills. If initiative is rolled, Shlevin can dismiss this spell for +4 on that check.

Enlarge Person*

Enlarge Person:
For one minute when Shlevin prepares and drinks this extract he gains a +2 size bonus to Strength, a -2 size penalty to Dexterity, and a -1 penalty on attack rolls and AC due to his increased size. His reach and size also increase to 10ft.

Comprehend Languages*

Comprehend Languages :
With this extract Shlevin can read and understand all spoken or written Languages for ten minutes. He cannot read or write this languages.

Identify*

identify:
For three rounds Shlevin gets a +10 enhancement bonus to all Spellcraft checks used to identify the properties and command words of magic objects.

(*= Learned from Haska 165069-11, Prince of Augustana)

Chronicles:
Prince of Augustana

Purchases