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About ShytzenShytzen
Ranged Bomb +3(1d6+4 Fire) 20ft.
Extracts prepared (CL 1ST, concentration +5): Shield, Expeditious retreat Spell-like abilities:1/day—dancing lights, flare, prestidigitation, produce flame
Feats
Skills =8
Languages
Other Gear
Bandoliers ×2
Belt Pouch
Traits:
---------------- Traits ---------------- 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
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. Personality Traits Excitable: +2 Init Accelerated Drinker: Move action to drink potions. Foe of the Strange: You awake feeling emboldened After a terrifying nightmare. Instead of being frightened by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse To give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them.You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion). In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result. --------------------
Alchemy Shytzen 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). Shytzen can activate wands of spells on the alchemist list. Mutagen Shy can spend an hour to brew a special mutagen. He can carry it as long as he wants, but after he drinks it, the mutagen’s effects last for 10 minutes. If anyone but Shy (or another alchemist or investigator) drinks the mutagen, the drinker gains no benefit and is nauseated for 1 hour (Fort 14 negates). Shy always starts play with a Dexterity mutagen to make himself into a more capable ranged combatant. This mutagen grants +4 Dexterity, +2 natural armor, and –2 Wisdom. He can also brew a mutagen that grants +4 Strength, +2 natural armor, and –2 Intelligence or a mutagen that grants +4 Constitution, +2 natural armor, and –2 Charisma. Throw Anything Shytzen 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 Shytzen’s extracts are described below. Endure Elementsl If Shytzen prepares and drinks this extract, it allows him to forgo FORT checks in extreme weather. True Strike If Shytzen prepares and drinks this extract, it grants him +20 to his next attack roll, as long as it is taken by the end of the next round. Expeditious retreat If Shytzen prepares this extract, it grants him +30 base speed for 1min/level. Cure Light Wounds Shytzen’s potion heals 1d8+1 points of damage to a touched creature. If he prepares an extract, it heals the same amount. Reduce Person Shytzen becomes one size smaller for 1 minute. He gains +2 Dexterity, –2 Strength, a –1 size penalty to CMD and on combat maneuver checks, a +1 size bonus on attack rolls and to AC, a +4 size bonus on Stealth checks, and a +2 size bonus on Fly checks. Melee and projectile weapons decrease in damage (Shytzen’s dagger goes down to 1d3). Shield Shytzen gains a +4 shield bonus to AC for 1 minute and becomes immune to magic missile. |