Robert was a foundling, half starved on an island his parents ship had crashed on. The dwarven battleship that made to rescue found only him.
From then on he was raised on the goodship Thundersail by a crew of dwarven sailors. Needless to say, Robert became quite the salty lad.
His keen mind led him to be apprenticed to the master cannoneer, who was quite the heavy drinker. By the time he was ten he was doing the majority of the mixing and grinding, refining formulas and conducting his own experiments while Master Brassbeard lounged in a drunken stupor. Most of his childhood was spent without eyebrows. To this day burn scars speckle his hands and face. His knack for crafting explosives (and using them in small doses as part of ship board pranks) gave him his nickname aboard the ship. When the captain found out the powder was being manufactured and tested by a ten year old boy he said it was a miracle the ship never blew up.
Shortly after he discovered the ship was becoming uncomfortable for him as he was beginning to outgrow the low dwarven ceilings. The next time he put into port, he said his goodbyes to the crew that had been his family and linked up with a merchant of the same dwarven clan named Troublebrewer, a potion-mixer who's name was remarkably apt. Brewer quickly took a liking to the boy both as a traveling companion and as a test subject. He spent the next few years learning the merchant's trade and slowly recovering from various alchemically-induced ailments. He had blue hair for nearly two years. For six months his fingers fused together like mittens. By the time he became an adult Robert was a bit unhinged.
His prototypes and contraptions had them driven out of one town after another. Eventually they found themselves on the border of very uncivil lands. Brewer decided to retire. Boomer was alone in an inhospitable place, and he couldn't have been happier.
This was the place to test his theories and ideas, and just maybe make a little profit on the way.
Boomer is quite the character. He is tall and lanky, but dresses and speaks in the fashion of the Dwarves he was raised by. He drinks constantly, smokes almost as much, is constantly fiddling with some new contraption, and has a knack to cook his dinner on the same fire he's brewing toxic sludge.
Despite his quirky madness, he is a likable, cheerful fellow endearingly devoid of complexity or social grace, and shockingly brilliant.
===== Defense =====
AC 12 (+2 dex)
Flat Footed: 1
CMD 1 ()
+2 Fort (+2 class)
+5 Ref (+2 class, +2 dex, +1 trait)
-2 Will (+0 class, -2 Wis)
Spd 30 ft.
+1 atk, +int to damage with all splash weapons
Bolo: +, ranged trip
Combat Net: +, 10' range, entangle
Adopted: Grounded: +1 balance checks and Reflex saves
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Captain's Blade: +1 to Acro and Climb when on a ship. Acro always class skill.
Throw Anything (bonus, alchemist 1) You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Brew potion (bonus, alchemist 1)
Point Blank Shot (1st)
Extra Traits (human)
Skill points: 8+(int)+1 race, +1 favored class Total:
Alchemy: 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 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.
Bomb: Class level+ int times per day.
Bombs are unstable, and if not used in the round they are created, they degrade and become inert
Thrown bombs have a range of 20 feet
On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. Splash damage from an alchemist bomb is always equal to the bomb’s minimum 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.
Smoke Bombs When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Tanglefoot Bomb A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
(if on mission)
1st x3 per day
(if on downtime)
1st x3 per day
1st level x3 per day
Cure Light Wounds
Crafter's Fortune (+5 bonus on next craft check)