Blacksmith

Smokey Big Boom's page

93 posts. Alias of Zotsune.


Full Name

Smokey

Race

Gnome

Classes/Levels

Grenaider Alchemist 7 | AC:16 FF: 14 Touch: 15 | Saves: Fort: +5 Ref: +7 Will: +2 | Perception: +12 | Init: +2 | HP: 38/38 | CMB: 3 | CMD: 15

Gender

Male

Size

Small

Age

79

Alignment

CG

Languages

Common, Gnome, Sylvan, Elven, Draconic, Dwarven, Orc

Occupation

Demolitions Expert

Strength 10
Dexterity 15
Constitution 10
Intelligence 18
Wisdom 10
Charisma 11

About Smokey Big Boom

Ability Scores:

Str: 10
Dex: 15
Con: 10
Int: 17 (-> 18 @ level 4)
Wis: 10
Cha: 11

Back Story:
Smokey was the leader of a small village of pyromaniacs whose society revolved around well fire, more specifically explosions the bigger the explosion the “higher” rank the person was. There are no civil disputes in this village for two reasons; 1) Everybody knows everybody and who each member should stay away from, never meet to cause any trouble, and 2) If anything were to happen the guilty party would be blown up and nobody wants to be blown up. Now as to how Smokey got the job of being leader, there is a contest every year that the village holds. Whoever wins becomes the leader. The contest is to make the biggest explosion possible. Smokey had won for the past five years, an unprecedented feat as the previous winning streak had been two.

Now the role of the leader is that if any war should come to this village he or she should be the one to rally everyone to blow up their enemies and be the tactical person in charge. And they are also responsible for economics, education, construction projects and keeping the peace. Smokey had enough of it and decided to lose on purpose because being the leader left little time for thinking about bigger bombs let alone making them. There was a clause in the rules that stated: “If the previous leader loses, he or she is exiled from the village for at least one year and can only return if they can make a bigger explosion than what they lost with.”

So Smokey sounded all disappointed, though no one believed him, he packed up and left the village vowing to return when he could make the biggest explosion anyone had ever seen. That was three years ago and he still hasn’t found the biggest explosion possible.

He had heard tales of dragons being able to breathe fire and thought that if he could harness that energy than maybe he could make a very big boom. So he is in search of people who are willing to go into a dragon’s keep so he can “research” a dragon.

He also had heard tales of a Boom Bewm person out in the world blowing it up. How great would it be to blow up an explosives expert?

Racial Stuff:

Gnome Racial Traits
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and 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.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

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 when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma 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 the gnome magic and illusion resistance racial traits.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

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

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

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.

Class Stuff:

Class Abilities:

Martial Weapon Proficiency:
At 1st level, a grenadier picks one martial weapon to become proficient in the use of. (Longbow)

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
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 alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, 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.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su): 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 and Weapon 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.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Explosive bomb*: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Explosive Missile: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.

Grease Bomb When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb's splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. A grease bomb can't affect items or armor.

Alchemical Weapon (Su)
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces poison resistance.

Precise Bombs (Ex)
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.
This ability replaces poison use.

Directed Blast (Su)

At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.

This ability replaces swift poisoning.

Formulae List:

Key
* = Prepared that many times.
Level 1: (5 at 1st level + 2 per level = 13 Formulae total)
Bomber's Eye *
Targeted Bomb Admixture *
Cure Light Wounds *
Ant Haul
Detect Secret Doors
Longshot
Polypurpose Panacea
True Strike
Crafter's Fortune
Level 2:
Shadow Bomb Admixture
Invisibility *
Cure Moderate Wounds *
Darkvision
Fire Breath
Level 3:
Cure Serious Wounds*
Haste*

Feats:

Point-Blank Shot
Precise Shot
Rapid Shot
Two-Weapon Fighting

Equipment:

+1 Longbow, Composite 1.5 lbs.
Masterwork Backpack 1 lbs.
Arrows, Common (40) 3 lbs.
Arrows, Flight (20) 1.5 lbs.
Alchemist’s Kit 5 lbs.
Ring of Arcane Signets -
Ring of Sustenance -
Boots of the Cat 1 lbs.
Gloves Apprentice’s Cheating -
Belt Pouch .125 lbs.
Bedroll 1.25 lbs.
Blanket .75
Universal Solvent (2) -
+1 Leather Armor 7.5 lbs.
Traveler’s Outfit 1.25 lbs.
Formulae Book 3 lbs. (I just took the stats from Spellbook)
Smoked Goggles -

Gold Left (After buying not current): 2549 G 4 S
Total Weight: 27.875 lbs. Including Money [Light Weight=28.5 lbs., Med Weight=57 lbs., Heavy Weight=86.25 lbs.]

Updated List:
+2 Composite Longbow 3 lbs.
+1 Icy Burst Composite Longbow 3 lbs.

Traits:

Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown.
Alchemical Adept: Benefits: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Skills:

Name | Trained(Y/N)| Abilities | Ranks | Total:
Acrobatics | N | Dex(+2) | 0 | 2
Appraise | Y | Int(+4) | 3 | 10
Bluff | N | Cha(+0) | 0 | 0
Climb | N | Str(+0) | 0 | 0
Craft Alchemy | Y | Int(+4) | 7 | 17 (+9 when creating alchemical items)
Diplomacy | N | Cha(+0) | 0 | 0
Disable Device | Y | Dex(+2) | 5 | 10
Disguise | N | Cha(+0) | 0 | 0
Escape Artist | N | Dex(+2) | 0 | 2
Fly | Y | Dex(+2) | 0 | 2
Handle Animal | N | Cha(+0) | 0 | 0
Heal | Y | Wis(+0) | 0 | 0
Intimidate | N | Cha(+0) | 0 | 0
Knowledge(Arcana) | Y | Int(+4) | 7 | 14
Knowledge(Dungeoneering) | N | Int(+4) | 0 | 4
Knowledge(engineering) | N | Int(+4) | 0 | 4
Knowledge(geography) | N | Int(+4) | 0 | 4
Knowledge(History) | N | Int(+4) | 0 | 4
Knowledge(Local) | N | Int(+4) | 0 | 4
Knowledge(Nature) | Y | Int(+4) | 7 | 14
Knowledge(Nobility) | N | Int(+4) | 0 | 4
Knowledge(Planes) | N | Int(+4) | 0 | 4
Knowledge(Religion) | N | Int(+4) | 0 | 4
Linguistics | N | Int(+4) | 1 | 5
Perception | Y | Wis(+0) | 7 | 12
Perform Comedy | N | Cha(+0) | 0 | 0
Profession Leader | Y | Wis(+0) | 0 | 0
Ride | N | Dex(+2) | 0 | 2
Sense Motive | N | Wis(+0) | 0 | 0
Sleight of Hand | Y | Dex(+2) | 1 | 6
Spellcraft | Y | Int(+4) | 7 | 14
Stealth | N | Dex(+2) | 3 | 9
Survival | Y | Wis(+0) | 0 | 0
Swim | N | Str(+0) | 0 | 0
Use Magic Device | Y | Cha(+0) | 7 | 10

Combat:

Offense
Bomb to hit: +8 vs. Touch AC, If within 30ft. +9 Damage: Normal 4d6+4, Explosive 4d6+4 +1d6/round not extinguished (only on direct hit to extinguish take a full round action with Reflex Save DC = 17 +2 to extinguish if rolling on ground.), If within 30 ft. Normal 4d6+5, Explosive 4d6+5 +1d6(see Explosive)
Icy Burst Longbow to hit: +9 If within 30ft. +10 Damage: Common 2d6+2, Flight 1d4+1d6+2, Common+Bomb 6d6+6, Flight+Bomb 1d4+5d6+6, Common+Explosive Bomb 6d6+6 +1d6/round (see Explosive), Flight+Explosive Bomb 1d4+5d6+6 +1d6/round (see Explosive), If within 30 ft. Common 2d6+3, Flight 1d4+1d6+3, Common+Bomb 6d6+7, Flight+Bomb 1d4+5d6+7, Common+Explosive Bomb 6d6+7 +1d6/round (see Explosive), Flight+Explosive Bomb 1d4+5d6+7 +1d6/round (see Explosive)
Punch to hit: +5 Damage: 1d2 non-lethal
Defense
HP: 38
AC: 16 FF: 14 Touch: 13
Saves:
Fort: +5
Ref: +7
Will: +2
------- With Dex Mutagen --------
Offense:
Bomb to hit: +10 vs. Touch AC, +11 if target is within 30ft. Damage: Same
Longbow to hit: +11, +12 if target is within 30ft. Damage: Same
Punch to hit: Same Damage: Same
Defense
HP: Same
AC: 20 FF: 16 Touch: 15
Saves:
Fort: Same
Ref: +9
Will: 0

Trackable Info:

HP: 32
Bomb Damage: 4d6.5
Bombs/day: 14.5
Extracts/day
Level 1: 5/5
Level 2: 4/4
Level 3: 2/2
Arrows Common: 30/30
Arrows Flight: 20/20
Platinum: 0
Gold: 2549+whatever is given from skull
Silver: 4
Copper: 0
Times taken Gnome Alternate Class Favored Bonus: 7