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Feats
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- Free: Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
- Level 1: Point-Blank Shot
- Level 3: Precise Shot
- Level 5: Rapid Reload
- Level 6 (free combat feat via Gun Chemist): Rapid Shot
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Traits
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- LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
- STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
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Skills
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Appraise +9 (Rank 1, Class +3, Int +5)
Bluff – Deceive or Lie +14 (Rank 0 [6 with Headband]], Class* +3, Int +5 'Student of philosophy' trait) OR Bluff - Feint +7 (Rank 0 [6 with Headband], Class* +3, Cha -2) * Class skill via ‘Season 6-7 Explorer Boon’
Craft Alchemy +12 (Rank 1, Class +3, Int +5, +3 alchemist )
Diplomacy – Influence attitude, make request, convince +11 (Rank 6, Int +5 'Student of philosophy' trait) OR Diplomacy – Gather Information +4 (Rank 6, Cha -2)
Disable Device +11 (Rank 1, Class +3, Dex +5, MW Thieves Tools +2)
Fly +9 (Rank 1, Class +3, Dex +5)
Heal +4 (Rank 1, Class +3, Wis +0)
Knowledge: Arcana +19 (Rank 6, Class +3, Int +5, Mindchemist‘ Int +5)
Knowledge: Dungeoneering +11 (Rank 1, Int +5, Mindchemist‘ Int +5)
Knowledge: Engineering +14 (Rank 1, Class* +3, Int +5, Mindchemist‘ Int +5) * Class skill via ‘Season 6-7 Explorer Boon’
Knowledge: Geography +11 (Rank 1, Int +5, Mindchemist‘ Int +5)
Knowledge: History +14 (Rank 1, Class* +3, Int +5, Mindchemist‘ Int +5) * Class skill via ‘Season 4-5 Explorer Boon’
Knowledge: Local +11 (Rank 1, Int +5, Mindchemist‘ Int +5)
Knowledge: Nature +14 (Rank 1, Class +3, Int +5, Mindchemist‘ Int +5)
Knowledge: Nobility +11 (Rank 1, Int +5, Mindchemist‘ Int +5)
Knowledge: Planes +19 (Rank 6, Class* +3, Int +5, Mindchemist‘ Int +5) * Class skill via ‘Season 4-5 Explorer Boon’
Knowledge: Religion +11 (Rank 1, Int +5, Mindchemist‘ Int +5)
Linguistics +7 (Rank 2, Int +5)
Perception +11 (Rank 6, Class +3, Wis +0, Racial +2)
Sleight of hand +9 (Rank 1, Class +3, Dex +5)
Spellcraft +9 (Rank 1, Class +3, Int +5)
Stealth +9 (Rank 0, Class 0, Dex +5, Size +4)
Survival +4 (Rank 1, Class +3, Wis +0)
UMD +7 (Rank 6, Class +3, Cha -2)
Lvl 1 to 6: each 8 skill points: 4 Alchemist + 4 Int TOTAL: 48 skill points
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Combat Gear: cognatogen[UM], acid (2), +1 pistol, +1 Dragon pistol, mithral chain shirt +1, black powder[UC] (33), mw buckler +1, cold iron bullet[UC] (23), alchemical cartridge (27), dragon breath cartridge (18), pistol[UC], pellets[UC] (39), dagger, Headband of Vast Intelligence +2, Belt of incredible dexterity +2
Other Gear: Wand of CLW 31charges, alchemist starting formula book, 2 x weapon cord, powder horn[UC], Gunsmith's kit, alchemist lab, discerning wayfinder, Compass, Air bladder, Snorkel masterwork, Animal glue, Drill, Earplugs, Bell string, Whistle signal, Vermin repellent, Holy symbol Chaldira, Smelling Salts, Potion of Touch of Sea, Potion of Invigorate, Air Crystals, Antiplague, Antipoison 980 gp, 3 sp, 4 cp, Cloak of Resistance +2, NEW Riding dog, Military saddle
• 1st level: 4 + 2 Int = 6 heightened awareness x 2, shield, Adhesive Spittle, Comprehend Languages, Monkey Fish
• 2nd level: 3 + 1 Int = 4 Ablative Barrier, Barkskin, Lesser restoration, See Invisibility
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Special Abilities
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Alchemical Ordnance 3d6+5 (4 rds, 11/day, DC 19) (Su) Infused ammo deals 3d6+5 fire damage. Lasts 4 rds before becoming inert.
Alchemy (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Cognatogen (DC 14) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 30 minutes.
Have gun Gain free starting firearm that only you can use properly.
Cartridge Savant (Ex): At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges. If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier.
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Discoveries
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- Frost bomb* (Advanced Player's Guide pg. 30): When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
- Chemical Stability: When firing an alchemical ordnance, the gun chemist reduces the misfire value of the firearm by 1 (minimum 0) and ignores any increased misfire value from using an alchemical cartridge.
- Tumor Familiar (Ex): The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.
• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• Discerning (5 PP): This wayfinder functions as normal, except the user can cast detect magic at will in place of light.
-- WAYANG RACIAL TRAITS --
• Wis: -2, Dex: +2, Int: +2
• TYPE: Humanoid (Wayang)
• SIZE: Small
• Speed: 20 ft.
• DARK-VISION
• LIGHT & DARK: Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
• LURKER: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
• SHADOW RESISTANCE: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
• SHADOW SPEAKER (Su): Countless whispers of powerful beings from the Shadow Plane—long since dead or deeply dreaming—echo in the minds of wayangs with strong spiritual connections to the darkness. These faint voices hint at revelations of things to come and suggest actions for receptive listeners to undertake. Three times per day as a free action, but no more than once per turn, a wayang with this racial trait can heed these uncanny whispers to gain a +2 insight bonus on an ability check, attack roll, caster level check, concentration check, saving throw, or skill check. The wayang must choose to use this ability before making the appropriate die roll. This racial trait replaces shadow magic.
• Automatic Languages: Common, Tien, Wayang
–– FAMILIAR ––
'Sarataan', the FLYING FOX Familiar (Emissary Archetype), N Tiny animal;
Init +1; Senses low-light vision, scent; Perception +6
• Divine Guidance (Su): An emissary can cast guidance at will.
• Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
• Domain Influence (Sp): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.
• Luck Domain (1 / day): Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.
• Improved Evasion: If Familiar makes Saving Throw takes no damage.
• Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
• Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
--Further Familiar Stats --:
Defense
AC 14, touch 13, flat-footed 13 (+1 Dex, +2 size, Familiar natural armor +1)
hp Half of Tofang’s HP
Fort +3: (Tofang’s base +2, Con +1)
Ref +6: (Tofang’s base +5 , Dex +1)
Will +7: : (Tofang’s base +5, Will +2)
Offense
Speed 10 ft., fly 60 ft. (average)
Melee bite +5 (1d3–1)
Space 2–1/2 ft., Reach 0 ft.
Statistics
Str 9, Dex 13, Con 12, Int 8, Wis 14, Cha 5
Base Atk 0+Tofang BAB; CMB -1+Tofang BAB; CMD 8+Tofang BAB
Feats: Extra Item Slot (Neck)
Skills
Ecology
Environment warm forests
Organization solitary, pair, or colony (10–100)
Treasure: none
Description: These large bats are herbivorous and lack the echolocation abilities of their smaller kin, but are resistant to disease.
Item: Bloodstone Collar
Tofang Siyaah
1) Tofang Siyaah was born in Tian Xia. His parents plied their trades as mechanics and smiths. Tofang Siyaah followed in their footsteps somewhat, but his parents managed to save up to send him to school outside at Lepidstadt University in Ustalav.
2) Tofang Siyaah is a slight Wayang. He typically wears outfits with many pockets and sometimes wears protective eyewear except when in polite company. Tofang Siyaah is quick and talks somewhat quickly, but is deliberate with his word choices and tends to approach problems as an engineer would.
3) Tofang Siyaah graduated from the university early, and relocated to Absolom with a lot of theoretical knowledge and was eager to apprentice to any engineer in town that would have him. He has been working for Khonnir Baine, a wizard and munitions engineer that has sought to improve the defensive capabilities of castles by refining their weapons capabilities.
4) Tofang Siyaah is fascinated by the melding of technological practices found in early firearms, and to that end he has fashioned his personal pistol of his own design. He is generally wary of weapons and would like to avoid hurting anyone with them, but understands how dangerous the world can be and keeps his weaponry hidden on his person should the need arise.
Step 2: Goals
1) To uncover secrets of the futuristic technology and keep them out of the hands of people who would use them to harm the world, his family, or any other innocent folk.
Step 3: Secrets
1) Tofang Siyaah is secretly fascinated by technology, though he represses the emotion and would never admit it. He overcompensates for what he believes to be an embarrassing predilection by condemning its use (mildly)
Step 4: Relationships
1) Tofang Siyaah looks up to Khonnir and is very worried about his disappearance.
2) Tofang Siyaah's parents only had one child, and they're worried about his choice of profession. They are more practical, and tend to disbelieve what they don't see. As Tofang Siyaah works in the realm of chemical engineering, the results aren't always immediately apparent, and the concoctions are dangerous and unpredictable, so they always urge caution to Tofang Siyaah.
Step 5: Memories, quirks, and mannerisms
1) Tofang Siyaah is impeccably tidy and clean, and keeps his gear and possessions organized and labeled. This includes all of his extracts, potions, and alchemical creations. He tends to avoid risky behaviors with his alchemy.
2) Tofang Siyaah is not always honest and forthright, though he understands the need for deception and honesty he's pretty good ad using logic to try to deal fairly well with everyone. He assumes the best of people until proven otherwise.