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Male Gnome Alchemist (Trap Breaker) 7 |
About Ulysses Cogkettle
Ulysses Cogkettle
Male middle-aged gnome alchemist (trap breaker) 7 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 26, Ultimate Wilderness 213)
N Small humanoid (gnome)
Hero Points 3
Init +5; Senses low-light vision; Perception +15 (+14 when adjacent to open flames or on fire)
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 59 (7d8+14)
Fort +8, Ref +9, Will +3; -1 vs. fire effects, -1 when adjacent to open flames or on fire
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +1 dagger +7 (1d3+1/19-20) or
. . light mace +6 (1d4)
Ranged bomb +11 (4d6+5 fire) or
. . frost bomb +11 (4d6+5 cold) or
. . light crossbow +10 (1d6+1/19-20) or
. . tanglefoot bomb +11 (entangle)
Special Attacks bomb 14/day (4d6+4 fire, DC 17), hatred
Alchemist (Trap Breaker) Extracts Prepared (CL 7th; concentration +11)
. . 3rd—fly (2)
. . 2nd—alchemical allocation[APG] (3), invisibility
. . 1st—comprehend languages, heightened awareness[ACG], shield (3)
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Statistics
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Str 10, Dex 16, Con 14, Int 18, Wis 11, Cha 10
Base Atk +5; CMB +4; CMD 17
Feats Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Point-Blank Shot, Precise Shot, Throw Anything
Traits artisan, excitable, trap finder
Skills Acrobatics +5 (+4 when adjacent to open flames or on fire, +1 to jump), Appraise +10 (+9 when adjacent to open flames or on fire), Bluff +0 (-1 when adjacent to open flames or on fire), Climb -1 (-2 when adjacent to open flames or on fire), Craft (alchemy) +16 (+15 when adjacent to open flames or on fire, +23 to create alchemical items), Diplomacy +7 (+6 when adjacent to open flames or on fire), Disable Device +20 (+19 when adjacent to open flames or on fire), Disguise +0 (-1 when adjacent to open flames or on fire), Escape Artist +4 (+3 when adjacent to open flames or on fire), Fly +10 (+9 when adjacent to open flames or on fire), Heal +5 (+4 when adjacent to open flames or on fire), Intimidate +0 (-1 when adjacent to open flames or on fire), Knowledge (arcana) +12 (+11 when adjacent to open flames or on fire), Knowledge (dungeoneering) +5 (+4 when adjacent to open flames or on fire), Knowledge (engineering) +5 (+4 when adjacent to open flames or on fire), Knowledge (geography) +5 (+4 when adjacent to open flames or on fire), Knowledge (history) +5 (+4 when adjacent to open flames or on fire), Knowledge (local) +5 (+4 when adjacent to open flames or on fire), Knowledge (nature) +9 (+8 when adjacent to open flames or on fire), Knowledge (nobility) +5 (+4 when adjacent to open flames or on fire), Knowledge (planes) +5 (+4 when adjacent to open flames or on fire), Knowledge (religion) +5 (+4 when adjacent to open flames or on fire), Linguistics +5 (+4 when adjacent to open flames or on fire), Perception +15 (+14 when adjacent to open flames or on fire), Ride +2 (+1 when adjacent to open flames or on fire), Sense Motive +0 (-1 when adjacent to open flames or on fire), Sleight of Hand +7 (+6 when adjacent to open flames or on fire), Spellcraft +11 (+10 when adjacent to open flames or on fire), Stealth +10 (+9 when adjacent to open flames or on fire), Survival +4 (+3 when adjacent to open flames or on fire), Swim -1 (-2 when adjacent to open flames or on fire), Use Magic Device +10 (+9 when adjacent to open flames or on fire); Racial Modifiers +2 Disable Device, +2 Escape Artist
Languages Ancient Osiriani, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ able assistant, alchemy (alchemy crafting +7), burned, discoveries (frost bomb, infusion, precise bombs [4 squares], tanglefoot bomb[UM], tumor familiar[UM]), explosive disarm, hero points, land mine, mutagen (+4/-2, +2 natural armor, 70 minutes), swift alchemy, trapfinding +3
Combat Gear mutagen[APG], potion of ant haul (2), potion of cure light wounds, potion of darkvision, potion of delay poison, potion of heroism, potion of invisibility, scroll of burning hands (CL 2nd), scroll of color spray, scroll of detect secret doors, scroll of grease, scroll of halt undead, scroll of knock, wand of cure light wounds, acid, alchemist's fire (4), antiplague[APG] (2), antitoxin, bone burn, holy water (3), smelling salts[APG] (2), tangleburn bag[UE], tanglefoot bag (2); Other Gear +1 chain shirt, +1 dagger, crossbow bolts (20), light crossbow, light mace, apprentice's cheating gloves[UE], cloak of resistance +1, eyes of the eagle, handy haversack, traveler's any-tool[UE], alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], bedroll (2), belt pouch, bombchucker, chalk (5), charcoal (2), crowbar, flint and steel, hammer, hemp rope (50 ft.), ink, inkpen, masterwork thieves' tools, mess kit[UE], mirror, parchment (20), piton (2), soap, sunrod (2), torch (2), trail rations (10), waterskin (2), wrist sheath, spring loaded, 1 gp, 10 cp
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Special Abilities
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Able Assistant (Ex) Treat valet as it possesed Cooperative Crafting and all Craft skills and item creation feats you have.
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+4 (14/day, DC 17) (Su) Thrown Splash Weapon deals 4d6+4 fire damage.
Burned -1 to save vs. fire, -1 attacks, saves, skill checks if you are adjacent to or on fire.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Explosive Disarm (Ex) Use 1 bomb to disarm a trap in 20 ft with attack vs. trap DC (failure sets it off).
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Frost Bomb (DC 17) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Land Mine (DC 17) (Ex) As a full rd action, use 2 bombs to create land mine that lasts for +7 days.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 17) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) 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 (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
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Ulysses Cogkettle has been fascinated by chemistry for as long as he can remember. Morbidly so. Some gnomes travel; others study; others learn magic. Ulysses blows stuff up.
Sometimes the stuff that Ulysses blows up is Ulysses. His body is covered in shrapnel and burn scars. He has grown to fear the very thing that staves off his Bleaching, but the fear rarely prevents him from continuing to tinker and experiment.
Several years ago, the Pharaoh put out a call for adventurers to explore the tombs of Wati's necropolis. For the first time in his life, Ulysses felt the lure of potential knowledge that does not involve fire. He spent the next few months studying what was written about the tombs and determined he would need two things if he were to answer the Pharaoh's call: a trap breaker and an undead slayer. He was too small and weak to be the latter so he spent years studying ways to apply his alchemical knowledge toward the former.
Now he is ready. He sold just about everything he owned and spent the proceeds on Melech's retainer fee. They have spent the past month training together, preparing themselves for the trials to come.
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