![]()
About Zib BlepibInit:2
Mut AC:=21 (10 +4[chain shirt] +4[Dex]+1[size]+2[Nat Armor] Touch AC [13]/15 Flat-Footed [15]/17 HP: 12/12 (1d8+3[con]+1[favored class]) CMD:11 ___________________________________
Speed:20 Melee:+1 Ranged:+3
Bomb: +5(mut:+7) [1d6+4fire] crit X2(only base d6 is multiplied, addition dmg from lvls is not multiplied) splash 4 fire dc 14 reflex/half 4/day L. Crossbow: +4 [1d6+1p] 19-20X2 80 foot ranged 10 bolts Sickle: +1 [1d4s] x2 Equipment: L. Crossbow, Sickle, Chain Shirt, Alchemists kit, 10 bolts, formulae book appearance:
Zib is typical of gnomes, standing about 3'5" weighing in around 40 pounds. As he walks around the jiggle of test tubs and vials can be heard under his coat s was as the ringing of his chain mail.His eye are a bright yellow, never staring at something to long darting back and forth. His head is topped with wild, unkept hair of a dark red color. His face his covered in old burns and scars as are his hands. His expressions are ever changing going from serenity to excitement to dead seriousness in just a few seconds. The only word to describe him is broken. Back-story:
When Zib was young his parent, who were traveling merchants, where attacked by bandits and killed. The bandits chose to get some money out of the youthful gnome by placing him in the slave market. Most scoffed at the idea of buying such a small thing, what could he do for work? As fate would have it, someone did buy him, a human with a cruel. This man was a accomplished alchemist, spending many years in study at a prestigious college, however when his experiments started to include the student body he was swiftly exiled. Having set up shop in a backwater town where he would not be bothered by such things as laws and ethics. He visited the slave markets regularly for a fresh batch of lab rats. Zib happened to make a fine rat. Under the alchemist care, Zib was put through excruciating pains, with unstable concoctions , new poisons, anything the ageing alchemist could think of would eventually be tested on poor Zib. Despite the constant abuse, or because of it, the Old man became quite pleased with the gnome, having lasted much longer then any other of his test subjects.In between tests, the Alchemist started see a natural curious intellect in the boy, so he decided to teach him of his secrets. Zib learned much, but hidden under the surface was a madness. The constant abuse combine with the chemical bombardment somewhat unhinged his mind. After learning as much as he needed, Zib decided to leave. His owner didnt mind, the alchemist was given a very special present when Zib left, all that was left was ash coated bones. Zib wondered for a while not knowing what to do with his new found freedom. He soon heard of a gladitorial arena, this perked his interest, the perfect place to test his new bombs and potions. The test subjects were more then willing and he can fun watching them burn. Feats and Traits:
Skills:
Craft(alchemy) +10 = INT 3+1+3+1[alchemist]+2[gnome]
Disable Device*† +6 = DEX 2+1+3 K (Arcana)† +7 = INT 3+1+3 K (Nature)† +7 = INT 3+1+3 Perception +5 = WIS -1+1+3+2 [gnome] Spellcraft† +7 = INT 3+1+3 Stealth* +6 = DEX 2+0+0+4 [Small] UMD +5 = CHA +1+1+3 Armor Check Penelty: -2 Bombs:
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 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.
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,alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. 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. Mutagen:
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. gnome:
Low-Light Vision
Defensive Training: +4 dodge bonus to AC vs. giants. 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: +1 to hit vs. reptilian and goblin humanoids. Keen Senses: +2 Perception Obsessive: +2 to Craft or Profession skill of your choice Weapon Familiarity: Any weapon with 'gnome' in its name is treated as a martial weapon. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc Spells:
Spells in book:Cure Light Wounds
Expeditious Retreat Shield Bomber's Eye Enlarge Person Extracts per Day: 1+1 SLA's: dancing lights, flare, prestidigitation, produce flame 1/day dc 11 [spoiler=stats][ooc]HP: 12/12
[spoiler=stats][ooc]HP: 12/12
|