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Professor Feldspar
Middle age (38) Male Human (Keleshite) Gunslinger 1
LN Medium Humanoid (Human)
Hero Points 1
Init +2; Senses Perception +6
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will +2
DR 3/- (Versus ranged piercing weapons)
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OFFENSE
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Spd 20 ft.
Melee-Wand of Misery +1 (1d6/20/x2)
Ranged-Ranged Coat Pistol +3 (1d6/20/x4)
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STATISTICS
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Str 10, Dex 14, Con 10, Int 18, Wis 15, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats
Blind-Fight, Gunsmithing, Ricochet Shot Deed
Traits
Dangerously Curious, On the Payroll
Skills
Acrobatics -4, Bluff +4, Climb -6, Craft: Alchemy +9, Escape Artist -4, Fly -4, Heal +6, Knowledge: Local +8, Perception +6, Ride -4, Sleight of Hand +0, Stealth -4, Survival +6, Swim -6, Use Magic Device +5
Languages Boggard, Common, Dwarven, Gnome, Kelish, Orc
SQ Deadeye (Ex), Deeds, Grit (Ex), Hero Points (1), Leap for Cover (Ex), Quick Clear (Ex), Smoked Goggles
Combat Gear
Pistol, Coat, Firearm Bullet (25), Black Powder (20), Wand of Misery, Quilted Cloth, Armored Coat; Other Gear Acid (flask), Alchemical Solvent, Alchemist's fire (flask), Alchemist's Lab, Portable, Alkali Flask, Backpack, Masterwork (1 @ 20 lbs), Darkflare, Distilled terrap sap, Ghost Ink, Gunsmith's Kit, Keros oil, Pickle extractor, Powder Horn, Powder Horn, Rice Paper (sheet) (10), Rope, hempen (50 ft.), Smoked Goggles, Sunrod (5), Tindertwig (20), Vermin repellent, Vial, ink or potion (10), Vial, iron (5)
This is here as a reference to my play-test results with what will be an evolving Gunslinger/Alchemist. I believe they have quite a few things that work well together (Such as crafting splashover for things like alchemical, and metal cartridges) and figured I would give it a shot. If this isn't the place to post such a thing, apologies and please feel free to move it wherever you feel is best.
I'm starting into CC with my group this next week and told the group I would be showing up with a "support role" character. I initially wrote him up with the intention of making an "in the field" experimental alchemist and the Vivicectionist and Mindchemist have been sticking out pretty as something of a concept that runs closer to parallel to my idea for the character than a bomber. I just don't see the Professor taking a liking to walking around with more explosive agents than he already does. Right now he looks pretty standard for a gunslinger, and that is intentional as I intend on role-playing his introduction into the new fields of "practical" alchemy, anatomy, and the creation of new dangerous compounds. At this point he doesn't have much in the way for mechanical group support but I hope to try to supplement that with some more useful alchemical items, a few well placed shots, and my array of skills for the time being. From a crunch standpoint I plan on building him as an even Gunslinger/Alchemist on a 1-1 basis but this is very much subject to change.
He worked as an apprentice botanist at the University of Lepidstadt from the age of 14 through his twenties. His residency ended with the drafting of the exploratory grant co-written by Professor Lorrimor converting the botanical research team to that of a "Practical Alchemy" department. This primarily involves the collection, capture, and possible manufacture of living, un-living, and dangerous samples of native animals, plants, abominations, particularly diseased vermin, and supernatural phenomenon. His job consists primarily of a four step process, known as the REED. Research, Educate, Execute, Deliver. Professionalism is top priority, something he learned from the deceased Professor Lorrimor was of the utmost importance during the grueling ordeals of grant process.
Any criticism, kind words, advice, questions or nitpicks please feel free to post. This included build related posts.
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Chainsaw |
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This looks like my mutated Doc Holliday a post down or so. I think it will be very effective, especially at later levels.
The vivisectionist works really well with startling shot as long as you are willing to intentionally miss with your first shot. That's 11th level at the earliest, though. I'd take a look at what extracts you like and focus on obtaining those first and foremost so you have the utility you need. One level of gunslinger is probably plenty until you get to that point.
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I imagine one level of gunslinger will probably last me until level 5 or so, I'd like to try to get second level extracts and a few discoveries under his belt before he starts back up with his gunslinging. I am looking into getting focused shot at some point but for now I think the beakers and vials will have him more than busy.