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Feats & Special Abilities
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Psionics
Manifester
Level
Key
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Bonus
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Current
Currency
159 GP 98 SP
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
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Statistic Block
Traits: Iron Liver: Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs.(Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.) Jaded: You have seen horror and death as far back as you can remember. Maybe you are unfazed by the gruesome, or have become a cynic as a defense against the dark realities of the corners of the world. (Benefit: You gain a +2 trait bonus on saving throws against Fear.)
Condition and Effects
Additional Information
Feats: [Bonus, Human]: Extra Grit - (Gain 2 extra Grit points per day. Maximum Grit increases by 2.) LVL 1: Rapid Reload - (The time spent reloading a ranged weapon is reduced. A one-handed Firearm is reduced to a move action, but still provokes Attacks of Opportunity.) [Bonus, Gunslinger]: Gunsmith - (You may create, repair and restore Firearms.) LVL 3: Skill Focus (Craft [Alchemy]) - (Gain a +3 bonus to this skill.)
Stat increases: +2 to STR
Other Notes
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Human Traits: - +2 to STR - Medium - 30 ft. base land speed - Bonus Feat at level 1 - Skilled: (gain 1 extra skill point per level) Gunslinger Class Abilities: - Gunsmith: A Gunslinger gains a weapon of their choice (Pistol). This starting weapon is battered and only the Gunslinger knows how to use it properly. All other creatures treat it as though it has the Broken condition. If it has the Broken condition, it is unusable to anyone else. The starting weapon may be old for scrap (worth 4d10 GP). The Gunslinger also gains Gunsmithing as a bonus feat. - Grit: At the start of each day a Gunslinger gains a number of Grit points equal to their CHA mod [Minimum of 1]. The number goes up and down during the day, but it cannot exceed the Gunslinger's CHA mod, though there are some items and feats that improve that. Grit is used to perform Deeds and may be regained in the following ways: - Critical Hit with a Firearm: If a Gunslinger confirms a critical hit on an enemy with a firearm attack, they regain 1 Grit point. Confirming a Critical on a Helpless or Unaware enemy or on a creature with HD lower than the Gunslinger's level does not allow them to regain Grit. - Killing Blow with a Firearm: If a Gunslinger reduces an enemy to 0 HP or lower with an attack from a firearm while in the heat of combat, the Gunslinger regains 1 Grit point. Reducing a Helpless, Unaware or Creature with HD lower than the Gunslinger's level to 0 HP or lower does not allow them to regain Grit. - Deeds: A Gunslinger's Grit points may be spent to perform deeds. Most are abilities that grant some momentary bonus or effect, but others provide longer lasting effects, sometimes staying active only so long as the Gunslinger has 1 grit point available to them. A deed may performed several times in succession, provided the grit is present to perform them or there are rules restricting them. - Deadeye: A Gunslinger can resolve an attack against Touch AC instead of AC when firing beyond their firearm's first range increment. Using this Deed costs 1 Grit point per range increment beyond the first. The gunslinger still takes a -2 penalty on Attack rolls for each range increment beyond the first when using this ability. - Gunslinger's Dodge: When a ranged attack is made against a Gunslinger, they may spent 1 Grit point to move 5 ft. as an immediate action; doing so grants the Gunslinger a +2 to AC against the triggering attack. This movement is not a 5 ft. step and provokes Attacks of Opportunity. Alternatively, a Gunslinger may drop prone to gain a +4 to AC against the attack. A Gunslinger may only use this ability while wearing medium or light armor, and carrying a light load. - Focused Aim: As a Swift Action, a Gunslinger may spend 1 Grit point to gain a bonus to all Firearm damage rolls equal to CHA mod with all Firearm attacks until the end of the Gunslinger's turn. At 7th level, this bonus is multiplied by the number of hits made by the Gunslinger's Dead Shot Deed. Mysterious Stranger Archetype abilities: - Number of Grit points gained at the beginning of the day is based on CHA rather than WIS. - Replace Quick Clear Deed with Focused Aim. Alchemist Class Abilities: - Alchemy: 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 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. In addition, he receives bonus extracts per day if he has a high INT 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). An extract, once created, remains potent for 1 day before becoming inert, 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 formulae 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. 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 INT 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 INT 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 1stlevel 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 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: 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 INT 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 INT 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 INT 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. - Brew Potion: At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat. - Cognatogen: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his INT, it applies a penalty to his STR. If it enhances his WIS, it applies a penalty to his DEX. If it enhances his CHA, it applies a penalty to his CON. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens. -Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his INT modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature. - Discovery: 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 INT modifier. - Explosive bomb: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). 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. - Poison Resistance +2: At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison. - Perfect Recall: At 2nd level, an alchemist has honed his memory. When making a Knowledge check, he may add his INT bonus on the check a second time. Thus, an alchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The alchemist can also use this ability when making an Intelligence check to remember something. Mindchemist Archetype abilities: - Cognatogen: A Mindchemist gains the Cognatogen discovery in place of the usual mutagen class feature. A Mindchemist cannot create mutagens unless he selects mutagen as a discovery. - Perfect Recall: A Mindchemist gains Perfect Recall in place of Poison Use. - Bonus Feats: A mindchemist may select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, or Spellcraft) in place of a discovery. - Languages: A mindchemist may learn three languages in place of a discovery.