Kit "Subject-1" Roads

You find this young Fox Tribesman chasing Rune's Gazepede with a cattle-prod...

Description:

Name: Kit “Subject-1” Roads
Race: Fox Beastman
Class: Alchemist 14
Experience: 338,804
N Lvl Experience: 425,000
Alignment: Chaotic Good
Player: Henchman (Rune Roads)
Quote: “Ok Boss!” “Rune and I have created an invention for that, mostly me though.”

Stat Bonus Number of Pts from lvls (3/3)
-—————————————————————
ST: 10 +0 0
DX: 17 +3 1
CO: 10 +0 0
IN: 18 +4 2
WI: 12 +1 0
CH: 10 +0 0

HP: 84/ 84 AC: 17 (with Barkskin 22)
BAB: 15/10 (Melee: +15/10 Ranged: +15/10).
Twin Pistols: +18/ +13 (d10 Piercing + Interference)
Beast bracers: +0/ +0 (d6 Bludgeoning)
Bombs: +19 (7d6 +4 Fire Damage, 5 Splash Damage).
F/R/W: +9 /12 /5

Race: Beastmen:
Little is known about the origins of the Beastmen, only that they were formed in the fires of the great convergence. Many beastmen tribes exist, with countless variants of animal-human hybrids. The local tribes are Wolf, Puma, and Raven. Beastmen are famous for their wilderness skills, and their signature Wrist Weapons: The Talons. Resembling swords, or iron claws built into special bucklers, these unique weapons provide options for attack, and defense, and reward those that aspire to two weapon mastery.
+2 to one Attribute
Medium
Speed: 30’
Low Light Vision: See Twice as far as humans in dim light.
Intimidating: +2 to Intimidate Checks
Beast Blood: Counts as an Animal for the purpose of Magickal Effects.
Toothy: Has a bite attack that does 1d4 Piercing Damage.
Weapons Familiarity: “Beastman” Weapons; and Natural Weapons.
Heart of the Wilderness: Add 1/2 Character Level to Survival Checks; +5 to Con checks to Stabilize when Dying; add 1/2 Character Level to Con Score when determining negative HP total to kill you.
Manatouched: Select 1 Cantrip/Orison that you can cast at will. (Mending)

Feats (7):

Class Feats: Alchemy, Bomb (7d6 +4 Fire Damage, 5 Splash Damage) 13/18, Brew Potion, Discovery x 7, Feats x 7, Poison Immunity, Poison use, Swift alchemy, Throw Anything, WGP (Firearms, Simple, Bombs), AGP (Light).
Feats: Skill Focus (Sleight of Hand), Two Weapon Fighting, Quick Draw, Madness bomb (Discovery), Force bomb* (Discovery), Delayed bomb (Discovery), Poison bomb* (Discovery)
Discoveries: Explosive Bomb, Smoke Bomb, Concussive bomb, Dispelling Bomb, Explosive bomb, Precise bombs, Infusion.
Special Class Feature for Losing Mutegens: Nature Bond,

Skills: 0/112
Acrobatics (Dex): 6(2/1/3)
Appraise (Int): 8(4/1/3)
Bluff (Cha): 0(0/-/-)
Climb (Str): 6(2/1/3)
Craft [Alchemy] (Int): 21[craft 35](4/14/3)(14 from lvl bonus) [pg 93 core rule book]
Diplomacy (Cha): 0(0/-/-)
Disable Device (Dex): 16(2/11/3)
Disguise (Cha): 0(0/-/-)
Escape Artist (Dex): 6(2/2/2)
Fly (Dex): 6(2/1/3)
Handle Animal (Cha): 8(0/8/-)
Heal (Wis): 9(0/6/3)
Intimidate (Cha): 6(0/1/3)(2 race bonus)
Knowledge [Arcana] (Int): 13(4/6/3)
Knowledge [Nature] (Int): 18(4/11/3)
Knowledge [Technology] (Int): 18(4/11/3)
Lingustics (Int): 12(4/8/-)
Perception (Wis): 11(-/8/3)
Perform (Cha): 0(0/-/-)
Profession (Wis): 0(0/-/-)
Ride (Dex): 2(2/-/-)
Sense Motive (Wis): 0(0/-/-)
Slieght of Hand (Dex): 8(2/3/3)
Spellcraft (Int): 12(4/6/3)
Stealth (Dex): 18(2/14/2)
Survival (Wis): 6(0/3/3)
Swim (Str): 1(1/0/0)
Use Magical Divice (Cha): 0(0/-/-)

Spell List: Typical Extracts in Italics
Cast per day 1st:6 2nd:6 3rd:5 4th:5 5th:2
Manatouched: Select 1 Cantrip/Orison that you can cast at will. (Mending)

1st – Cure Light Wounds(x), Shield(x), Expeditious Retreat(x), Truestrike(x), Comprehend Languages(x), Bomber’s Eye(x), Crafter’s Fortune, Disguise Self(x), Endure Elements, Keen Senses, Negate Aroma.
2nd – Barkskin: Checked (X)Used, Alchemical Allocation: Checked (X), Cure Moderate Wds: Checked (X), Bulls Strength: Checked (X), Blur: Checked (X), Invisability: Checked (X)
3rd – Thorn Body: Checked (X), Draconic Reservor: Checked (XX), Beast Form: Checked (), Remove Disease: Checked (X), Cure Serious Wounds: Checked (X),
4th – Stone Skin: Checked (XX)
Usedx2, Universal Potion: Checked (X), Restoration: Checked ( ), Cure Critical Wds: Checked (X), Detonate: Checked (X), Elemental Form I: Checked (X), neutralize poison: Checked ( )
5th – Delayed Consumption(X), resurgent transformation ( ), spell resistance(X), Beast Shape III ( ), Plant Shape I ( ), Contact Other Plane ( ), Planer Adaptation ( )

Equipment (Encumberance: L-33/ M-66/ H-100): 780 Dragons
Cash: 20 Dragons, 6 Amber, 1 Iron.
Light Revolver x 2 (1 to hit, D10 Damage, 19-20 Critical, Type: P, Range: 50’ , Cost: 80 Blood each Wt: 2lbs.)
Manabane Rounds (Cause Interference, Cost: 9 Dragons Each, Wt: .1lbs) x 19
Beast Bracers (Club) (D6 Damage, Type: B, Range: Melee , +1ac, -1acp, Nomaxdex, 5%asf,Cost: 18 Blood Wt: 12lbs.)
Chain Shirt (4ac, -2acp, +4maxdex, 20%asf, 25lbs., cost: 100 Dragons)
Potion of Cure light Wounds x 2 (Cost: 25 Dragons each (Self Made), Wt: 1/2 lbs)
Thunderstone x 2 (Cost: 15 each (self made) Dragons, Wt: 1lbs Each)
Smoked Goggles (Cost: 10 Dragons, Wt: NAlbs)
Alchemist’s Kit (Cost: 25 Dragons, Wt: 5lbs)
Backpack (Cost: 2 Dragons, Wt: 2lbs)
Belt Pouch x 2 (Cost: 1 Dragons each, Wt: 1/2lbs each)
Travelers Outfit x 2 (Cost: 1 Dragons each, Wt: 5lbs Each)
Cattle Prod (Alchemical) (Wand – Does 1hp Non-Leathal Damage, Powered by Charged Crystal – Cantrip; +2 to handle Animal and Intimidate Checks. Cost: 187.5 (Self made) Dragons, Wt: 2lbs)
Mutagen (Dexterity +4, natural Armor +2, Wisdom -2. Cost: NA Dragons, Wt: NAlbs)
CURRENT ENCUMBERANCE: 63.9lbs/medium (10’ Move Penalty)

Discoveries:

Explosive bomb*: The alchemist’s bombs now have
a splash radius of 10 feet rather than 5 feet. 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 f lames is a fullround
action that requires a Ref lex 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 f lames.

Smoke bomb*: When the alchemist creates a bomb, he
can choose to have it create a cloud of thick smoke when
it detonates. The cloud functions as fog cloud, filling an
area equal to twice the bomb’s splash radius for 1 round
per level. Range medium (100 ft. + 10 ft. level)
Effect fog spreads in 20-ft. radius, 20 ft. high
Duration 10 min./level. A bank of fog billows out from the point you designate. The fog
obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a
strong wind (21+ mph) disperses the fog in 1 round.

Concussive bomb*: When the alchemist creates a bomb,
he can choose to have it inflict sonic damage. Concussive
bombs deal 1d4 points of sonic damage, plus 1d4 points
of sonic damage for every odd-numbered level, instead
of 1d6. Creatures that take a direct hit from a concussive
bomb are deafened for 1 minute unless they succeed at
a Fortitude save. An alchemist must be at least 6th level
before selecting this discovery.

Dispelling Bomb: When the alchemist creates a bomb, he
can choose to have it dispel magic effects instead of deal
damage. Creatures that take a direct hit from a dispelling
bomb are subject to a targeted dispel magic spell, using the
alchemist’s level as the caster level. This cannot be used
to target a specific spell effect. The alchemist must be at
least 6th level before selecting this discovery.

Explosive bomb*: The alchemist’s bombs now have
a splash radius of 10 feet rather than 5 feet. 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 f lames is a fullround
action that requires a Ref lex 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 f lames.

Precise bombs: Whenever the alchemist throws a
bomb, he can select a number of squares equal to his
Intelligence modif ier that are not affected by the splash
damage from his bombs. If the bomb misses, this
discovery has no effect.

Infusion: When the alchemist creates an extract, he
can infuse it with an extra bit of his own magical power.
The extract created now persists even after the alchemist
sets it down. As long as the extract exists, it continues
to occupy one of the alchemist’s daily extract slots. An
infused extract can be imbibed by a non-alchemist to
gain its effects.

Class Abilities:
-Alchemy (Su): 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.
Bombs are explosive splash weapons, and mutagens
are transformative elixirs that the alchemist drinks to
enhance his physical abilities—both of these are detailed
in their own sections below.

-Bombs: (Fire, 2d6 3, dc15, 6/ day) 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 (see page 202 of the Pathfinder
RPG Core Rulebook). 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 inf licts 1d6 points of f ire damage + additional
damage equal to the alchemist’s Intelligence modif ier.
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 f ire
damage on a direct hit, its splash damage would be 6
points of f ire damage). Those caught in the splash
damage can attempt a Ref lex save for half damage. The
DC of this save is equal to 10 + 1/2 the alchemist’s level +
the alchemist’s Intelligence modif ier.
-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.
-Discovery (Su): At 2nd level, and then again every 2
levels thereafter (up to 18th level), an alchemist makes
an incredible alchemical discovery:
Infusion: When the alchemist creates an extract, he
can infuse it with an extra bit of his own magical power.
The extract created now persists even after the alchemist
sets it down. As long as the extract exists, it continues
to occupy one of the alchemist’s daily extract slots. An
infused extract can be imbibed by a non-alchemist to
gain its effects.
-Poison Resistance (Ex): 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.
-Poison Use (Ex): Alchemists are trained in the use
of poison and starting at 2nd level, cannot accidentally
poison themselves when applying poison to a weapon.
-Swift Alchemy (Ex): At 3rd level, an alchemist can
create alchemical items with astounding speed. It takes
an alchemist half the normal amount of time to create
alchemical items, and he can apply poison to a weapon as
a move action.

Feats:

Quick Draw: Benefit: You can draw a weapon as a free action instead
of as a move action. You can draw a hidden weapon (see the
Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons
at his full normal rate of attacks (much like a character
with a bow).
Alchemical items, potions, scrolls, and wands cannot be
drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a
move action, or (if your base attack bonus is +1 or higher)
as a free action as part of movement. Without this feat, you
can draw a hidden weapon as a standard action.

Skill Focus (Sleight of Hand): Benefit: You get a +3 bonus on all checks involving the
chosen skill. If you have 10 or more ranks in that skill, this
bonus increases to +6.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a
new skill.

Two Weapon Fighting: Benefit: Your penalties on attack rolls for fighting with
two weapons are reduced. The penalty for your primary hand
lessens by 2 and the one for your off hand lessens by 6. See
Two-Weapon Fighting in Chapter 8.
Normal: If you wield a second weapon in your off hand,
you can get one extra attack per round with that weapon.
When fighting in this way you suffer a –6 penalty with
your regular attack or attacks with your primary hand and
a –10 penalty to the attack with your off hand. If your offhand
weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.

Madness bomb (Discovery): The alchemist’s bombs do more than
sear flesh—they sear the mind. A creature that takes a
direct hit from a madness bomb takes damage from the
bomb plus 1d4 points of Wisdom damage. Reduce the
amount of normal damage dealt by the bomb by 2d6 (so a
bomb that would normally deal 6d6+4 points of damage
deals 4d6+4 points of damage instead). The amount of
Wisdom damage dealt by a madness bomb is reduced by
1 for each madness bomb that hit the target in the past
24 hours, to a minimum of 1 point of Wisdom damage.
An alchemist must be at least 12th level before selecting
this discovery.

Delayed bomb (Discovery): The alchemist can place a bomb so that
it explodes a number of rounds after the alchemist ceases
contact with the bomb. This delay can be any number
of rounds as chosen by the alchemist, up to a number of
rounds equal to his level. If at any point the alchemist
reclaims possession of the delayed bomb, he can end the
timer and prevent the bomb’s detonation. A delayed bomb
detonates immediately if any other creature attempts to
touch or move it, or if the bomb’s contents are removed
from the vial (such as if the vial breaks). The bomb deals
damage as if it scored a direct hit to any creature in the
square with the bomb when it detonates, and splash
damage to all adjacent creatures as normal. An alchemist
cannot have more than one delayed bomb at one time.
If he creates another delayed bomb, the previous bomb
becomes inert. Dispel magic can neutralize a delayed
bomb, as can a successful Disable Device check (DC equals
10 + the alchemist’s level + the alchemist’s Intelligence
modifier). An alchemist must be at least 8th level before
selecting this discovery.

Force bomb* (Discovery): When the alchemist creates a bomb, he
can choose to have it inf lict force damage. Force bombs
deal 1d4 points of force damage, plus 1d4 points of force
damage for every odd-numbered level, instead of 1d6.
Creatures that take a direct hit from a force bomb are
knocked prone unless they succeed on a Ref lex save.
An alchemist must be at least 8th level before selecting
this discovery.

Poison bomb* (Discovery): The effects of the smoke created by an
alchemist’s bomb duplicates the effects of cloudkill instead
of fog cloud, filling an area equal to twice the bomb’s
splash radius for 1 round per level. An alchemist must
be at least 12th level and must possess the smoke bomb
discovery before selecting this discovery. Saving Throw Fortitude partial; see text; Spell Resistance no
This spell generates a bank of fog, similar to a fog cloud, except
that its vapors are yellowish green and poisonous. These vapors
automatically kill any living creature with 3 or fewer HD (no save).
A living creature with 4 to 6 HD is slain unless it succeeds on a
Fortitude save (in which case it takes 1d4 points of Constitution
damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of
Constitution damage on your turn each round while in the
cloud (a successful Fortitude save halves this damage). Holding
one’s breath doesn’t help, but creatures immune to poison are
unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet
per round, rolling along the surface of the ground.
Figure out the cloud’s new spread each round based on its new
point of origin, which is 10 feet farther away from the point of origin
where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest
level of the land, even pouring down den or sinkhole openings. It
cannot penetrate liquids, nor can it be cast underwater.

Special Class Feats:

Nature’s Bond: The second option is to form a close bond with an
animal companion. A druid may begin play with any of
the animals listed in the Animal Companions section
beginning on page 51. This animal is a loyal companion
that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal
companion’s Hit Dice, abilities, skills, and feats advance as
the druid advances in level. If a character receives an animal
companion from more than one source, her effective druid
levels stack for the purposes of determining the statistics
and abilities of the companion. Most animal companions
increase in size when their druid reaches 4th or 7th
level, depending on the companion. If a druid releases
her companion from service, she may gain a new one by
performing a ceremony requiring 24 uninterrupted hours
of prayer in the environment where the new companion
typically lives. This ceremony can also replace an animal
companion that has perished.

Experience gain:
(Kit lvl/Rune lvl)*Exp earned

Bio
Kit was a would-be pickpocket and spy in the City of Darkmoon. After he was caught stealing from the Expedition, Rune decided to better the Boy by adopting him in the fine old Darkmoon tradition of Kidnapping…

A series of aptitude tests determined that Kit had what it took to learn Alchemy, and so Rune named him “Subject-1”, and bid the boy to care for Rune’s Gazepede, aka Subject-0. The two of them formed an instant bond. Kit realized that he was now in the company of some extrordinary people, and was on his way to see the world – Thus he decided to stay!

The young Alchemist is still a pick-pocket at heart, and is VERY good at it… He is enamored of Hector’s skill with Guns: Loud, Flashy, and Effective – So Kit has tried to emulate the older Rogue. Though he has not at all neglected his Alchemy training – Taking to the art of Blowing things up with the enthusiasm that only a young boy can possess… Now in charge of Rune’s alchemy cart, and the well-being of Rune’s Gazepede, Kit has earned his place as a valued member of the 2nd Great Expeditionary Force.

New Inventions:
Sonic Mines: Mines that only detenote when coming in contact with undead/unliving mobile material
Power Sink: 1 shot use device with cold-iron core with dc 32 spell absorb
Cold Iron Chaff Bomb: Bomb worth 252 bombs with cold iron chaff cload. Explosion deals 300 yards and chaff up to 1 mile radius.

Bio:

Kit was a would-be pickpocket and spy in the City of Darkmoon. After he was caught stealing from the Expedition, Rune decided to better the Boy by adopting him in the fine old Darkmoon tradition of Kidnapping…

A series of aptitude tests determined that Kit had what it took to learn Alchemy, and so Rune named him “Subject-1”, and bid the boy to care for Rune’s Gazepede, aka Subject-0. The two of them formed an instant bond. Kit realized that he was now in the company of some extrordinary people, and was on his way to see the world – Thus he decided to stay!

The young Alchemist is still a pick-pocket at heart, and is VERY good at it… He is enamored of Hector’s skill with Guns: Loud, Flashy, and Effective – So Kit has tried to emulate the older Rogue. Though he has not at all neglected his Alchemy training – Taking to the art of Blowing things up with the enthusiasm that only a young boy can possess… Now in charge of Rune’s alchemy cart, and the well-being of Rune’s Gazepede, Kit has earned his place as a valued member of the 2nd Great Expeditionary Force.

Kit "Subject-1" Roads

From the Ashes of The Great Convergence GedofParagon