WEIGHT ALLOWANCE |
Light |
22 |
Medium |
45 |
Heavy |
67 |
MONEY |
Unspent Funds = 1891.0 |
Alkali (Flask)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Équippé
|
A
|
M
|
20/x2
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+8
|
+6
|
+4
|
+1
|
-1
|
Dam |
1d6+6 |
1d6+6 |
1d6+6 |
1d6+5 |
1d6+5 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
Every creature within 5 feet of the point where the alkali flask hits takes 1 point of acid damage from the splash. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.
|
Acid (Flask)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Équippé
|
A
|
M
|
20/x2
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+8
|
+6
|
+4
|
+1
|
-1
|
Dam |
1d6+6 |
1d6+6 |
1d6+6 |
1d6+5 |
1d6+5 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
Thrown splash weapon see p.202, Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
|
Alchemist's Fire (Flask)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Équippé
|
F
|
M
|
20/x2
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+8
|
+6
|
+4
|
+1
|
-1
|
Dam |
1d6+6 |
1d6+6 |
1d6+6 |
1d6+5 |
1d6+5 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
Thrown splash weapon see p.202, Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
|
+1 Pistol (Small)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Porté
|
BP
|
S
|
20/x4
|
Range |
20 ft.'
|
30 ft.'
|
40 ft.'
|
60 ft.'
|
80 ft.'
|
Bonus |
+10
|
+8
|
+7
|
+5
|
+3
|
Dam |
1d6+2 |
1d6+2 |
1d6+1 |
1d6+1 |
1d6+1 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
Misfire 1 (5 ft)
|
Bomb
|
HAND |
TYPE |
SIZE |
CRITICAL |
Porté
|
F
|
M
|
20/x2
|
Range |
20 ft.'
|
30 ft.'
|
40 ft.'
|
60 ft.'
|
80 ft.'
|
Bonus |
+10
|
+8
|
+7
|
+5
|
+3
|
Dam |
1d6+6 |
1d6+6 |
1d6+5 |
1d6+5 |
1d6+5 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
1d6 bonus damage
|
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
LANGUAGES |
Auran, Common, Dwarven, Gnome, Hallit
|
PROFICIENCIES |
Aldori Dueling Sword, Amentum, Arc Pistol, Arc Rifle, Atlatl, Autograpnel, Axe (Throwing), Bardiche, Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Blunderbuss, Boar Spear, Bomb, Bombard (Heavy), Bombard (Light), Bombard (Standard), Brass Knuckles, Broadsword (Nine Ring), Buckler Gun, Butterfly Sword, Cannon, Cannon (Fiend's Mouth), Cestus, Chakram, Club, Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Culverin, Dagger, Dagger (Punching), Dart, Dart Gun, Death Ray, Dogslicer, Double Chicken Saber, Double Hackbut, Earth Breaker, EMP Pistol, EMP Rifle, Falchion, Fire Lance, Firearms, Flail, Flail (Heavy), Flambard, Flare Gun, Garrote, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Gravity Pistol, Gravity Rifle, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Hanbo, Handaxe, Hooked Lance, Horsechopper, Hunga Munga, Id Rifle, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Lance, Laser Pistol, Laser Rifle, Laser Torch, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Mindrender, Monk's Spade, Morningstar, Musket, Musket (Axe), Musket (Double-Barreled), Musket (Warhammer), Naginata, Nodachi, Ogre Hook, Pepperbox, Pick (Heavy), Pick (Light), Pilum, Pistol, Pistol (Coat), Pistol (Dagger), Pistol (Double-Barreled), Pistol (Dragon), Pistol (Sword Cane), Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Revolver, Rhoka, Rhomphaia, Rifle, Rock, Rope Gauntlet, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Shotgun, Sibat, Sickle, Sling, Sling Glove, Sonic Pistol, Sonic Rifle, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Stingchuck, Stun Gun, Switchblade Knife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Syringe spear, Tepoztopilli, Terbutje, Terbutje (Great), Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart, Zero Pistol, Zero Rifle
|
Archetypes |
Gulch Gunner
Ratfolk warfare often occurs in cramped, claustrophobic spaces such as the ratfolk's own underground warrens and heavily trapped gulch fortresses, or the subterranean tunnels of goblins and similar foes. Since these battlegrounds often have tight corners and few areas with long lines of sight, those ratfolk who seek to master the use of firearms almost inevitably become experts in close-quarters combat. These gulch gunners often specialize in proficiency with a single pistol (easily handled in tight spaces) and wander from warren to warren selling their tunnel-shooting skills to the highest bidder. |
Gun Scavenger
Although Alkenstar is the center of firearm production and innovation in the Inner Sea, the crack of flint and tang of gun smoke is enough to inspire enthusiasts elsewhere to try their hand at making their own guns using intuition instead of blueprints. A gun scavenger collects scraps, spare parts, and other components that might-if modified properly-give her firearm an extra edge. |
Trap Breaker
Trap breakers forgo the study of poison to instead master the construction and deployment of traps, using their nimble fingers to disable dangerous devices and their alchemical knowledge to create devastating land mines. |
Traits |
Magical Knack (Alchemist) |
[Paizo Inc. - Advanced Player's Guide, p.329] |
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Alchemist gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
|
Reckless Contempt |
[Paizo Publishing - Ultimate Campaign, p.53] |
You do not fear the threat of lesser weapons. Whenever you provoke an attack of opportunity by firing a firearm, you gain a +1 trait bonus on the attack roll that provoked the attack of opportunity.
|
SPECIAL ATTACKS |
Bomb
(Su)
|
[Paizo Inc. - Advanced Player's Guide, p.27] |
You can use 9 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+5 points of fire damage. Your bombs also inflict an additional 1d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (7). Those caught in the splash damage can attempt a DC 17 Reflex save for half damage. |
Explosive Missile
(Su)
|
[Paizo Inc. - Ultimate Combat] |
As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. |
Shock Bomb*
|
[Paizo Inc. - Advanced Player's Guide] |
When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds. |
Throw Anything
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.27] |
You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. |
SPECIAL QUALITIES |
Alchemy
(Su)
|
[Paizo Inc. - Advanced Player's Guide, p.26] |
When using Craft (Alchemy) to create an alchemical item, you gains a +4 competence bonus on the Craft (alchemy) check. In addition, you 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. |
Bonus Alchemist New Discovery (4x)
|
[Paizo Inc. - Advanced Race Guide, p.151] |
Alchemist: The alchemist gains +1/6 of a new discovery. |
Brew Potion
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.27] |
You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat. |
Change Out
(Ex)
|
[Paizo Publishing - Inner Sea Combat, p.38] |
At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality (Ultimate Combat i37); increases the damage dealt by the pistolwhip deed by one die size; OT increases the firearm's range increment by io feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn't broken. This deed replaces the quick clear deed. |
Gunslinger Battered Gun (Battered Pistol)
|
[Paizo Inc. - Ultimate Combat] |
|
Gunsmith
|
[Paizo Inc. - Ultimate Combat, p.9] |
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat. |
Deeds
|
[Paizo Inc. - Ultimate Combat, p.10] |
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. |
Gunslinger's Dodge
(Ex)
|
[Paizo Inc. - Ultimate Combat, p.10] |
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load. |
Class Skills
|
[Paizo Inc. - Advanced Race Guide, p.152] |
A gulch gunner adds Disable Device, Escape Artist, and Knowledge (dungeoneering) to her list of class skills and removes Knowledge (local), Ride, and Swim from her list of class skills. |
Daring Adjacent Shot
|
[Paizo Inc. - Advanced Race Guide, p.152] |
The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner's character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity. This ability replaces the ability to regain grit from a critical hit with a firearm. |
Darkvision
(Ex)
|
[Paizo Inc. - Bestiary] |
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. |
Deeds
|
[Paizo Inc. - Advanced Race Guide, p.152] |
A gulch gunner has some unique deeds, which replace some of the standard gunslinger deeds as listed in each entry. These deeds follow all the general rules and restrictions of gunslinger deeds. |
Deeds
|
[Paizo Publishing - Inner Sea Combat, p.38] |
A gun scavenger gains the following deeds at the listed level. |
Flash and Shock
(Ex)
|
[Paizo Inc. - Advanced Race Guide, p.152] |
The gulch gunner can take advantage of the flash and sound of a firearm to throw off an attacker's aim at close range. When she makes an attack against a foe within her firearm's first range increment, she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn. She can only perform this deed while wearing medium, light, or no armor, and while carrying no more than a light load. |
Formulae
|
[Paizo Inc. - Advanced Player's Guide] |
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 1st-level 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, pages, 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. |
Go By Feel
(Ex)
|
[Paizo Publishing - Inner Sea Combat, p.37] |
A gun scavenger's intuitive and unique style leaves her firearms prone to misfire, whether as a result of using too much powder, using imperfectly milled parts, or any number of other minor inconsistencies. When using a firearm, a gun scavenger cannot reduce that firearm's misfire chance to 0; it can always misfire on a natural 1. |
Grit
(Ex)
|
[Paizo Inc. - Advanced Race Guide, p.152] |
At 1st level, a gulch gunner gains grit as a standard gunslinger. However, the close-combat focus of the gulch gunner results in a slightly different set of circumstances for regaining grit. |
Gunsmith
|
[Paizo Publishing - Inner Sea Combat, p.37] |
The gun scavenger's starting weapon is a mishmash of pieces that even other gunpowder enthusiasts fail to comprehend. Anyone other than the gun scavenger treats her starting weapon as broken, even if she uses the Gunsmithing feat (Ultimate Combat io3) to repair it. This ability works in all other ways like the gunslinger's gunsmith class feature. |
Mutagen
(Su)
|
[Paizo Inc. - Advanced Player's Guide, p.27] |
You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 40 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 17 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. |
Rodent Empathy
|
[Paizo Inc. - Bestiary 3, p.151] |
Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. |
Swarming
|
[Paizo Inc. - Bestiary 3, p.151] |
Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. |
Swift Alchemy
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.31] |
You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action. |
Tinker
(Ex)
|
[Paizo Inc. - Bestiary 3, p.151] |
Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks. |
Trapfinding
(Ex)
|
[Paizo Publishing - Dungeoneer's Handbook, p.23] |
A Trap Breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A Trap Breaker can use Disable Device to disarm magic traps. |
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[] |
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FEATS |
Armor Proficiency, Light |
[Paizo Inc. - Core Rulebook, p.118] |
You are skilled at wearing light armor. |
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. |
Brew Potion |
[Paizo Inc. - Core Rulebook, p.119] |
You can create magic potions. |
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. |
Exotic Weapon Proficiency (Firearms) |
[Paizo Inc. - Core Rulebook, p.123] |
You understand how to use your chosen exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. |
You make attack rolls with the weapon normally. |
Gunsmithing |
[Paizo Inc. - Ultimate Combat, p.103] |
You know the secrets of repairing and restoring firearms. |
If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms - You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).
Crafting Ammunition - You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm - Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
[Special]If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type. |
Martial Weapon Proficiency |
[Paizo Inc. - Core Rulebook, p.130] |
You understand how to use your martial weapons in combat. You make attack rolls with all your martial weapons normally (without the non-proficient penalty). |
|
Point-Blank Shot |
[Paizo Inc. - Core Rulebook, p.131] |
You are especially accurate when making ranged attacks against close target. |
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. |
Precise Shot |
[Paizo Inc. - Core Rulebook, p.131] |
You are adept at firing ranged attacks into melee. |
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. |
Simple Weapon Proficiency |
[Paizo Inc. - Core Rulebook, p.133] |
You are trained in the use of basic weapons. |
You make attack rolls with simple weapons without penalty. |
Technologist |
[Paizo Inc. - Technology Guide, p.7] |
You are familiar with the basic mechanics of technology. |
You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit ofTechnologist. Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question. |
Throw Anything |
[Paizo Inc. - Core Rulebook, p.135] |
You are used to throwing things you have on hand. |
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. |
|