Created using PCGen 6.07.02-DEV on 20 mai 2017
Tannec Vincent Neutral None 20 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Gunslinger1 Alchemist4 (Gulch Gunner, Gun Scavenger, Trap Breaker) 14 Ratfolk Small / 5 ft. 3' 9" 71 lbs. Darkvision (60 ft.)
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
5 15 17 Mâle Brown , fur
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
9 -1 9 -1
DEX
Dexterity
16 +3 16 +3
CON
Constitution
12 +1 12 +1
INT
Intelligence
18 +4 20 +5
WIS
Wisdom
14 +2 14 +2
CHA
Charisma
10 +0 10 +0

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
35




  
Walk 20 ft.
AC
Armour Class
20 : 15 : 17 = 10 + 5 + 0 + 3 + 1 + 0 + 0 + 1 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+4


10 +0 +6 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+7 = +6 + +1 + +0
+ +0
+ +0
+
Reflex
Dexterity
+9 = +6 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+3 = +1 + +2 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+4 = +4
+ -1 + +1
+ 0
+ +0
+
RANGED
ATTACK BONUS
+8 = +4
+ +3 + +1
+ 0
+ +0
+
CMB
ATTACK BONUS
+2 = +4
+ -1 + -1
+ +0
+ +0
+
CMB +2 +2 +2 +2 +2 +2
CMD 16 16 16 16 16 16
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
+1 attack roll with firearm if you provoke an attack of opportunity.
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+4
1d2-1
20/x2
5 ft.

*Hammer, Light
HAND TYPE SIZE CRITICAL REACH
directrice
B
S
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +4
+0
+4
-2
+0
-4
 Dam 1d3-1
1d3-1
1d3-1
1d3-1
1d3-1
1d3-1
  Range 20 ft.'
30 ft.'
40 ft.'
60 ft.'
80 ft.'
 Bonus +9
+7
+6
+4
+2
 Dam 1d3 1d3 1d3-1 1d3-1 1d3-1
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

*Tailblade (Ratfolk)
TOTAL ATTACK BONUS DAMAGE CRITICAL
-8
1d2-1
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
non directrice
0 ft.
S
S
 

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.
*+1 Mithral Shirt (Small)
TYPEARMOR BONUSMAX DEX BONUS
Light
+5
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10
30 hp/inch, hardness 15
SKILLS MAX
RANKS
5/5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 7 = 3
+ 1
+ 3
  Acrobatics (Jump) DEX 3 = 3
+ 1
+ -1
  Appraise INT 9 = 5
+ 1
+ 3
  Bluff CHA 0 = 0
+ 0
+ 0
  Climb STR 3 = -1
+ 1
+ 3
  Craft (Alchemy) INT 15 = 5
+ 5
+ 5
  Craft (Alchemy) (Create item) INT 19 = 5
+ 5
+ 9
  Craft (Untrained) INT 5 = 5
+ 0
+ 0
  Diplomacy CHA 0 = 0
+ 0
+ 0
  Disable Device DEX 13 = 3
+ 5
+ 5
  Disguise CHA 0 = 0
+ 0
+ 0
  Escape Artist DEX 7 = 3
+ 1
+ 3
  Fly DEX 5 = 3
+ 0
+ 2
  Heal WIS 6 = 2
+ 1
+ 3
  Intimidate CHA 0 = 0
+ 0
+ 0
  Knowledge (Arcana) INT 9 = 5
+ 1
+ 3
  Knowledge (Dungeoneering) INT 9 = 5
+ 1
+ 3
  Knowledge (Engineering) INT 13 = 5
+ 5
+ 3
  Knowledge (Local) INT 10 = 5
+ 5
+ 0
  Linguistics(Auran) INT 6 = 5
+ 1
+ 0
  Perception WIS 12 = 2
+ 5
+ 5
  Perception (Trapfinding) WIS 14 = 2
+ 5
+ 7
  Perform (Untrained) CHA 0 = 0
+ 0
+ 0
  Profession (Engineer) WIS 6 = 2
+ 1
+ 3
  Ride DEX 3 = 3
+ 0
+ 0
  Sense Motive WIS 2 = 2
+ 0
+ 0
  Spellcraft INT 13 = 5
+ 5
+ 3
  Stealth DEX 7 = 3
+ 0
+ 4
  Survival WIS 6 = 2
+ 1
+ 3
  Swim STR -1 = -1
+ 0
+ 0
  Use Magic Device CHA 10 = 0
+ 5
+ 5
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.07.02-DEV on 20 mai 2017
Player: Vincent; Character Name: Tannec
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Headband of Vast Intelligence +2
Equipped
1
1
4000
 Hammer, Light
Equipped
1
1
1
 Tailblade (Ratfolk)
Equipped
1
0,25
11
 Ring of Protection +1
Equipped
1
0
2000
 +1 Mithral Shirt (Small)
(30 hp/inch, hardness 15)
Equipped
1
5
2100
 Outfit (Hot Weather/Small)
Equipped
1
1
8
 Wrist Sheath (Spring Loaded/Small)
(Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
1
0,25
5
 Wrist Sheath (Spring Loaded/Small)
(Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
1
0,25
5
 Wand of Identify
(This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.)
Wrist Sheath (Spring Loaded/Small)
1
0,06
750
 Smoked Goggles
Equipped
1
0
10
 Bandolier
(Contains small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier.)
Equipped
1
0
0.5
 Bullet (Firearm)
Handy Haversack
12
0
1
 Handy Haversack
Equipped
1
5
2000
 Alkali (Flask)
(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.)
Handy Haversack
3
1
15
 Vermin Repellent
(Swarms of vermin smaller than Tiny must make a successful DC 15 Fortitude saving throwin order to enter your square.)
Handy Haversack
3
0
5
 Acid (Flask)
(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.)
Handy Haversack
3
1
10
 Alchemist's Fire (Flask)
(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.)
Handy Haversack
3
1
20
 Wayfinder
(light at will, +2 competence to Survival (avoid becoming lost), can contain an ioun stone)
Handy Haversack
1
1
500
 Outfit (Explorer's/Small)
Handy Haversack
1
2
0
ITEM LOCATION QTY WT. COST
 Alchemy Crafting Kit
Handy Haversack
1
5
25
 Tindertwig
(lights a torch with a standard action)
Handy Haversack
2
0
1
 E-Pick (Brown)
Handy Haversack
1
1
30
 Hybridization Funnel
Handy Haversack
1
2
200
 Thieves' Tools (Masterwork)
Handy Haversack
1
2
100
 Wand of Cure Light Wounds
(When laying your hand upon a living creature, you channel positive energy that cures 1d8+1/level, max 5 points of damage.)
Wrist Sheath (Spring Loaded/Small)
1
0,06
555
 Black Powder (Dose)
Handy Haversack
2
0
10
 Medlance
Handy Haversack
1
0
500
 Formula Book (Alchemist's/Blank)
Handy Haversack
1
3
15
 Gunsmith's Kit
Handy Haversack
1
2
15
 Earplugs
(Give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a -5 penalty on hearing-based Perception checks.)
Handy Haversack
1
0
0.03
 Oil of Magic Weapon
(Gives a weapon a +1 enhancement bonus on attack and damage rolls for 1 minute.)
Handy Haversack
1
0
50
 Powder Horn
Equipped
1
1
3
 Black Powder
Equipped
10
0
10
 Alchemical Cartridge (Paper/Bullet)
Equipped
10
0
12
 +1 Pistol (Small)
(Misfire 1 (5 ft))
Carried
1
2
2344
 Alchemist's Lab

1
40
200
 Bomb
(1d6 bonus damage)
Carried
1
0
0
TOTAL WEIGHT CARRIED/VALUE   16,88 lbs. 15831.53 gp
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.
[]
    
[]
    
[]
    
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.

Created using PCGen 6.07.02-DEV on 20 mai 2017
Player: Vincent; Character Name: Tannec
Alchemist Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 0 0 0 0 0 0 0
PER DAY 0 5 2 0 0 0 0
LEVEL 1
Adjuring Step
Save:
Time: 1 standard action
Duration: 5 rounds or until discharged
Rng: Personal
Comp: V, S, M
SR:
School: Abjuration
☐☐☐
Effect:  This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.
Source:  UC p.222
Target Area:   You
Caster Level:   5
Ant Haul
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 10 hours
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The target's carrying capacity triples [see Table 7-4: Carrying Capacity on page 171 of the Core Rulebook]. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
Source:  APG p.202
Target Area:   creature touched
Caster Level:   5
Blurred Movement
Save:
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Illusion
☐☐☐
Effect:  This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of your movement. It is therefore mainly used to protect against attacks on your turn, such as attacks of opportunity. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn.
Source:  ACG p.176
Target Area:   you
Caster Level:   5
Comprehend Languages
Save:
Time: 1 standard action
Duration: 50 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Divination
☐☐☐
Effect:  You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page [250 words] per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic [such as the secret page and illusory script spells]. It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
Source:  CR p.258
Target Area:   You
Caster Level:   5
Crafter's Fortune
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 days or until discharged [D]
Rng: Close (35 ft.)
Comp: V, S, F
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.
Source:  APG p.213
Target Area:   one creature
Caster Level:   5
Cure Light Wounds
DC: 16
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   5
Detect Secret Doors
Save: None
Time: 1 standard action
Duration: Concentration, up to 5 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Source:  CR p.268
Target Area:   Cone-shaped emanation
Caster Level:   5
Endure Elements
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Source:  CR p.277
Target Area:   Creature touched
Caster Level:   5
Enlarge Person
DC: 16
Save: Fortitude negates
Time: 1 round
Duration: 5 minutes [D]
Rng: Close (35 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity [to a minimum of 1], and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check [using its increased Strength] to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it-the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage [see Table: Tiny and Large Weapon Damage]. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession [including a projectile or thrown weapon] instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell.
Source:  CR p.277
Target Area:   One humanoid creature
Caster Level:   5
Expeditious Retreat
Save:
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance [see the Acrobatics skill].
Source:  CR p.279
Target Area:   You
Caster Level:   5
Heightened Awareness
Save:
Time: 1 standard action
Duration: 50 minutes [D]
Rng: Personal
Comp: V, M/DF
SR:
School: Divination
☐☐☐
Effect:  You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.
Source:  ACG p.183
Target Area:   you
Caster Level:   5
Identify
Save: None
Time: 1 standard action
Duration: 15 rounds [D]
Rng: 60 ft.
Comp: V, S, M
SR: No
School: Divination
☐☐☐
Effect:  This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Source:  CR p.299
Target Area:   Cone-shaped emanation
Caster Level:   5
Invisibility Alarm
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Close (35 ft.)
Comp: V, S, F/DF
SR: No
School: Abjuration
☐☐☐
Effect:  This spell functions as alarm, except it is triggered only by invisible creatures entering or leaving the warded area. The spell has a different mental alarm depending on whether the invisible creature is entering or leaving the area. This spell does not aid you in sensing or pinpointing the location of an invisible creature within the spell's area. Invisibility alarm can be made permanent with a permanency spell by a caster of 9th level or higher at a cost of 2,500 gp.
Source:  ACG p.185
Target Area:   20-ft.-radius emanation centered on a point in space
Caster Level:   5
Jump
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 [the maximum] at caster level 9th.
Source:  CR p.303
Target Area:   Creature touched
Caster Level:   5
Long Arm
Save:
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.
Source:  ACG p.186 SOURCELINK:http://paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/longArm.html
Target Area:   you
Caster Level:   5
Longshot
Save:
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Transmutation
☐☐☐
Effect:  This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by the subject.
Source:  UC p.236
Target Area:   You
Caster Level:   5
Negate Aroma
DC: 16
Save: Fortitude negates
Time: 1 standard action
Duration: 5 hours [D]
Rng: Close (35 ft.)
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents. When cast, the targeted creatures or objects lose all natural and unnatural odors. A creature under the effect of negate aroma cannot be tracked, located, or pinpointed by the scent special quality. In addition, this spell prevents the target creature from using the stench special ability and similar odor-based abilities [such as those possessed by troglodytes]. Negate aroma does not prevent the target from acquiring outside smells or odors. Dowsing the creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized or washed away.
Source:  APG p.234
Target Area:   5 creatures or objects touched
Caster Level:   5
Polypurpose Panacea
Save: None
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: S
SR: No
School: Transmutation
☐☐☐
Effect:  This creates one of several cantrip-level effects relating to your health, well-being, and entertainment. The panacea has no side effects [for example, the intoxication panacea does not cause a hangover]. When you use polypurpose panacea, choose one of the following effects. Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover, for 1 hour. For the duration, you gain a +2 resistance bonus against pain-related spells. Clarity: You get a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute. You must choose to use the bonus before making the roll to which it applies. Hallucination: You have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal animals, and so on. You can tell these are not real, but they are distracting, and you take a �2 penalty on Perception checks for the duration. Intoxication: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages. Lucid Dream: If you take this panacea within 1 hour of going to sleep, you have a lucid dream that is under your control and lasts for an hour. Resistance: You gain a +1 resistance bonus on saves for 1 minute. Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin sleeping at this time, when the panacea ends you continue sleeping normally. Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for being drunk [GameMastery Guide 237]. Magical and alchemical methods [such as detect poison] still detect you as inebriated. Time spent under the effect of this panacea do not count toward the time necessary to sober up [it merely delays your intoxication]. Tenacity: You gain 1 temporary hit point for 1 minute. Wakefulness: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitteriness. You gain a +5 resistance bonus against sleep-related spells such as lullaby and sleep. This use of the panacea merely delays your need for sleep and does not count as rest or sleep. You can use it multiple times in succession, but as each effect wears off, you are as tired as you would be had you not used the panacea.
Source:  UM p.232
Target Area:   You
Caster Level:   5
Reduce Person
DC: 16
Save: Fortitude negates
Time: 1 round
Duration: 5 minutes [D]
Rng: Close (35 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength [to a minimum of 1], and a +1 bonus on attack rolls and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet [meaning that it must enter an opponent's square to attack]. A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession [including a projectile or thrown weapon] instantly returns to its normal size. This means that thrown weapons deal their normal damage [projectiles deal damage based on the size of the weapon that fired them]. Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person. Reduce person can be made permanent with a permanency spell.
Source:  CR p.330
Target Area:   One humanoid creature
Caster Level:   5
See Alignment
Save:
Time: 1 standard action
Duration: 1/round per level
Rng: Personal
Comp: V, S, M
SR:
School: Divination
☐☐☐
Effect:  When you cast this spell, select a single alignment [such as lawful good or chaotic evil]. Creatures of that alignment glow with a ghostly radiance while they are within your vision. Though you can see this radiance, other creatures cannot. Spells and effects that obscure alignment, like undetectable alignment, also obscure the effects of this spell.
Source:  UC p.243
Target Area:   You
Caster Level:   5
Shield
Save:
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Abjuration
☐☐☐
Effect:  Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Source:  CR p.342
Target Area:   You
Caster Level:   5
Targeted Bomb Admixture
Save:
Time: 1 standard action
Duration: 5 rounds
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract's duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect [formula with the word "bomb admixture" in its title] active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active. When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
Source:  UC p.246
Target Area:   You
Caster Level:   5
Touch of the Sea
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation, WaterSchool
☐☐☐
Effect:  You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form [although magic items with a continuous effect continue to function]. This spell does not grant the target any ability to breathe water.
Source:  APG p.250
Target Area:   creature touched
Caster Level:   5
True Strike
Save:
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, F
SR:
School: Divination
☐☐☐
Effect:  You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll [if it is made before the end of the next round] gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Source:  CR p.363
Target Area:   You
Caster Level:   5
Vocal Alteration
DC: 16
Save: Fortitude negates
Time: 1 standard action
Duration: 5 minutes
Rng: Close (35 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  You alter the target�s voice to something else. For example, you could make the target�s voice high-pitched, husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise, the target gets a +10 bonus on the Disguise check when trying to fool a listener. The target can vary the disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble�s voice and accent could speak in falsetto, with a rural halfling accent, and so on.
Source:  UM p.248
Target Area:   One humanoid creature
Caster Level:   5
LEVEL 2
Alchemical Allocation
Save:
Time: 1 standard action
Duration: 1 round
Rng: Personal
Comp: S
SR:
School: Transmutation
☐☐☐
Effect:  This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.
Source:  APG p.201
Target Area:   You
Caster Level:   5
Aram Zey's Focus
Save:
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Personal
Comp: V, S, F
SR:
School: Divination
☐☐☐
Effect:  Aram Zey created this spell for use by his students, both to increase their confidence in their skills and to ensure more of them survived encounters with deadly traps. If you don't have the trapfinding class ability, this spell grants you the trapfinding ability of a rogue of half your character level. If you have the trapfinding ability granted by class levels, however, this spell grants you a +5 competence bonus on all Disable Device checks made to disarm mechanical [but not magical] traps. While under the effects of Aram Zey's focus, whenever you trigger a trap by rolling poorly on a Disable Device check, you may roll a second Disable Device check. This new roll uses the same modifiers as the first roll. If your second roll is high enough to avoid accidentally springing the trap, you avoid setting it off, but still fail to disarm it. Each time you take advantage of this feature, the remaining duration of the spell is reduced by 1 minute-if less than a minute's worth of duration remains, the spell ends as soon as you reroll your Disable Device check.
Source:  PFSFG p.56
Target Area:   You
Caster Level:   5
Barkskin
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
Source:  CR p.246
Target Area:   Living creature touched
Caster Level:   5
Cat's Grace
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Source:  CR p.252
Target Area:   Creature touched
Caster Level:   5
Darkvision
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 hours
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision can be made permanent with a permanency spell.
Source:  CR p.264
Target Area:   Creature touched
Caster Level:   5
Invisibility
DC: 17
Save: Will negates (harmless) or Will negates (harmless, object)
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Personal or touch
Comp: V, S, M/DF
SR: Yes (harmless) or yes (harmless, object)
School: Illusion
☐☐☐
Effect:  The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so [thus, the effect is that of a light with no visible source]. Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable [such as swimming in water or stepping in a puddle]. If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent [on objects only] with a permanency spell.
Source:  CR p.301
Target Area:   You or a creature or object weighing no more than 500 lbs.
Caster Level:   5
Restoration (Lesser)
DC: 17
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   5
See Invisibility
Save:
Time: 1 standard action
Duration: 50 minutes [D]
Rng: Personal
Comp: V, S, M
SR:
School: Divination
☐☐☐
Effect:  You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency spell.
Source:  CR p.339
Target Area:   You
Caster Level:   5
* = Domain/Specialty Spell


Created using PCGen 6.07.02-DEV on 20 mai 2017
Player: Vincent; Character Name: Tannec
Formula Book (Alchemist's/Blank)
Alchemist
Level 1
Adjuring Step (DC:)
Ant Haul (DC:16)
Blurred Movement (DC:)
Comprehend Languages (DC:)
Crafter's Fortune (DC:16)
Cure Light Wounds (DC:16)
Detect Secret Doors (DC:)
Endure Elements (DC:16)
Enlarge Person (DC:16)
Expeditious Retreat (DC:)
Heightened Awareness (DC:)
Identify (DC:)
Invisibility Alarm (DC:)
Jump (DC:16)
Long Arm (DC:)
Longshot (DC:)
Negate Aroma (DC:16)
Polypurpose Panacea (DC:)
Reduce Person (DC:16)
See Alignment (DC:)
Shield (DC:)
Targeted Bomb Admixture (DC:)
Touch of the Sea (DC:16)
True Strike (DC:)
Vocal Alteration (DC:16)
Level 2
Alchemical Allocation (DC:)
Aram Zey's Focus (DC:)
Barkskin (DC:)
Cat's Grace (DC:17)
Darkvision (DC:17)
Invisibility (DC:17)
Restoration (Lesser) (DC:17)
See Invisibility (DC:)
* = Domain/Specialty Spell

Created using PCGen 6.07.02-DEV on 20 mai 2017
Player: Vincent; Character Name: Tannec
Prepared Spells
Alchemist
Level 1
Endure Elements (DC:16)
Heightened Awareness (DC:)
Longshot (DC:)
True Strike (DC:)
Level 2
Cat's Grace (DC:17)
* = Domain/Specialty Spell

Created using PCGen 6.07.02-DEV on 20 mai 2017
Player: Vincent; Character Name: Tannec
Tannec
Tannec's portrait
Ratfolk
RACE
17
AGE
3' 9"
HEIGHT
71 lbs.
WEIGHT
Brown
EYE COLOR
Grey fur with a touch brown
SKIN COLOR

HAIR COLOR
fur
HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE
Description
Small ratfolk, wears a dark brown coat. He’s often tinkering his gun or some mechanical device he’s trying to make work. His gun is a retrofitted laser gun (think star wars weapon), he uses a light hammer in melee and a tailblade if needed. He has too many stuff in this bag, include various vals and tools.
Home
From Numeria. ,
Biography

Homeland (based on halfling table) Traveling Band or caravan

Parents: both are living

Siblings: 5, younger, older, older, older, younger

Circumstance of Birth: (rolled Lower-class Birth, does not fit so picket Middle-Class Birth

Parents: artisan

Major Childhood Event: 85 Met a Fantastic creature

Background (Gunslinger) Mechanical Savant (choosen) (Alchemist) Master Craftman?

Influential Associates (08) The Pariah (an ex-member of the technic league?)

Broke a promise, Tradesperson, Jealousy (1+4) No Guilt (+2) --> neutral

One Significant Relashionship

Drawback: loyalty (does not make sense with broken promise) reputation or fame

 

Deity: Brigh