TANNEC CR 4

XP 1 200

Mâle ratfolk gunslinger (gulch gunner) (gun scavenger) 1 / alchemist (trap breaker) 4

N Small humanoid (ratfolk)

Init +3; Senses darkvision 60 ft., Perception +12

DEFENSE

AC 20, touch 15, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 size)

hp 35 (5 HD; 1d10+4d8+5)
Fort +7, Ref +9, Will +3

OFFENSE
Speed 20 ft.
Melee hammer, light +4  (1d3-1)
Ranged hammer, light (thrown) +8  (1d3)
Melee tailblade (ratfolk) +0  (1d2-1)
Ranged alkali (flask) +7  (1d6+6)
Ranged acid (flask) +7  (1d6+6)
Ranged alchemist's fire (flask) +7  (1d6+6)
Ranged +1 pistol (small) +9  (1d6+1/x4)
Ranged bomb +9  (1d6+6)

Space 5 ft.; Reach 5 ft.

Special Attacks bomb, explosive missile, shock bomb*, throw anything

Alchemist Spells Prepared (CL 4th, concentration +10):

2nd—cat's grace

1st—endure elements, heightened awareness ACG, longshot UC, true strike

STATISTICS
Str 9, Dex 16, Con 12, Int 20, Wis 14, Cha 10
Base Atk +4; CMB +2; CMD 16

Feats Armor Proficiency, Light, Extra Bombs, Exotic Weapon Proficiency (Firearms), Gunsmithing, Martial Weapon Proficiency, Point-Blank Shot, Precise Shot, Simple Weapon Proficiency, Technologist, Throw Anything

Skills Acrobatics +7 , Acrobatics (Jump) +3 , Appraise +9 , Climb +3 , Craft (Alchemy) +15 , Craft (Alchemy) (Create item) +19 , Disable Device +13 , Escape Artist +7 , Heal +6 , Knowledge (Arcana) +9 , Knowledge (Dungeoneering) +9 , Knowledge (Engineering) +13 , Knowledge (Local) +10 , Linguistics(Auran) +6 , Perception +12 , Perception (Trapfinding) +14 , Profession (Engineer) +6 , Spellcraft +13 , Survival +6 , Use Magic Device +10

Languages Auran, Common, Dwarven, Gnome, Hallit

SQ alchemy, bonus alchemist new discovery (4x), brew potion, change out, gunslinger battered gun (battered pistol), gunsmith, deeds, gunslinger's dodge, class skills, daring adjacent shot, deeds, deeds, flash and shock, formulae, go by feel, grit, gunsmith, mutagen, rodent empathy, swarming, swift alchemy, tinker, trapfinding

Combat Gear alkali (flask) (3), vermin repellent (3), acid (flask) (3), alchemist's fire (flask) (3), tindertwig (2), black powder (dose) (2), oil of magic weapon, black powder (10); Other Gear +1 mithral shirt (small), hammer, light, tailblade (ratfolk), alkali (flask) (3), acid (flask) (3), alchemist's fire (flask) (3), +1 pistol (small), bomb, headband of vast intelligence +2, ring of protection +1, wand of identify, handy haversack, wayfinder, hybridization funnel, wand of cure light wounds, outfit (hot weather/small), wrist sheath (spring loaded/small), wrist sheath (spring loaded/small), smoked goggles, bandolier, bullet (firearm) (12), outfit (explorer's/small), alchemy crafting kit, e-pick (brown), thieves' tools (masterwork), medlance, formula book (alchemist's/blank), gunsmith's kit, earplugs, powder horn, alchemical cartridge (paper/bullet) (10), alchemist's lab


Formula Book (Alchemist's/Blank)
1st adjuring step , ant haul (DC 16) , blurred movement , comprehend languages , crafter's fortune (DC 16) , cure light wounds (DC 16) , detect secret doors , endure elements (DC 16) , enlarge person (DC 16) , expeditious retreat (DC ) , heightened awareness , identify , invisibility alarm , jump (DC 16) , long arm , longshot , negate aroma (DC 16) , polypurpose panacea , reduce person (DC 16) , see alignment , shield , targeted bomb admixture , touch of the sea (DC 16) , true strike , vocal alteration (DC 16)
2nd alchemical allocation , aram zey's focus , barkskin , cat's grace (DC 17) , darkvision (DC 17) , invisibility (DC 17) , restoration (lesser) (DC 17) , see invisibility

SPECIAL ABILITIES

Alchemy (Su) 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.

Bomb (Su) You can use 11 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.

Bonus Alchemist New Discovery (4x) Alchemist: The alchemist gains +1/6 of a new discovery.

Change Out (Ex) 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.

Gunsmith 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 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) 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 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 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) 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.

Explosive Missile (Su) 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.

Flash and Shock (Ex) 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 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) 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) 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 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.

Headband of Intellect Skill Selection (Knowledge (Local))

Magical Knack (Alchemist) 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.

Mutagen (Su) 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.

Mutagen (Prime Stat Selection) Dexterity

Reckless Contempt 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.

Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Shock Bomb* 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.

Swarming 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) 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.

Throw Anything (Ex) 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.

Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.

Trapfinding (Ex) 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.