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<blockquote data-quote="Andrew Moreton" data-source="post: 7792032" data-attributes="member: 6920268"><p>This is one of my starting pc's are a few more weird things like this useful to you</p><p><strong>Manuel Antonio de Goblino</strong></p><p>Male goblin alchemist (gun chemist, winged marauder) 1/gunslinger (musket master, siege gunner) 1 (Pathfinder Campaign Setting: Inner Sea Combat 45, Pathfinder Player Companion: People of the Wastes 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex, Pathfinder RPG Ultimate Combat 9, 50)</p><p>CG Small humanoid (goblinoid)</p><p><strong>Init </strong>+4; <strong>Senses </strong>darkvision 60 ft.; Perception +5</p><p>--------------------</p><p><strong>Defense</strong></p><p>--------------------</p><p><strong>AC </strong>18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)</p><p><strong>hp </strong>15 (2 HD; 1d8+1d10+1)</p><p><strong>Fort </strong>+3, <strong>Ref </strong>+7, <strong>Will </strong>+0</p><p>--------------------</p><p><strong>Offense</strong></p><p>--------------------</p><p><strong>Speed </strong>30 ft. (20 ft. in armor)</p><p><strong>Melee </strong>sap +1 (1d4-1 nonlethal)</p><p><strong>Ranged </strong>(M) double-barreled musket +6 (1d12/×4)</p><p><strong>Special Attacks </strong>alchemical ordnance 5/day (1d6+4 fire, DC 14), deeds (quick clear, steady aim, targeted blast), grit (4)</p><p><strong>Alchemist (Gun Chemist, Winged Marauder) Extracts Prepared </strong>(CL 1st; concentration +5)</p><p>. . 1st—shield, true strike</p><p>--------------------</p><p><strong>Statistics</strong></p><p>--------------------</p><p><strong>Str </strong>8, <strong>Dex </strong>19, <strong>Con </strong>11, <strong>Int </strong>18, <strong>Wis </strong>10, <strong>Cha </strong>8</p><p><strong>Base Atk </strong>+1.75; <strong>CMB </strong>-1; <strong>CMD </strong>13</p><p><strong>Feats </strong>Disposable Simulacrum, Goblin Gunslinger[ARG], Gunsmithing[UC], Rapid Reload</p><p><strong>Traits </strong>armored rider, beast bond</p><p><strong>Skills </strong>Acrobatics +5 (+1 to jump), Appraise +8, Craft (alchemy) +9 (+10 to create alchemical items), Craft (firearms) +9, Fly +7, Handle Animal +4, Knowledge (engineering) +9, Knowledge (local) +8, Perception +5, Ride +15, Stealth +13;<strong> Racial Modifiers </strong>+4 Ride, +4 Stealth</p><p><strong>Languages </strong>Common, Draconic, Dwarven, Goblin, Orc, Primordial</p><p><strong>SQ </strong>alchemy (alchemy crafting +1), gunsmith, prestige unseen court, prestige-flint, prestige-risur</p><p><strong>Other Gear </strong>mwk chain shirt, black powder[UC] (20), bullet[UC] (20), double-barreled musket[UC], paper cartridge[UC] (4), sap, alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], belt pouch, gunsmith's kit[UC], masterwork backpack[APG], powder horn[UC], 1 gp, 13 sp, 12 cp</p><p>--------------------</p><p><strong>Special Abilities</strong></p><p>--------------------</p><p><strong>Alchemical Ordnance 1d6+4 (4 rds, 5/day, DC 14) (Su)</strong> Infused ammo deals 1d6+4 fire damage (5 with scattering shot). Lasts 4 rds before becoming inert.</p><p><strong>Alchemy +1 (Su)</strong> +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.</p><p><strong>Animal Companion Link (Ex)</strong> Handle or push Animal Companion faster, +4 to checks vs. them.</p><p><strong>Darkvision (60 feet)</strong> You can see in the dark (black and white only).</p><p><strong>Deeds</strong> Use Grit to perform special abilities with your firearms.</p><p><strong>Disposable Simulacrum</strong> Technologist theme feat. Gain small construct companion</p><p><strong>Goblin Gunslinger</strong> You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.</p><p><strong>Grit (Ex)</strong> Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.</p><p><strong>Gunsmith</strong> Gain free starting firearm that only you can use properly.</p><p><strong>Gunsmithing</strong> You can use a gunsmithing kit to craft/repair firearms and ammo.</p><p><strong>Prestige (Flint): 0</strong> Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t</p><p><strong>Prestige (Risur): 0</strong> Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t</p><p><strong>Prestige (Unseen): 0</strong> Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t</p><p><strong>Rapid Reload (Musket)</strong> You can reload fast with one type of Crossbow or Firearm.</p><p></p><p>Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at <a href="https://www.wolflair.com" target="_blank">Home</a></p><p>Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.</p></blockquote><p></p>
[QUOTE="Andrew Moreton, post: 7792032, member: 6920268"] This is one of my starting pc's are a few more weird things like this useful to you [b]Manuel Antonio de Goblino[/b] Male goblin alchemist (gun chemist, winged marauder) 1/gunslinger (musket master, siege gunner) 1 (Pathfinder Campaign Setting: Inner Sea Combat 45, Pathfinder Player Companion: People of the Wastes 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex, Pathfinder RPG Ultimate Combat 9, 50) CG Small humanoid (goblinoid) [b]Init [/b]+4; [b]Senses [/b]darkvision 60 ft.; Perception +5 -------------------- [b]Defense[/b] -------------------- [b]AC [/b]18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) [b]hp [/b]15 (2 HD; 1d8+1d10+1) [b]Fort [/b]+3, [b]Ref [/b]+7, [b]Will [/b]+0 -------------------- [b]Offense[/b] -------------------- [b]Speed [/b]30 ft. (20 ft. in armor) [b]Melee [/b]sap +1 (1d4-1 nonlethal) [b]Ranged [/b](M) double-barreled musket +6 (1d12/×4) [b]Special Attacks [/b]alchemical ordnance 5/day (1d6+4 fire, DC 14), deeds (quick clear, steady aim, targeted blast), grit (4) [b]Alchemist (Gun Chemist, Winged Marauder) Extracts Prepared [/b](CL 1st; concentration +5) . . 1st—shield, true strike -------------------- [b]Statistics[/b] -------------------- [b]Str [/b]8, [b]Dex [/b]19, [b]Con [/b]11, [b]Int [/b]18, [b]Wis [/b]10, [b]Cha [/b]8 [b]Base Atk [/b]+1.75; [b]CMB [/b]-1; [b]CMD [/b]13 [b]Feats [/b]Disposable Simulacrum, Goblin Gunslinger[ARG], Gunsmithing[UC], Rapid Reload [b]Traits [/b]armored rider, beast bond [b]Skills [/b]Acrobatics +5 (+1 to jump), Appraise +8, Craft (alchemy) +9 (+10 to create alchemical items), Craft (firearms) +9, Fly +7, Handle Animal +4, Knowledge (engineering) +9, Knowledge (local) +8, Perception +5, Ride +15, Stealth +13;[b] Racial Modifiers [/b]+4 Ride, +4 Stealth [b]Languages [/b]Common, Draconic, Dwarven, Goblin, Orc, Primordial [b]SQ [/b]alchemy (alchemy crafting +1), gunsmith, prestige unseen court, prestige-flint, prestige-risur [b]Other Gear [/b]mwk chain shirt, black powder[UC] (20), bullet[UC] (20), double-barreled musket[UC], paper cartridge[UC] (4), sap, alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], belt pouch, gunsmith's kit[UC], masterwork backpack[APG], powder horn[UC], 1 gp, 13 sp, 12 cp -------------------- [b]Special Abilities[/b] -------------------- [b]Alchemical Ordnance 1d6+4 (4 rds, 5/day, DC 14) (Su)[/b] Infused ammo deals 1d6+4 fire damage (5 with scattering shot). Lasts 4 rds before becoming inert. [b]Alchemy +1 (Su)[/b] +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. [b]Animal Companion Link (Ex)[/b] Handle or push Animal Companion faster, +4 to checks vs. them. [b]Darkvision (60 feet)[/b] You can see in the dark (black and white only). [b]Deeds[/b] Use Grit to perform special abilities with your firearms. [b]Disposable Simulacrum[/b] Technologist theme feat. Gain small construct companion [b]Goblin Gunslinger[/b] You can wield Medium firearms without taking the penalty for an inappropriately sized weapon. [b]Grit (Ex)[/b] Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. [b]Gunsmith[/b] Gain free starting firearm that only you can use properly. [b]Gunsmithing[/b] You can use a gunsmithing kit to craft/repair firearms and ammo. [b]Prestige (Flint): 0[/b] Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t [b]Prestige (Risur): 0[/b] Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t [b]Prestige (Unseen): 0[/b] Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t [b]Rapid Reload (Musket)[/b] You can reload fast with one type of Crossbow or Firearm. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at [URL="https://www.wolflair.com"]Home[/URL] Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license. [/QUOTE]
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