(https://thepuppeteersstudio.files.wordpress.com/2016/04/tumblr_o2sz3kytpz1ulceb5o1_1280.jpg?w=840)(https://i.pinimg.com/474x/db/1e/a2/db1ea2d2ad2d325eb26b7ff63b3d0b15--gunslinger-fantasy-crazy-horse.jpg)(https://pbs.twimg.com/media/CyypQcnWIAkXAQ1.jpg)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Giles Ripley, TN human alchemist (gun chemist) 1</div><div class="spoiler_body"><strong>Backstory</strong><br/>Giles' mother was once one of the foremost minds behind the development of new weapons for Alkenstar, pushing the limits of hybrid applications of alchemy and Alkenstar's firearm technology. Some within Alkenstar deemed her research too dangerous, too radical, and tried to have her experiments shut down. Determined to pursue her research and unwilling to surrender her progress, she fled Alkenstar, knowing her husband, a shieldmarshal, would never condone such a course of action and would attempt to talk her out of it. She did not flee Alkenstar alone, however, though she did not realize until later that she carried with her their child.<br/><br/>Giles was born in Thuvia, and remembers some of his childhood there, but eventually his mother's past caught up with her, and they were forced to flee. After all, where else would someone looking to push the limits of hybrid alchemical technology go? It was only a matter of time before they were discovered.<br/><br/>Life on the run eventually led to Port Peril (an itinerant lifestyle did not lend itself well to research), where Giles' mother became an apothecary by day, and a dealer in firearms and firearms repair by night. While Giles' training was mostly focused on mastering the skills of an alchemist and apothecary, he did learn to defend himself with a firearm as well.<br/><br/>One night less than a week ago, however, he returned home to find his mother gone, vanished. While some prototypes she had been working were taken, some were hidden in a secret cache only the two of them knew, along with her notes and the blueprints. The fact that these were left behind, more than anything else, tells him that she did not go of her own volition – she would not have left without these.<br/><br/><strong>Personality</strong><br/>Giles is most defined by his ravenous curiosity for knowledge, a trait, perhaps, inherited from his mother. Combining alchemy with technology is not just a living for him, it is a passion and a legacy. Living life on the run, his mother gave him the best education she could, and he has perhaps one of the finer educations in all of Port Peril, but rather than satisfy him, it only ignited his appetite to learn more.  He does not relish violence, but, living in Port Peril, he's seen enough that he doesn't shy from it, either, understanding that sometimes, violence is a necessary and versatile tool to keep in his toolbox.<br/><br/>While he understands why his mother made the choices she did all along, he has reached an age where he feels ready to explore the world on his own terms now, out from under his mother's wing. That does not mean, however, that he is not troubled by his mother's disappearance. While he didn't want to continue to forever be treated as a child, to only ever do what he was told, he didn't want her out of his life completely, either; he wanted to deal with her as an equal, as a partner, and has every intention of finding her – or, at least, finding out what befell her, and taking an appropriate course of action.<br/><br/>Living an itinerant lifestyle for so long, Giles has few qualms about venturing far from the world he has known for extended periods of time – so long as his other ends are furthered, in fact, he welcomes it.<br/><br/>Though he has yet to even imagine it in his wildest dreams, to discover some long-lost technology or magic and find ways to improve upon it with modern alchemy and/or technology would likely leave him grinning from ear to ear for days.<br/><br/><strong>Sexual Preference</strong><br/>Predominantly heterosexual. Very narrow strike zone with regards to men (tomgirls/otokonoko – ex. Astolfo from Fate/Apocrypha (https://images.plurk.com/zriXaYIN6wh8OHRfJf16.jpg), Bridget from Guilty Gear, etc) that he's unaware of. <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Statblock</div><div class="spoiler_body"><strong>Giles Ripley</strong><br/>Male human alchemist (gun chemist) 1<br/>TN Medium humanoid (human)<br/><strong>Init</strong> +3; <strong>Senses</strong> Perception +4<br/>--------------------<br/><strong>Defense</strong><br/>--------------------<br/><strong>AC</strong> 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)<br/><strong>hp</strong> 11 (1d8+2+1)<br/><strong>Fort</strong> +4, <strong>Ref</strong> +5, <strong>Will</strong> +0<br/>--------------------<br/><strong>Offense</strong><br/>--------------------<br/><strong>Speed</strong> 30 ft.<br/><strong>Melee</strong> cane (as club) +0 (1d6)<br/><strong>Ranged</strong> flintlock pistol +3 (1d8/x4)<br/><strong>Special Attacks</strong> alchemical ordnance 4/day (+1d6+3 fire)<br/><strong>Alchemist Extracts Prepared</strong> (CL 1st; concentration +4)<br/>1st – <em>adhesive spittle</em>, open<br/>--------------------<br/><strong>Statistics</strong><br/>--------------------<br/><strong>Str</strong> 10, <strong>Dex</strong> 16, <strong>Con</strong> 14, <strong>Int</strong> 16, <strong>Wis</strong> 10, <strong>Cha</strong> 10<br/><strong>Base Atk</strong> +0; <strong>CMB</strong> +0; <strong>CMD</strong> 13<br/><strong>Feats</strong> Gunsmithing, Point Blank Shot, Rapid Reload<br/><strong>Traits</strong> Accelerated Drinker, Ancient Explorer, Pragmatic Activator<br/><strong>Skills</strong> Bluff +1, Craft (alchemy) +7 (+8 to create alchemical items), Craft (firearms) +7, Disable Device +7, Heal +4, Knowledge (arcana) +7, Knowledge (history) +8, Knowledge (local) +4, Knowledge (nature) +7, Perception +4, Profession (sailor), Swim +1, Use Magic Device +7<br/><strong>Languages</strong> Common, Cyclops, Kelish, Osiriani, Polyglot<br/><strong>SQ</strong> alchemy (alchemy crafting +1, identify potions), mutagen (+4/-2, +2 natural armor, 10 minutes)<br/><strong>Combat Gear</strong>; <strong>Other Gear</strong> alchemist's kit, cane (as club), flintlock pistol with 30 bullets, formula book (contains all prepared extracts plus <em>comprehend languages</em>, <em>cure light wounds</em>, <em>polypurpose panacea</em>, and <em>true strike</em>), gunsmith's kit, paper cartridges (5), powder horn with 10 doses of black powder, studded leather armor, 12 gp, 9 sp, 10 cp<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Special Abilities</div><div class="spoiler_body">--------------------<br/><strong>Special Abilities</strong><br/>--------------------<br/><strong>Alchemical Ordnance (Su)</strong>: A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.<br/><br/>Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every oddnumbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).<br/><br/>The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4. If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.<br/><br/>Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.<br/><br/>This replaces bombs.<br/><br/><strong>Alchemy (Su):</strong> Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.<br/><br/>When using Craft (alchemy) to create an alchemical item, Giles gains a +1 competence bonus on the Craft (alchemy) check. In addition, Giles 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.<br/><br/>An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.<br/><br/>Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.<br/><br/>An alchemist can create only a certain number of extracts of each level per day. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.<br/><br/>When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.<br/><br/>Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.<br/><br/>Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).<br/><br/>An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against Giles's extracts is 13 + the extract level.<br/><br/>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 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.<br/><br/><strong>Gunsmith</strong>: A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.<br/><br/>This replaces Brew Potion and Throw Anything<br/><br/><strong>Mutagen (Su):</strong> Giles has discovered how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.<br/><br/>When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.<br/><br/>A non-alchemist who drinks a mutagen must make a Fortitude save (DC 13) 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.<br/><br/><strong>Accelerated Drinker:</strong> Giles knows how to drink a potion efficiently, such as by not using his hands, tossing it in the air and catching it in his mouth, or opening it with his teeth. He may drink a potion as a move action instead of a standard as long as he starts his turn with the potion in his hand.</div></div></div></div></div></div>