<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=108866.msg4741004#msg4741004">Quote from: Callie Del Noire on 04-06-2011, 22:42:14</a></div></div><blockquote class="bbc_standard_quote">Portrait<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">(http://www.toplessrobot.com/PHB35_PG27_WEB.jpg)</div></div><br/>Background: <br/>From the beginning, Nevin was an unusual child. Gifted in tinkering, he took apart his father's watch at the young age of 10 and was working small clockwork constructs together by the time he was a lively 17 and apprenticed to a local crafts-master as soon as he showed skill. A gifted alchemist and weaponsmith, he's shown a lot of daring in making weapons that mix metalwork, intricate clockworks and alchemical components. <br/>The unusual bit of his outlook was his desire to protect his community. Mixing his knack for crafting weapons, potions and sense of justice, Nevin has spent more than a few nights protecting various gnomish businesses in his city and even visiting family in other towns to step on thugs attempting protection rackets. His two dogs, potions and exotic weaponry aid him greatly in showing the low lifes who thing gnomes are easy prey. <br/>He typically prefers to ambush his foes, usually catching them in the act and given the size advantage they have he particularly likes to catch them in gnomish scaled buildings. Using a mix of alchemical tools, infusions, and his weapons as well as any allies he can recruit he likes to turn them over to the guard in a variety of embarrassing conditions if he can. (dyed odd colors, bound and gagged, hung up like a goose waiting slaughter and such). This is to show the local gnomes that they can take the 'biggers' with a good plan and team work.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">NEVIN 'NINEFINGERS' NEBLIN   <br/>Male Gnome Alchemist 2 Fighter 1<br/>CG Small Humanoid (Gnome)<br/><strong>Init </strong>+2; <strong>Senses </strong>Low-Light Vision; Perception +9<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC </strong>17, touch 13, flat-footed 15. . (+4 armor, +2 Dex, +1 size)<br/><strong>hp </strong>29 (1d10+2d8+9)<br/><strong>Fort </strong>+8, <strong>Ref </strong>+5, <strong>Will </strong>+1<br/><strong>Resist </strong>Poison Resistance +2<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd </strong>20 ft.<br/><strong>Melee </strong>Longsword +5 (1d6+2/19-20/x2) and<br/>. . Masterwork Scythe +6 (1d6+3/20/x4) and<br/>. . Shield, Light Steel +5 (1d2+2/20/x2) and<br/>. . Shrillshaft Javelin +1 (1d4+2/20/x2) and<br/>. . Unarmed Strike +5 (1d2+2/20/x2)<br/><strong>Ranged </strong>Bomb +6 (1d6+3 Fire) and<br/>. . Masterwork Crossbow, Repeating Heavy +2 (1d8/19-20/x2)<br/><strong>Special Attacks </strong>Bomb 1d6+3 (5/day) (DC 14)<br/><strong>Spell-Like Abilities </strong>Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)<br/><strong>Alchemist Spells Known </strong>(CL 2, 5 melee touch, 5 ranged touch):<br/>1 (3/day) <em>Enlarge Person (DC 14), Enlarge Person (DC 14), Cure Light Wounds, Infused (DC 14)</em><br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/><strong>Str </strong>14, <strong> Dex </strong>14, <strong> Con </strong>16, <strong> Int </strong>16, <strong> Wis </strong>12, <strong> Cha </strong>12<br/><strong>Base Atk </strong>+2; <strong>CMB </strong>+3; <strong>CMD </strong>15<br/><strong>Feats </strong>Brew Potion, Exotic Weapon Proficiency: Crossbow, Repeating Heavy, Extra Discovery, Power Attack -1/+2, Throw Anything<br/><br/><strong>Skills </strong><br/>Acrobatics +0/1                       Heal +1/5<br/>Appraise +2/8                         Knowledge: Engineering +1/8<br/>Climb +0/1                             Perception +3/9<br/>Craft: Alchemy +2/10              Profession: Merchant +1/5<br/>Craft: Locks +1/7                    Ride +1/5<br/>Craft: Traps +1/7                    Spellcraft +2/8<br/>Craft: Weapons +2/8               Stealth +0/5<br/>Escape Artist +0/1                   Swim +0/1                 <br/>Fly +0/3                                 Use Magic Device +2/6<br/>Handle Animal +2/6<br/><br/><strong>Modifiers </strong>Alchemy +2<br/><br/><strong>Languages </strong>Common, Dwarven, Elven, Gnome, Goblin, Sylvan<br/><br/><strong>SQ </strong>Gnome Magic, Illusion Resistance, Infuse Mutagen (Su), Infusion, Master Tinker, Mutagen (DC 14) (Su), Poison Use, Poisoning (Standard Action) (Ex)<br/><br/><strong>Combat Gear </strong>Masterwork Chain Shirt, Masterwork Shield, Light Steel, Bolts, Repeater (20), Longsword, Masterwork Scythe, Masterwork Crossbow, Repeating Heavy, Shrillshaft Javelin (4);<br/><br/> <strong>Other Gear </strong>Alchemical Solvent (3), Alchemist's Kindness (5), Alchemist's Kit, Backpack, Masterwork (48 @ 47.75 lbs), Bedroll, Bladeguard, Blanket, winter, Flint and steel, Grappling bolt, Ink (1 oz. vial, black) (5), Inkpen (5), Mutagen: +4 STR, -2 INT, +2 Nat AC, Mutagen: +4 STR, -2 INT, +2 Nat AC, Oil of Magic Weapon (2), Potion of Cure Light Wounds (3), Potion of Endure Elements (2), Potion of Jump (2), Potion of Mage Armor (2), Pouch, belt (1 @ 0 lbs), Pouch, belt (11 @ 3 lbs), Pouch, belt (9 @ 0 lbs), Pouch, belt (empty), Rations, trail (per day) (11), Rope, Spider Silk (50'), Tanglefoot bag (4), Tent, Small, Thunderstone (4), Waterskin (4), Weapon Blanch, Cold Iron (2), Weapon Blanch, Silver (4)<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>Alchemy +2 (Su)</strong> +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.<br/><strong>Bomb 1d6+3 (5/day) (DC 14) (Su)</strong> Thrown Splash Weapon deals 1d6+3 fire damage.<br/><strong>Dancing Lights (1/day) (Sp)</strong> With Charisma 11+, cast Dancing Lights once per day.<br/><strong>Ghost Sound (1/day) (Sp)</strong> With Charisma 11+, cast Ghost Sound once per day.<br/><strong>Gnome Magic</strong> +1 to the save DC of all illusions spells you cast.<br/><strong>Illusion Resistance</strong> +2 racial bonus to saves against illusions.<br/><strong>Infuse Mutagen (Su)</strong> When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is <br/><strong>Infusion</strong> When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d<br/><strong>Low-Light Vision</strong> See twice as far as a human in low light, distinguishing color and detail.<br/><strong>Master Tinker</strong> +1 Disable Device and Knowledge (Engineering), proficient with any weapon you have personally crafted.<br/><strong>Mutagen (DC 14) (Su)</strong> Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.<br/><strong>Poison Resistance +2 (Ex)</strong> +2 to save vs. Poison.<br/><strong>Poison Use</strong> You don't accidentally poison yourself with blades.<br/><strong>Poisoning (Standard Action) (Ex)</strong> Normal: Apply poison to a weapon as a standard action.<br/><strong>Power Attack -1/+2</strong> You can subtract from your attack roll to add to your damage.<br/><strong>Prestidigitation (1/day) (Sp)</strong> With Charisma 11+, cast Prestidigitation once per day.<br/><strong>Speak with Animals (1/day) (Sp)</strong> Speak with Animals 1/day.<br/><strong>Throw Anything</strong> Proficient with improvised ranged weapons.  +1 to hit with thrown splash weapons.<br/><br/><strong>Formula Book</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">1st level: Crafter's Fortune, Cure Light Wounds, Enlarge Person, Jump, Shield, True Strike<br/></div></div>Hans, Combat Trained Dog<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 6pt;">Male Dog<br/>NN Small Animal<br/><strong>Init </strong>+1; <strong>Senses </strong>Low-Light Vision, Scent; Perception +8<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC </strong>13, touch 12, flat-footed 12. . (+1 Dex, +1 size, +1 natural)<br/><strong>hp </strong>6 (1d8+2)<br/><strong>Fort </strong>+4, <strong>Ref </strong>+3, <strong>Will </strong>+1<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd </strong>40 ft.<br/><strong>Melee </strong>Bite (Dog) +2 (1d4+1/20/x2) and<br/>. . Unarmed Strike +2 (1d2+1/20/x2)<br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/><strong>Str </strong>13, <strong> Dex </strong>13, <strong> Con </strong>15, <strong> Int </strong>2, <strong> Wis </strong>12, <strong> Cha </strong>6<br/><strong>Base Atk </strong>+0; <strong>CMB </strong>+0; <strong>CMD </strong>11 (15 vs. Trip)<br/><strong>Feats </strong>Skill Focus: Perception<br/><strong>Tricks </strong>Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Stay [Trick], Work [Trick]<br/><strong>Skills </strong>Fly +3, Perception +8, Stealth +5<strong> Modifiers </strong>+4 to Survival when tracking by Scent, Acrobatics (Jump) +8<br/><strong>Languages </strong><br/><strong>SQ </strong>Come [Trick], Defend [Trick], Fighting [Trick], Work [Trick]<br/><strong>Other Gear </strong>Saddlebags (empty)<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>+4 to Survival when tracking by Scent</strong> +4 to Survival when tracking by Scent.<br/><strong>Acrobatics (Jump) +8 (Ex)</strong> You gain the specified bonus to acrobatics checks made to jump.<br/><strong>Come [Trick]</strong> The animal will come to you on command.<br/><strong>Defend [Trick]</strong> The animal will defend you.<br/><strong>Fighting [Trick]</strong> The animal has been trained to fight.<br/><strong>Low-Light Vision</strong> See twice as far as a human in low light, distinguishing color and detail.<br/><strong>Scent (Ex)</strong> Detect opponents within 15+ feet by sense of smell.<br/><strong>Work [Trick]</strong> The animal pulls or pushes a medium or heavy load.<br/></span></div></div><br/>Feet, Combat Trained Riding Dog<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 6pt;">Male Dog, Riding<br/>NN Medium Animal<br/><strong>Init </strong>+2; <strong>Senses </strong>Low-Light Vision, Scent; Perception +8<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC </strong>13, touch 12, flat-footed 11. . (+2 Dex, +1 natural)<br/><strong>hp </strong>13 (2d8+4)<br/><strong>Fort </strong>+5, <strong>Ref </strong>+5, <strong>Will </strong>+1<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd </strong>40 ft.<br/><strong>Melee </strong>Bite (Dog, Riding) +3 (1d6+3/20/x2) and<br/>. . Unarmed Strike +3 (1d3+2/20/x2)<br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/><strong>Str </strong>15, <strong> Dex </strong>15, <strong> Con </strong>15, <strong> Int </strong>2, <strong> Wis </strong>12, <strong> Cha </strong>6<br/><strong>Base Atk </strong>+1; <strong>CMB </strong>+3; <strong>CMD </strong>15 (19 vs. Trip)<br/><strong>Feats </strong>Skill Focus: Perception<br/><strong>Tricks </strong>Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]<br/><strong>Skills </strong>Acrobatics +6, Perception +8<strong> Modifiers </strong>+4 to Survival when tracking by Scent, Acrobatics (Jump) +8<br/><strong>Languages </strong><br/><strong>SQ </strong>Combat Riding [Trick]<br/><strong>Other Gear </strong>Bit and bridle, Saddle (Riding)<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>+4 to Survival when tracking by Scent</strong> +4 to Survival when tracking by Scent.<br/><strong>Acrobatics (Jump) +8 (Ex)</strong> You gain the specified bonus to acrobatics checks made to jump.<br/><strong>Combat Riding [Trick]</strong> The animal has been trained to bear a rider into combat.<br/><strong>Low-Light Vision</strong> See twice as far as a human in low light, distinguishing color and detail.<br/><strong>Scent (Ex)</strong> Detect opponents within 15+ feet by sense of smell.<br/></span><br/></div></div><br/></div></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Good, now please move it over to plothooks so I can easily view it. Don't you just love always having one more thing to do? ;)