FlinkhandGear Gnome Artificer 1/Tinker 1
CG Small humanoid (gnome)
Init +2;
Senses low-light vision; Perception +8
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Defense--------------------
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 13 (1d8+1d6+2)
Fort +3,
Ref +3,
Will +3; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
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Offense--------------------
Speed 15 ft.
Melee dagger +0 (1d3-1/19-20) and
. . quarterstaff +0 (1d4-1)
Ranged revolver +2 (1d6/×4)
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—
arcane mark,
comprehend languages,
message,
read magicArtificer Spells Prepared (CL 1st; concentration +1):
1st—
summon monster i--------------------
Statistics--------------------
Str 8,
Dex 13,
Con 12,
Int 18,
Wis 12,
Cha 15
Base Atk +0;
CMB -2;
CMD 9
Feats Amateur Gunslinger
Traits dangerously curious, rapscallion
Skills Appraise +8, Craft (armor) +10, Craft (firearms) +10, Craft (weapons) +10, Disable Device +0, Escape Artist -4, Knowledge (arcana) +9, Knowledge (engineering) +12, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Perception +8, Spellcraft +9, Use Magic Device +8;
Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ blueprints (a.t.e. v1.0), deed: quick clear, deploy automation, directives, elbow grease, halt!, jack of all trades, magical linguist, master tinker, master's presence, scribe invention, weird science
Combat Gear assisting gloves, potion of cure light wounds (5), acid (5), alchemist's fire (4), liquid ice (5), smokestick (5), tanglefoot bag (2);
Other Gear leather armor, alchemical cartridge (flare) (10), alchemical cartridge (salt shot) (10), dagger, firearm bullet (20), silver firearm bullet (20), quarterstaff, revolver, rattenwerfer v1.0, backpack, masterwork, belt pouch, engeneering kit, gunsmith's kit, sunrod (5), tindertwig, travelling invention book, automaton, alchemist's fire, 116 gp, 7 sp
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Special Abilities--------------------
A.T.E. V1.0 Blueprint: Autonome Transport Einheit Version1.0
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deploy Automation (Ex) At 1st level, the tinker has already become capable of bestowing a semblance of life upon totally lifeless matter (a fact that has created many a rivalry between necromancy institutions and tinker colleges). A tinker's first great challenge is the se
Directives (Ex) At 1st level, a tinker has learned to give his automatons terse commands in such a way that they are easy to understand and follow out, but don't make much sense to those who don't give commands of this sort for a living. Given its similarity to the
Elbow Grease +2 Add + 2 to all craft skill checks.
HALT! (Ex) At 1st level, the tinker has already learned what happens when an automaton is not kept totally up to date. It tends to do things the tinker didn't want, some of which result in suspensions at tinker college. As a free action, the tinker can immediat
Jack of All Trades (Ex) You may use all skills untrained.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Master Tinker You are proficient with any weapon you have personally crafted.
Master's Presence (Su) Link between Master and Automaton
Rattenwerfer V1.0 (1/day) Sieht aus wie ein Rohr mit diversen Drähten und Leitungen drum herum.
Über Summon MonsterI wird eine Celestial Dira Rat beschworen....
other require a Use Magical Device roll at DC 15 to activate
extra activation requires a Use Magical Device roll at DC 20 + x
Scribe Invention (Ex) At 1st level, the tinker learns how to properly draft his inventions for distribution to tinkers and juggernauts of industry. Though not magical in nature, tinker inventions tend to be hideously complicated and require specialized grid paper (an expe
Weird Science An artificer is not a spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine. An artificer ha
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A.T.E.-1Automaton (A.T.E. V1.0)
Tiny construct (automaton)
Init +0;
Senses darkvision 60 ft., low-light vision; Perception +0
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Defense--------------------
AC 14, touch 12, flat-footed 14 (+2 size, +2 natural)
hp 20 (1d10)
Fort +0,
Ref +0,
Will +0
Immune construct traits
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Offense--------------------
Speed 30 ft.
Melee 2 arms +3 (1)
Space 2.5 ft.;
Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration +1)
. . —
arms--------------------
Statistics--------------------
Str 10,
Dex 10,
Con —,
Int —,
Wis —,
Cha —
Base Atk +1;
CMB -1;
CMD 9
Skills Bluff -2, Diplomacy -2, Disguise -2, Intimidate -2
Languages Common
SQ directives: attack, directives: defend, directives: follow, directives: go, directives: idle, directives: support, directives: use invention, directives: use skill
Combat Gear alchemist's fire
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Special Abilities--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Directives: Attack The automaton attacks the nominated creature with a weapons system determined by the tinker, be it melee, ranged, or a specific special invention. Ranged weapons systems can have multiple targets designated if the system is capable of firing multiple
Directives: Defend The automaton follows the nominated creature at a distance set by the tinker. If the nominated creature is attacked, the automaton treats the attacker as the target of an attack directive. Given the simplicity needed for directives, an automaton is n
Directives: Follow The automaton follows the nominated creature at a distance set by the tinker.
Directives: Go The automaton goes to the nominated place at walking speed.
Directives: Idle The automaton follows the tinker at a distance set by the tinker, but will not make any other action. If no distance is given, perhaps by another directive being completed, the automaton will maintain a respectful 30 feet, if possible. It will also s
Directives: Support The automaton follows the nominated creature at a distance set by the tinker. If the nominated creature is a construct or another automaton, it will use any repair kit inventions it has on its person, if any, on the creature it is following should th
Directives: Use Invention The automaton attacks the nominated creature with a weapons system determined by the tinker, be it melee, ranged, or a specific special invention. Ranged weapons systems can have multiple targets designated if the system is capable of firing multiple
Directives: Use Skill The automaton uses a skill in which it has at least 1 rank. Unlike biotics, the use of any skill, even something as natural as Perception, is a standard action for an automaton, unless it normally takes longer.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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Dire, Rat (celestial) CR 1/3
XP 135Celestial Rat, Dire
NG Small animal
Init +3;
Senses darkvision 60 ft., low-light vision, scent; Perception +4
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Defense--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d8+1)
Fort +3,
Ref +5,
Will +1
Resist acid 5, cold 5, electricity 5;
SR 4
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Offense--------------------
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4)
Special Attacks filth fever (disease), smite evil
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Statistics--------------------
Str 10,
Dex 17,
Con 13,
Int 2,
Wis 13,
Cha 4
Base Atk +0;
CMB -1;
CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11
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Special Abilities--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Filth Fever (Disease) (DC 11) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (4) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.
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