Karl "Kaboom" Hyde
Male gnome alchemist 5
N Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +11
AC 19, touch 13, flat-footed 17 ( +5 armor, +2 Dex, +1 shield, +1 size)
hp 39 (5d8 +10); fast healing 5 (2 rounds/day)
Fort +6, Ref +6, Will +2; +4 vs. poison
Speed 20 ft.
Melee dagger +4 (1d3/19-20), “tail” – 1 (1d3 plus grab)
Ranged light crossbow +6 (1d6/19-20) or bomb +7 (3d6 +3/6 fire)
Special Attacks bomb (8/day, DC 15), poison use
Spell-Like Abilities (CL 5th; concentration +7)
1/day—dancing lights, flare (DC 10), prestidigitation, produce flame
Extracts Prepared (CL 5th; concentration +10)
2nd—bull’s strength, invisibility, spider climb
1st—cure light wounds ( 2, DC 14), endure elements, enlarge person, expeditious retreat
2nd—blood transcription, blur, bull’s strength, defensive shock, invisibility, kinetic reverberation, lesser restoration, levitate, spider climb
1st—bomber’s eye, cure light wounds, endure elements, enlarge person, expeditious retreat, negate aroma, shield, touch of the sea
Str 10, Dex 14, Con 14, Int 17, Wis 12, Cha 11
Base Atk +3; CMB +2; CMD 14
Feats Brew Potion (B), Catch Off-Guard, Extra Discovery (tentacle, Ultimate Magic pg 17), Master Alchemist, Throw Anything (B)
Craft (alchemy) +15 ( +20 when crafting)
Craft (weaponsmithing) +9
Disable Device +10
Knowledge (arcana) +10
Knowledge (engineering) +10
Knowledge (nature) +10
Use Magic Device +7
Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Giant, Gnome, Orc, Sylvan
SQ action points (7), alchemy +5, concentration training (from Jask), discovery (feral mutagen, spontaneous healing, tentacle), master tinker, mutagen, pyromaniac, quick training (from Sasha), swift alchemy, traits (Get the Cargo Through, Mathematical Prodigy [engineering])
Combat Gear potion of enlarge person; Gear dagger, light crossbow with 10 bolts, +1 mithral shirt, mwk studded leather armor, mwk buckler, alchemist’s kit, compass, explorer’s outfit, mwk backpack, mwk weaponsmithing tools, swarmsuit, thieves’ tools; Carrying Capacity 28.5/57/85.5; Current Load 28
Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces the defensive training and hatred racial traits.
Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—_dancing lights, flare, prestidigitation, produce flame_. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.
Karl loves fire. He doesn’t have many friends due to having a bad habit of setting things on fire by accident.
Thankfully, he somehow manages to not burn things down while performing the duties of his job, transportation security. In recent years, he’s spent more time traveling the roads and waterways of Avistan and Garund than he’s spent time in cities.
His affinity for flame has also worked to his advantage, as people like it when his destructive capabilities are focused against those attempting to steal whatever cargo he’s charged with at the moment.
He currently finds himself traveling from Magnimar to Eleder aboard the Jenivere, watching over several crates of potions.