Hobgoblin Battle Priest

Rokas Nepavyk's page

129 posts. Alias of Patrick Levasseur.


Full Name

Rokas Nepavyk

Race

Hobgoblin HP (34/34)

Classes/Levels

Stats:
AC18/T14/FF14 | CMD 17 | F+7/R+8/W+2 | Init +6 |
Skills:
Acrobatic +3, Craft Alchemy +15, Disable Device +10, Heal +8, Kn. : Arc +12; Eng. +13; Geo +5; Nat. +11, Perc +8, Prof. Siege Eng. +7, Spellcraft +11

Gender

Male

Size

Medium

Age

21

Special Abilities

Bomb 2d6+4, 10/day, Splash Dmg 6 Reflex DC 16

Alignment

Lawfull Neutral

Location

Kotelia

Languages

Common, Draconic, Dwarven, Goblin, Orc

Strength 12
Dexterity 18
Constitution 16
Intelligence 18
Wisdom 12
Charisma 11

About Rokas Nepavyk

Alchemist Level 4
Hobgoblin
LN Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft., Perception +7
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Defense
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AC 18, touch 14, flat-footed 18 (+4 dex, +4 armor)
HP 34 (4d8+12)
Fort +7, Ref +8, Will +2
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Offense
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Bombs: +8 (Ranged Touch), 2d6+4 (Splash 6, DC16), Range 20 ft
Mw Longbow (+1 Str Comp.): +8 Range, 1d8+1, crit 20/x3
Mw Dagger: +5 Melee, 1d4+1, crit 19-20/x2
Mw Morningstar: +5 Melee, 1d8+1, crit 20/x2
Speed 30 ft.
Space 5 ft.; Reach 5 ft.
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Statistics
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Str 12, Dex 18, Con 16, Int 18, Wis 12, Cha 11
Base Atk +3; CMB +4; CMD 18
Feats: Point Blank Shot, Precise Shot
Bonus Feats: Brew Potion, Throw Anything
Weapon Group Profiency: Bows, Thrown, Unarmed
Traits: Reactionary, Mathematical Prodigy
Skills: Acrobatics +3, Climb +0, Disable Device +10, Heal +8, Knowledge Arcana +12, Knowledge Nature +11, Perception +8, Spellcraft +11, Use Magic Device +7
Background Skills: Craft Alchemy +15, Knowledge Engineering +13, Knowledge Geography +5, Profession Siege Engineer +7
Languages: Common, Draconic, Dwarven, Goblin, Orc
Gear Heirloom:(value: 302) Masterwork Dagger
Gear Personnal:(value: 15) Formula Book
Gear Crafted:(value: 38.32) Potion of Cure Light Wounds x1, Flask of Acid x4,
Gear Kotelian:(value: 2467) ID tags, Mw Longbow (comp +1), Mw Morningstar, Mw Chain Shirt, Arrows (60) Aclchemist's Kit, Climber's kit, Healer's kit, Bandoliers x2, Silk Rope 50ft, Mw Backpack, Traveler's Any-tool, Ioun Torch, Mw Thieves' Tools, Wand of Cure Light Wounds (50 charges).
Total Value:2822.32
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Class Features
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Alchemy:
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.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist 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.

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.

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.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. 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.

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.

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 formulae 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.

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).

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 an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.

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 begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. 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.


Bombs: 2d6+4, 10/day, Splash damage 6 Reflex DC 16 neg.
Mutagen:

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 30 minutes. 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.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 14) 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.


Discovery Infusion:
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 daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Discovery Precise Bombs:
Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Poison Resistance +2

Poison Use:
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Swift Alchemy:
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Engineer (Replace Sneaky): Hobgoblin engineers tinker endlessly with fire, explosives, and the engines of war. Hobgoblins with this racial trait gain a +2 racial bonus on Craft (alchemy) and Knowledge (engineering) checks.
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Extract Known
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Level 1 : Bomber's Eye, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Shield, Stone Fist, Touch of the Sea.
Level 2 : Cure Moderate Wounds
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Extract Prepared
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Level 1 : Cure Light Wounds x2, Enlarge Person, Shield.
Level 2 : Cure Moderate Wounds x2.

Background:

Born in the poorest neighbourhood of the Kotelia from a family of grunts. His dad was a grunt, his grand dad was a grunt, his great grand dad was grunt... All the way to first arrival of the family.

Rokas was different. Event though he had the discipline, the endurance or the agility to be a regular soldier. What he didn't have was the strenght and the drive to be one. Math, engineering and the arcane was more what he was looking for in life. So, while his brothers and sisters were playing with fake swords, he was building miniatures siege weapons and walls.

One day, as he was testing one of his latest creation, he attracted the attention of Ipsum Garvezio. Ipsum was a officer in charge of some of the siege weapons of the city, he was impress by the quality of the toy version that Rokas made. So much so, that once a week, the two would meet after Ipsum work day to examine Rokas latest creations. The math and engineering understanding of Rokas were way higher then one would expect from someone of his education. So, after a while a deal was struck. Ipsum would take Rokas under his wing and bring to a school were he could learn more. This was Rokas chance to be more then a simple grunt and also get away from the teasing of his brothers and sisters.

Once at the academy, Rokas found another field of study. Alchemy! The possibilities were so vast and amazing. Combining alchemy to siege engine made even more sense to Rokas. So he spend the majority of his years at the academy studying alchemy, engineering and any other field that he felt would help him. Then came the time for the mandatory service. Rokas was happy. He volunteer to spend most of his service near the beautiful siege weapons. He spended days cleaning them, dragging ammunition and helping the crew for the maintenance. For most, this would have been a chore, but for Rokas it was a dream come truth. Finally, he was able to see such wonderful weapons up close and to study them.