Not sure how I never noticed the fact that we can reroll stats, but I may as well give it a go, considering we haven't ACTUALLY started yet.
Roll 1: 4d6 ⇒ (3, 2, 2, 1) = 8
Roll 2: 4d6 ⇒ (6, 6, 5, 4) = 21
Roll 3: 4d6 ⇒ (5, 5, 3, 6) = 19
Roll 4: 4d6 ⇒ (5, 1, 3, 1) = 10
Roll 5: 4d6 ⇒ (4, 1, 2, 3) = 10
Roll 6: 4d6 ⇒ (3, 6, 3, 2) = 14
Roll 7: 4d6 ⇒ (2, 3, 2, 2) = 9
Roll 8: 4d6 ⇒ (4, 3, 6, 3) = 16
Roll 1: 4d6 ⇒ (4, 6, 3, 1) = 14 = 13
Roll 2: 4d6 ⇒ (5, 4, 1, 4) = 14 = 13
Roll 3: 4d6 ⇒ (4, 5, 5, 5) = 19 = 15
Roll 4: 4d6 ⇒ (6, 1, 4, 3) = 14 = 13
Roll 5: 4d6 ⇒ (1, 6, 5, 3) = 15 = 14
Roll 6: 4d6 ⇒ (5, 6, 3, 1) = 15 = 14
Roll 7: 4d6 ⇒ (6, 3, 3, 3) = 15 = 12
Roll 8: 4d6 ⇒ (5, 1, 6, 6) = 18 = 17
Much better! Glad the DM is so cool about this.
|DarkOne the Drow|
Hey Nightflier, long time no see. Used to play with you in a few of your Midnight campaigns. I miss that setting; don't see it around much anymore. Anyway, this looks like an interesting premise. Dirty Dozen is one of my favourite movies, and with the press around Suicide Squad coming up a lot lately, I've had a similar idea percolating in my mind lately. From the sounds of it, you are still taking late admissions, so I'll take a look at your character creation rules and see if I can't get something put together for this soon.
4d6 ⇒ (5, 5, 6, 1) = 17 = 16
4d6 ⇒ (1, 5, 6, 5) = 17 = 16
4d6 ⇒ (5, 6, 5, 6) = 22 = 17
4d6 ⇒ (6, 6, 2, 6) = 20 = 18
4d6 ⇒ (3, 6, 3, 1) = 13 = 12
4d6 ⇒ (3, 1, 6, 3) = 13 = 12
4d6 ⇒ (5, 1, 4, 3) = 13 = 12
4d6 ⇒ (5, 3, 3, 3) = 14 = 11
(18, 17, 16, 16, 12, 12) Nothing to complain about there...
Discussion and Game threads are up. Those of you who have finished characters, please post in the Discussion Thread first, so that I can fine-tune the beginning of the game to your characters. When I have 4 posts by players in the DT, I'll open up the Game Thread.
The rest please continue to create your characters here and when you finish with them, join the DT.
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nightflier, would the following 3pp archetype be acceptable?
In Veranthea the laws of biology, chemistry, and physics
are fundamentally unique and forgiving, allowing for a
far wider range of particle reactions not present in any
other Material Plane. Scientific innovators exploit these
flexible laws of nature to concoct incredible serums and
craft fantastic devices that defy the power of mages across
Knowledge (engineering), Knowledge (dungoneering)
and either Knowledge (geography) or Knowledge
(history), replace Knowledge (arcana), Spellcraft, and Use
Weapon and Armor Proficiency: Scientific
innovators are proficient with all simple weapons, bombs,
and firearms. They are also proficient with light armor,
but not with shields.
Science (Su or Ex): Scientific innovators are masters
of science, and a scientific innovator’s extracts are called
serums. This acts like an alchemist’s alchemy ability except
at 10th level, a scientific innovator’s serums and bombs
produce extraordinary effects instead of supernatural ones.
A scientific innovator loses the bonus to Craft (alchemy),
and the ability to create mutagens.
Have Gun: At 1st level, the scientific innovator gains
the Amateur Gunslinger feat and Gunsmithing as a bonus
feat. She also gains a battered gun identical to the one
gained by a gunslinger. This ability replaces mutagen and
Grit Feats: A scientific innovator may select a grit feat
in place of a discovery. She must meet the prerequisites for
Craft Brilliant Contraptions (Ex): At 5th level,
the scientific innovator gains the Craft Devices feat for
free. A scientific innovator only pays an additional 25%
more when crafting a device. At 13th level, the scientific
innovator gains the Craft Devices feat for free a second
time, which removes the additional cost to craft devices.
This ability replaces the increase to bomb damage at 5th
and 13th level.
Smart Grit (Ex): At 11th level, a scientific innovator
gains a number of grit points equal to her Intelligence
modifier (minimum 1) and gains the use of a single
gunslinger deed. She can select any deed that a gunslinger
of her alchemist level -4 could use. At 14th level, and
every three levels beyond 14th, the scientific innovator
gains another point of grit and another gunslinger
deed that a gunslinger of her level –4 could use. If she
already has levels in gunslinger, she gains a bonus to the
maximum amount of grit she can have each day, equal to
her Intelligence bonus (if any) but gains no extra grit as
the start of each day. This ability replaces instant alchemy,
poison use, and swift poisoning.
Discoveries: The following discoveries complement
the scientific innovator archetype: acid bomb, blinding
bomb, concussive bomb, delayed bomb, dispelling bomb,
explosive bomb, explosive missile, fast bombs, force bomb,
frost bomb, immolation bomb, precise bombs, shock
bomb, siege bomb, smoke bomb, sticky bomb, stink bomb,
strafe bomb, sunlight bomb, tanglefoot bomb. A scientific
innovator can never gain mutagens or cognatogens.
Grand Discovery: At 20th level, a science innovator
can choose the following grand discovery in place of the
normal grand discoveries.
Antimagic Device: The science innovator can craft
devices that produce effects identical to antimagic field,
as per the Craft Devices feat. These might be made to
create offensive effects (such as with a meganegator cannon)
or “shields” to protect other devices (like the Zyski’s
Copyrighted Miraculous Magic Guarding Device).
Scientific Innovator Serum List
A scientific innovator must pay five times the normal
cost for learning a formula for any serum not on the list
1st—air bubble, burning hands, cause fear, chill touch, cure
light wounds, detect undead, expeditious retreat, faerie fire,
feather fall, jump, inflict light wounds, negate aroma, obscuring
mist, polypurpose panacea, produce flame, shield, shield of faith,
shocking grasp, shock shield stone fist, touch of the sea, true strike,
2nd—ablative barrier, acute senses, alter self, barkskin, bear’s
endurance, blur, bull’s strength, bullet shield, cat’s grace, cure
moderate wounds, darkvision, defensive shock, delay poison, detect
thoughts, elemental touch, fabricate bullets, fire breath, invisibility,
kinetic reverberation, levitate, protection from arrows, resist energy,
see invisibility, spider climb
3rd—arcane sight, bloodhound, burrow, burst of speed,
countless eyes, cure serious wounds, displacement, draconic
reservoir, elemental aura, fly, haste, marionette possession,
monstrous physique I, protection from energy, reloading hands,
resinous skin, seek thoughts, thorn body, water breathing
4th—air walk, cure critical wounds, darkvision (greater),
detonate, discern lies, dragon’s breath, echolocation, fire shield,
freedom of movement, invisibility (greater), monstrous physique
II, vitriolic mist
5th—contact other plane, elude time, languid bomb admixture,
monstrous physique III, nightmare, overland flight, planar
adaptation, sending, spell resistance
6th—analyze dweomer, caging bomb admixture,
eyebite, giant form I, heal, mislead, monstrous
physique IV, statue, transformation, true seeing, wind
I've been looking for a decent Alchemist archetype that provides firearm abilities for a long time (a strange oversight that there isn't an official one so far), and this one looks pretty good. It's by Rogue Genius Games, and is a free download from Paizo: here.
I'm thinking of an Android Alchemist, with ties to the Iron Gods AP.