In Their Academy Days

Game Master caster4life

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PF 1e: In Their Academy Days
This will be a brief one-shot set at a magical university where the PCs are novice students who stumble into some deadly trouble. The setting draws heavily on the universities in early Renaissance Italy. You may be the daughter of a farming family that scraped some silver together to send the one person in the family to university for a better life, the spoiled son of a rich merchant, etc. Because you are novices, you all receive instruction in a lot of the basics of magic such as the Elementary Theory of Magical Item Creation, Conjurative Curing, Introduction to Summoning, Defensive Transmutation, etc.

Game format
1. There will be a little RP, some investigation and social for you to figure out what's going on, then one combat. Be ready to contribute to a variety of situations, not just hitting things.
2. Post almost every day. 5 posts a week is a good goal. Don't make me bot you or keep everyone waiting on you. Similarly, I will restrain people from posting 50 times in one day and running off with a plan before PCs posting at a normal rate have had a chance to weigh in. If all of us are posting really fast, then I'll be happy to run with that.
3. Map(s) will be on roll20.
4. I'm looking for 5-6 PCs. JonGarrett has a spot guaranteed as he is going to run a follow-up one-shot at higher levels.

Complete aliases required for application:
Each alias should contain
1. Description of PCs appearance and mannerisms.
2. Brief backstory explaining where the PC comes from and what their basic motivations are. 2-3 paragraphs is ideal.
3. Full statblock of PC and any minions, like familiars.

Mechanical details:
1. 20 point buy
2. Roll here for starting wealth based on your class. If your build will be crippled by poverty, I may allow a reroll.
3. Max HP at level 1 for PC but minions (like animal companions) follow normal rules.
4. Any Paizo official race of 20 race points or fewer is permitted. You can ask for a 3pp race and we'll see.
5. Any Paizo official class is permitted. You can ask for a 3pp class and we'll see.
6. Level 1.
7. We will use the Background Skills and Feat Taxes rules variants.
8. Note that your character made it into a magical academy. So if you have no magical abilities, not even an SLA, it's going to be harder for your submission to convince me you belong in this game.

When I don't feel any need to collect more submissions, I'll give a 24 hr warning for anyone to get in a last second submission for consideration.


Hello! I'm Jon, and I'll be running the second part later.


Important note for applicants:
If it wasn't clear, you generally are not adventurers or particularly warlike yet. It's up to you how far to take that in your backstory, build, equipment, etc. Just know it's an important parameter.


Dot

Also, what about traits? (How many? drawbacks allowed? A set of campaign traits you want used?)


Wealth: 4d6 ⇒ (4, 6, 5, 3) = 18 x 10 = 180

Hi GMs! It's Lapyd here with my submission to the game - Marz is an Eldritch Scoundrel rogue, pretending to be an wizard apprentice, but truly willing to escape her fate and make a true life for herself. Thanks for the consideration! If you'd like me to add anything else to her profile, please let me know.

By feat taxes rules variant, do you mean the "Elephant in the Room" rules? I can add it to her sheet; for now I just built her as usual.


Doh! Forgot to mention traits. Two traits with certain campaign traits allowed on request.

Hi Marz! Yes, I mean EitR.


GM of the Academy I sent you PM could you please respond?


DeJoker wrote:
GM of the Academy I sent you PM could you please respond?

Have done so.


Hi GM! I updated Marz for the EitR rules. I just have a couple questions, if you don't mind:

- Since EitR gives "weapon finesse" for free (same as my class), would I be able to either pick a different feat, or maybe get next level (3) advance of finesse rogue by now?
- Are drawbacks acceptable, assuming they make sense with the background and aren't pure cheese?

Thanks!

Lapyd/Marz


Hi Lapyd/Marz.

I should be more specific and say I'm using the PDF of Elephant in the Room Feat Taxes. Here, I'll quote the relevant part about unchained rogues.

Unrogues:

Rogue (Unchained)
The rogue’s finesse training class feature has been
adjusted to account for equipment rule changes -
specifically in regard to finesse and agile weapons.
Additionally, the combat swipe rogue talent is no
longer available.
Finesse Training
At 1st level, a rogue gains Deft Maneuvers as a bonus
feat. In addition, starting at 3rd level, she can select any
one weapon group listed under the fighter’s Weapon
Training class feature. Once this choice is made, it cannot
be changed. Whenever she makes a successful melee
attack with a finesse weapon or an agile weapon from
this group, she adds her Dexterity modifier instead of her
Strength modifier to the damage roll. If any effect would
prevent the rogue from adding her Strength modifier to
the damage roll, she does not add her Dexterity modifier.
The rogue can select a second weapon group at 11th level
and a third at 19th level.

Regarding drawbacks, I'm not using them. You can take one if you like but it doesn't grant you an additional trait.


All good! Thanks buddy. I saw my Hero Lab added "Agile Maneuvers" (which is to add DEX to CMB) but "Deft Maneuvers" look different (it's that combination of Improved Trip, Improved Disarm, etc.) - so I will simply add Deft Maneuvers on the sheet then. Thanks for the clarifications!


I'm thinking about a dwarf geokineticist. He's grown up in a merchant clan. As his abilities have emerged, he's gone through a bit of a rebellious phase. (In dwarven terms, this means that he doesn't accept that his elders are the ultimate source of wisdom and categorically right in all things. He has the audacity to attempt to have opinions before reaching the century mark.)

While these kinds of elemental abilities are usually more intuitive than taught, they are sending him off "For his own good." Krachton is conflicted in how he feels. He feels shamed for being sent off, but guardedly hopeful that this might be less restrictive. This is also the first time he's be surrounded by non-dwarves and he's not sure what to make of that.

wealth: 1d6 ⇒ 4
I was hoping that I could get a second d6 of starting wealth. He does come from a trading clan and arriving with little might reflect back on them. I could get by with 40 gp if I need to, but a little more would allow me to flesh out a little more personality in his belongings.


Good point. Monks and kineticists are very poor. If someone playing a 1d6 x 10 gp wealth class thinks it fits their background, you can take another d6 of starting wealth. But also, don't be afraid to play a poor character! You are young students, btw. I'm envisaging pre-adult for most/all PCs, which looks different for different races.


Work in progress for my own poverty stricken LG Necromancer (Because it sounded fun) . I imagine any excess wealth will provide for his mother and younger sisters.

so, wizard.. 2d6 ⇒ (5, 1) = 6X10


thank you.

added wealth: 1d6 ⇒ 3


Okay. Character completed, click to character profile for full details, but here's the background and brief description

Background Jermaine remembers watched his grandfather die of old age after a hard working life as a porter. Before that, when he was younger, his father died in a mill accident, and his employers cared not a bit when it happened. The spindly malnourished boy was expected by society to be the man of his house; looking after his mother and younger sisters. He did as best he could, but he resented that his fate would be to die poor and uncared for after a life of labor all for naught.

He was not strong like his father and grandfather, so he sought employment that would engage his quick mind and be easier on his body. He learned how to read from a churchman, and while Jermaine wanted the faith that brought peace, it never came to him. Then a stranger came, one Morbial, a scholar, who set up a large house all to himself on the edge of the poorer area. Morbial proved a recluse, spurning most who came to him hoping for a cushy servant job. Jermaine was among those he closed the door on. But the plump recluse did not understand the area he had moved to. One night, a bit too much of the grape, and a drunken Morbial went down the wrong alley. Had it not been for Jermaine calling out a warning; the man would have been knifed in the back by a desperate brigand.

Morbial turned about just in time, touched his would be killer, and the assailant withered to death with a touch. That’s how Jermaine found himself in the employ of a Necromancer. Morbial repaid him in lessons and employment, enough to better his mother and sisters’ lives a little. Jermaine knew that the magic the man taught was unsavory, but power could lead to better opportunities, for himself, for his family. But eventually, the debt was, in Morbial’s opinion, more than repaid. Still, the plump man wrote a letter of introduction and admittance to the academy, saying to Jermaine, “I have taught you enough to repay my debts, boy. More than. You were amusing for awhile, but you are too squeamish, too timid to embrace what could be yours. You fear death, yet are hesitant to master it. I’ve lost patience with you, but I will do you one more service .This should cover your introduction and admittance, but do not think it will be easy.”

So, fearing for his soul, and hoping for his family’s future, Jermaine went.

Appearance and Mannerisms: A life of scant meals (Even when there was excess food, it went to his sisters) has left Jermaine scrawny and puny looking. He has long slender fingers and is prone to knucklepopping when he is nervous. His hair is a shaggy mop of brown. His eyes are a very pale blue and scan about now and then. As if he expects to be jumped by a mugger. Which given his life, is understandable. He does have a nice smile when it arises. Twitchy but cute is how some lasses his age might describe him. Sometimes, when his pity is appealed to, he looks heaven word and sighs, then.. of course, helps.

**********

EDIT: I should mention I haven't named his mother or sisters yet, or even gone into details of their ages yet. And he ended up with more money than his history would indicate. If it's possible, I'd like to say he sends coin back to his existing family when he can. He wants a comfortable life for himself one day, but his sense of decency has him put them first. I'd also be happy to take some of his wealth and offer it up to anyone playing a noble or aristocrat concept if it helps someone who rolled poorly.

I also gave him the trait 'Sacred Touch' but if it's okay, I'd like to bend the flavor of it. The effect would be a 'knack' taught to him by his mentor to keep the bodily humors from bleeding out and instructing the soul about to depart to hang around a bit longer yet. Jermaine might consider it one of the more kindly things his ex mentor imprinted on him.


Working on a Diva Bard submission. Thinking of being a bit of a big fish in a small pond type character. That and they said getting your degree as a bard was easy :)


Is a path of war warden studying the intersection of their clan’s initiation magics and vancian preparation at the academy on theme for this? Mechanically the dsp classes multiclass well so I was thinking there might well be other initiators that came back as various vancian casters from the Academy so they can even have a legacy at the school but not be sure this is just right. Wardens are an int based class, so plenty of skill points and potential to learn to be a wizard or magus or even lean into the innate side of magic with sage sorcerer an some suitable race. It seemed like an interesting way to lean into the student who doesn’t know basic conjuration theory yet trope.

If not I might try an oracle.


Jermaine: Sacred touch reflavor is fine. Sending money back to your family or giving it OOC (not IC) to a party member with a richer background is also fine.

Ash..: Good question. I'm less familiar with path of war and don't want to learn it for just a oneshot, right now. Sorry.


Round-up of applicant statuses:

Guaranteed spot:
JonGarrett, who has told me he is happy to play a class/party role that fills out whatever is missing. We'll see what he comes up with.

Complete submissions:
Marz the elf rogue
Jermaine the human wizard

Expressed interest:
pad300
Philo Pharynx: Dwarven geokineticist
Ash..: Maybe oracle
Kazmanaught: diva bard


Okay, here's Krachxton, who should be very much fish into sand at the school.

By the way, are we sorted into houses in-game or is this something we should choose?


That is entirely fair! I suppose I shall think about an oracle.

Feel free to ignore the spoiler, but if you want:

A medium length POW overview:
Path of war characters are largely more variety and less variance at various levels than optimized martial or blasters. Their draw is that instead of leaning heavily on a single very optimized thing the way many characters tend to, they have a cycle of things to do in combat then give up a turn in combat recharging. Maneuvers have restrictions on weapons and skills used for them, such that each time you build an initiator you are making granular decisions about what effects you might have access to. In addition, to access higher level maneuvers you must build up a critical mass of lower level maneuvers. This makes them very organic to build, but can sometimes confuse people who just see the end product and notice it looks different than the last initiator they saw.

Mechanically, for the Warder, this usually means that level one plays something like a caster casting standard action “strikes” that they then recharge by Combat Patrolling as a full round action (typically on round 3+). Stylistically, those strikes range from elbow strikes to captain America shield throws, so a combat might have a warder throw their shield at someone round one (standard action for 1d4+1d6+attribute bludgeoning damage, range increment is 20’ and the shield either bounces back or falls near the target depending on range) then move in, round two they might pommel strike someone to make an attack with some added precision damage (similar to feinting) for weapon +1d6 precision. (The weapon is likely cestus or gauntlet in this example, the broken blade maneuvers are restricted to monk/close weapons.) Then on round three they assumed their defensive focus because their third prepared maneuver isn’t useful in this moment in this combat (maybe it gives up their standard to give an ally a move but no ally wants the move). So they spend a full round action marching in place threatening an area (ie combat patrol), and recharge their expended maneuvers accordingly. It’s a very flavorful system, but it’s not as powerful as say slumber, color spray, or a gecko riding lancer deleting entire bossfights.

Definitely worth reading at your leisure and playing around with, also absolutely reasonable not to learn it for this game!


My first thought is the nosey/sneaky investigator. The class snoop who lets her curiosity get the better of her too often. I don't have much more than the broad strokes just yet, hopefully ha e the full submission in tomorrow or the day after. Very probably halfling or Gnome, but TBD.


Krachxton: The first years aren't sorted into specialties. The typical program is three years of basics, then students choose to leave with a basic understanding of magic or to study a specialty for a further 3 years.


GM of the Academy wrote:
Krachxton: The first years aren't sorted into specialties. The typical program is three years of basics, then students choose to leave with a basic understanding of magic or to study a specialty for a further 3 years.

Aw darn. I was hoping to get into Gryffindor. ;)

You can't propose a magic school without expecting some reference to Harry Potter.


Interesting! Might cook something up.


Krachxton wrote:
GM of the Academy wrote:
Krachxton: The first years aren't sorted into specialties. The typical program is three years of basics, then students choose to leave with a basic understanding of magic or to study a specialty for a further 3 years.

Aw darn. I was hoping to get into Gryffindor. ;)

You can't propose a magic school without expecting some reference to Harry Potter.

I was considering Ravenclaw for my submission's last name, lol.


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Haha. Indeed! I did expect references to Harry Potter. That's sort of relevant. For those who have read Name of the Wind, it's more in line with the academy town and experience portrayed there. For example, the professors consider themselves far above the students, there's no friendly/quirky headmaster, the university doesn't care that much if parents get upset, etc.

Obligatory side note on Name of the Wind: I'm so disappointed that Rothfuss hasn't managed to finish that series... The first book is so good but mostly because it seems like it's leading somewhere amazing.


Round up of applicant statuses:

Guaranteed spot:
JonGarret

Complete submissions:
Marz the elf rogue
Jermaine the human wizard
Krachxton the dwarf geokineticist

Expressed interest:
pad300
Philo Pharynx: Dwarven geokineticist
Ash..: Maybe oracle
Kazmanaught: diva bard
Dickie: Investigator
Simeon

Let me know if I missed you!


Krachxton is Philo Pharynx


Krachxton wrote:

Krachxton is Philo Pharynx

That's a lie! You stole my concept. Prepare to die!


Ooooh, alt fight! Let me prepare the arena...


Haha. Funny I didn't check the aliases this time, Philo.


Mezdav is an alchemist’s apprentice, come to the Academy to learn... (He's also pad300's submission)

Background:

“You’re my most promising student Mezdav. So here, this is a letter of introduction to Dr. Rudiger at the academy – he teaches alchemy there and is an old colleague of mine. I’ve perjured my immortal soul, so they ought to let you in. Go my boy, and learn everything you can. You are worthy of everything they can teach you. Fly high young falcon, fly high!”. That is what Maester Groblehoff said to Mezdav…

Mezdav studied alchemy as one of Maester Groblehoff’s apprentices.

Mezdav says prayers to many gods, including Nethys and Gorum, but he has a secret – like Groblehoff his maester (and many other alchemists), he’ll whisper prayers to Haagenti ( demon lord of Alchemy, Transformation and Invention ), when he’s tinkering in the lab, alone.

Description:
Perhaps the most distinctive thing about Mezdav is the smell. He always smells of something chemical, and it’s never nice… His skin is grey-ish, and his hands are pockmarked with old burn scars. His hair is black, but already thinning (he’s only 21), and held back in a pony tail. His sacred tattoo runs along his spine, and is (normally) just visible on his neck under his pony tail. Heavily built for a human, about average for a ½ orc (5’3”, 185 lbs), he’s surprisingly quick for such a stocky man.

Demeanour:

Normally shy and bookish, he is observant, his sharp eyes miss little. He gets excited for fire and explosions…a “little” pyromania is not necessarily the desirable thing in an alchemist…

Mechanics:

Mezdav O'mara
CN Male ½ Orc, Favored Class : Alchemist)
Alchemist 1 (Preservationist)

Init +2
Speed 30 ft
Darkvision (60 ft)

Defense
AC : 16 =10+4 (armor) +2 Dex
HP: 10 = 8+2 (con)
Fort + 6 = +2 class +2 con +2 luck
Ref + 6 = +2 class + 2 dex +2 luck
Will + 3 = +0 class + 1 wis +2 luck
CMD : 13 = 10 + 0 (bab)+3 (Str)
Offense
Melee: Longspear +3 1d8+4, Spiked Gauntlet +3 1d4+3
Ranged: Sling +2, 1d4+3, Javelin +2 1d6+3
BAB : +0
CMB : +3 = +0 (BAB)+3 (Str)
Extracts Prepared
L1 (DC 12, 1+1/day) : Enlarge Person, open slot
Formula Book : Shield, Longarm, Crafter’s Fortune, Enlarge Person
Stats
Str 16 = 14(5 pts) +2 Racial
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 15 = 15 (7 pts)
Wis 12 = 12 (2 pts)
Cha 7 = 7 (-4 pts)
Feats : Combat Reflexes (1st), Throw Anything (Class Bonus), Brew Potion (Class Bonus), Planar Preservationist (3ed)
Traits : Fates Favored (Faith),
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception +5 (1 rank +3 trained +1 wis) +2 to find hidden stuff - scavenger)
Spellcraft +6 (1 rank +3 trained +2 int)
Disable Device +6 (1 rank +3 trained +2 dex)
Heal +5 (1 rank +3 trained +1 wis)
Stealth +6 (1 rank +3 trained +2 dex)
K Planes +6 (1 rank +3 trained +2 int)
Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft - Alchemy +6 (1 rank +3 trained +2 int) +1 class bonus
Profession (Herbalist) +5 (1 rank +3 trained +1 wis)
Languages : Common, Orc, Draconic, Goblin,
[spoiler=Class]
Alchemy (Su): 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 formuale 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.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
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 10 minutes per alchemist level. 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 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) 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. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.


Racial Abilities:

Darkvision: Half-orcs can see in the dark up to 60 feet.
Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-orc can take this trait in place of racial weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Starting Gold: 3d6 ⇒ (3, 3, 5) = 11 X10


GM of the Academy wrote:

Haha. Indeed! I did expect references to Harry Potter. That's sort of relevant. For those who have read Name of the Wind, it's more in line with the academy town and experience portrayed there. For example, the professors consider themselves far above the students, there's no friendly/quirky headmaster, the university doesn't care that much if parents get upset, etc.

Obligatory side note on Name of the Wind: I'm so disappointed that Rothfuss hasn't managed to finish that series... The first book is so good but mostly because it seems like it's leading somewhere amazing.

You're using Name of the Wind for inspiration?

Oh man, I am SO not ticking the Librarian off! ;)


Nice to have you, Mezdav.

Haha. Yes! That is truly the wise man's fear.


Chosen one Paladin into oracle, fluffing the curse as something going very wrong at school seems super on brand for a rothfuss meandering storytelling device.

5d6 ⇒ (4, 2, 3, 4, 5) = 18*10=180 gp

SLA race with cha bonus is Kitsune, Aasimar, Drow, Gnome, Halfling, others? Hrm.


Mezdav's background could use a little more detail and there are a few mechanical bits to fill in as well.

@GM of the Academy, is there some sort of source about the location/setting that you're using? The names of towns and nations and stuff, historical events, that sort of thing...


All: My 24 hr notice before recruitment close is coming up soon. I don't know exactly when, but the notice will be issued soon.

Ash..: Sounds fun!

Mezdav: Good question! I'll post a largish info-dump shortly.


1 person marked this as a favorite.

Miscellaneous setting info-dump:

Deities: Golarion Pantheon

Place and family names: I haven't invented the entire setting since it's a oneshot, mostly just the city, Chiaggio, and the University di Magia. Place names and family names are largely conceptual and/or stealing from Italian etymology. Feel free to suggest/invent some stuff in your backstory and I'll let you know if there are any continuity clashes.

History of Chiaggio:
Six centuries ago, raiding bands of halflings and clans of orcs drove refugees to settle a defensible area where two rivers met. The navigable waterways fueled the settlement with bustling trade and soon a ruling class sprang up in a burgeoning walled city. Approximately two centuries ago, the outlying farms and trade shops merged into an outer city that rivalled the old, inner city in population. 150 years ago, the University di Magia was founded with help from the Virigass and Migliores families, competing to demonstrate greater patronage for study.
Geography of Chiaggio:
The central, old city is enclosed by the city wall but parts of the wall are very much in disrepair. The old city contains some long-standing institutions such as the Doge’s palace and the central market. Spilling out around the walls are tenements, trade shops, lesser markets, the university, and many bridges that criss-cross the two main rivers.

Chiaggio elites:
There are six powerful families in town that have influential relationships with the university:

[u]Noble families with status due to their history and some have lots of old money[/u]
Migliores: Wyvaran who've been investing heavily in the study of history for generations. Academically speaking, they look down on everyone else.

Breves: Gnome nobles known for being the social hub, throwers of balls, gossips. The patriarch, Filius Fletch, is a very old, very gossipy and either nearly omniscient or very senile.

Virigass: Matriarchical human clan descended from an ancient conquering queen. They’ve been rich for generations because they own so much of the land. They insisted that women be admitted to the university, though this was very controversial when first instituted a century ago. The faculty united in protest against this change, but the Virigass withdrew all of their massive share university funding until the faculty capitulated.

[u]Merchant families that have more recently acquired status through wealth[/u]
Clinkers: Orc bankers who range from mildly corrupt to full-blown mafia. They hire a lot of university graduates to cast and maintain their abjurations.

Dealers: Humans specialized in luxury goods and oddities, e.g. the bones of a bird-like creature no one’s ever heard of. They hire graduates based more on book knowledge/appraisal ability than magical abilities.

Salts: Tengu spice and salt merchants. They have essentially cornered the local seasonings market and have an exclusive agreement that the university purchases all seasonings from them.

University leadership:
Headmaster Jacinda: Master Diviner, female half-elf arcanist
Master Chak-Chak: Master Conjurer, male tengu cleric
Master Payas: Archivist, Master Transmuter, female catfolk
Master Tomas: Master Abjurer, male halfling oracle
Master Nocta: Master Enchanter, female strix mesmerist
Master Tobia: Master Evoker, male human magus
Master Sylve: Master Illusionist, female gnome sorcerer
Master Elias: Master Necromancer, male human wizard
Master Crenshaw: Master Artificer, female ratfolk alchemist


And since there's a lot that's not developed about the setting, it's OK to make up some things in your backstory. I'll let you know in the unlikely event of a clash between my plans and your backstory.


Dot.

GM, I sent you a message.


Building a vigilante that I'll have stats up for later today, rolling for wealth.

5d6 ⇒ (1, 3, 1, 1, 6) = 12

120 gold...not too bad.


Here's my submission! By day, he's Casamir Ydrasku, a humble arcane botany student, by night, he becomes the Thorn, champion of the wilds!

Appearance and Mannerisms:

Casamir is a young human man, and calling him shy and bookish would be generous. He is utterly forgettable, with a single distinct feature to his name, that of the magical flowering vine that is coiled around his arm. This forgettable nature is a deliberate construct to hide the truth of who he is.

When danger strikes, Casamir unveils who he truly is. The flowering vine, in truth a magical entity that has been sent to guide him named Bloom, grows over his body, forming a wooden mask over his face and covering his arms, legs, and chest with crisscrossing flowering vines. He becomes the Thorn, a fearsome warrior, utterly devoted to protecting the innocent and spreading the freedom of the wilderness. The Thorn is everything that Casamir is not. They are brave and compassionate, outgoing and unrelenting in their quest to stand up for justice and freedom.

Brief Background:

Casamir hails from the wild lands to the north of Chiaggio, an untamed wilderness of lush forests and snow-capped mountains. From a young age, the forests enchanted him, and he spent all the free time he had wandering the wilds. His upbringing was an uneventful one, but all that changed when he turned 16. While deep in the woods, he chanced upon a weathered stone altar that he'd never seen before in all his time in the forest. Four great monoliths surrounded a low stone slab, and upon the slab was a blooming vine, unlike any he'd seen before. A voice resonated in his head, one that told him that he was special, chosen by the spirits of the wild to be their champion. He reached out, and the vine crawled onto his arm and in that moment, his true self was awoken. He was to be the Thorn, a warrior for the serenity of nature and the freedom that it offers.

He returned to his family a changed man. Bandit raids upon his town were often halted when a mysterious warrior, wreathed in flowers and wearing a wooden mask charged out of the woods wielding a mighty hammer. Unbeknownst to his family, he was that warrior. For a time he was content fighting bandits, but he knew that there was a greater calling for the Thorn.

A wandering mage told him of the University di Magia, and he realized that the university was his chance. There, he could learn more about his powers, develop them further and live up to the greatness that he knew he could one day achieve.

Stats:

Casamir Ydrasku
Human vigilante (magical child) 1 (Pathfinder RPG Ultimate Intrigue 9, 57)
CG Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee earth breaker +3 (2d6+5/×3)
Vigilante (Magical Child) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—long arm[ACG], shield
. . 0 (at will)—detect magic, guidance, mage hand, message
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 16
Feats Alertness, Arcane Strike, Dodge
Traits green-blooded, nature's mimic
Skills Bluff +6, Diplomacy +9, Disguise +2 (+22 to appear as part of polite society while in your social identity), Knowledge (arcana) +4, Knowledge (nature) +5, Perception +2, Profession (botanist) +4, Sense Motive +6, Sleight of Hand +4, Spellcraft +4
Languages Common
SQ animal guide, dual identity, finesse weapon attack attribute, social talent (obscurity), staunch ally, transformation sequence
Other Gear lamellar (leather) armor[UC], earth breaker[UE], 20 gp
--------------------
Special Abilities
--------------------
Animal Guide (Ex) A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish famili
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Obscurity (Chiaggio) (Ex) Your social identity is not famous, but obscure.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Staunch Ally (Ex) Familiar can use startling, frightening, stunning appearance, and vengeance strike as master.
Transformation Sequence (Su) Shifting identities takes half the normal time, but is obvious and flashy.

--------------------

Bloom CR –
Flowering lattice (Ultimate Wilderness 196)
N Diminutive plant
Init +1; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 5 (1d8-1)
Fort +1, Ref +3, Will +3
DR 1/magic; Immune plant traits
--------------------
Offense
--------------------
Speed 5 ft., climb 5 ft.
Space 1 ft.; Reach 0 ft.
Special Attacks pollen
--------------------
Statistics
--------------------
Str 1, Dex 13, Con 9, Int —, Wis 12, Cha 8
Base Atk +0; CMB -3; CMD 2
Feats Agile Maneuvers
Skills Acrobatics +1 (-11 to jump), Bluff +0, Climb +9, Diplomacy +0, Sense Motive +2, Sleight of Hand +2, Spellcraft +1
SQ bountiful fruits, dual identity, finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bountiful Fruits (1/week) (Ex) Once a week produce handful of berries that act as goodberry
Climb (5 feet) You have a Climb speed.
Damage Reduction (1/magic) You have Damage Reduction against all except Magic attacks.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
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 dim light, distinguishing color and detail.
Plant Traits Plants have many immunities.
Pollen (1/1d4 rounds, DC 11) (Ex) Once every 1d4 rounds, 10-ft. cone of pollen dazzles for 2 rds (Fort neg). Second dose blines for 1 rd.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


A subdued submission.

I'm willing to swing Gennie's backstory around to be more lightweight or lighthearted if you like, but I enjoyed writing in full "portents and dooms that won't show up in this adventure" mode.


Mezdav, finalized

Background:

“You’re my most promising student Mezdav. So here, this is a letter of introduction to Dr. Ernesto Virigass at the University Di Magi in Chiaggo – he teaches alchemy there and is an old colleague of mine. I’ve perjured my immortal soul, so they ought to let you in. Go my boy, and learn everything you can. You are worthy of everything they can teach you. Fly high young falcon, fly high!”. That is what Maester Groblehoff said to Mezdav…

In the small town of Mara ( a day’s barge ride downriver, on the Livenza river), Mezdav studied alchemy as one of Maester Groblehoff’s apprentices.

He has 5 siblings (1 elder brother – Carlos the Younger, 2 younger brothers – Remael and Thereos, 1 elder sister - Aldiera and 1 younger sister - Mikaela); his human father is Carlos, who married his mother, Alianna. His grandmother Arleana (ancient indeed is for an orc lady) lives with the family and is the one who gave him his sacred tattoo.

Mezdav says prayers to many gods, including Nethys and Gorum, but he has a secret – like Groblehoff his maester (and many other alchemists), he’ll whisper prayers to Haagenti ( demon lord of Alchemy, Transformation and Invention ), when he’s tinkering in the lab, alone.

Description:
Perhaps the most distinctive thing about Mezdav is the smell. He always smells of something chemical, and it’s never nice… His skin is grey-ish, and his hands are pockmarked with old burn scars. His hair is black, but already thinning (he’s only 21), and held back in a pony tail. He has large visible tusks. His sacred tattoo runs along his spine, and is (normally) just visible on his neck under his pony tail. Heavily built for a human, about average for a ½ orc (5’3”, 185 lbs), he’s surprisingly quick for such a stocky man.

Demeanour:

Normally shy and bookish, he is observant, his sharp eyes miss little. He gets excited for fire and explosions…a “little” pyromania is not necessarily the desirable thing in an alchemist…

Mechanics:

Mezdav
CN Male ½ Orc, Favored Class : Alchemist)
Alchemist 1 (Preservationist)

Init +2
Speed 30 ft
Darkvision (60 ft)

Defense
AC : 16 =10+4 (armor) +2 Dex
HP: 10 = 8+2 (con)
Fort + 5 = +2 class +1 con +2 luck
Ref + 6 = +2 class + 2 dex +2 luck
Will + 3 = +0 class + 1 wis +2 luck
CMD : 13 = 10 + 0 (bab)+3 (Str)
Offense
Melee: Longspear +3 1d8+4, Spiked Gauntlet +3 1d4+3, and Bite -2 1d4+3
Ranged: Sling +2, 1d4+3, Javelin +2 1d6+3, Bomb +2 vs touch, 1d6+2
BAB : +0
CMB : +3 = +0 (BAB)+3 (Str)
Extracts Prepared
L1 (DC 12, 1+1/day) : Enlarge Person, open slot
Formula Book : Shield, Longarm, Crafter’s Fortune, Enlarge Person
Stats
Str 17 = 15(7 pts) +2 Racial
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 (2 pts)
Cha 7 = 7 (-4 pts)
Feats : Combat Reflexes (1st), Throw Anything (Class Bonus), Brew Potion (Class Bonus), Planar Preservationist (3ed)
Traits : Fates Favored (Faith), Tusked (racial)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception +5 (1 rank +3 trained +1 wis) +2 to find hidden stuff - scavenger)
Spellcraft +6 (1 rank +3 trained +2 int)
Disable Device +6 (1 rank +3 trained +2 dex)
Heal +5 (1 rank +3 trained +1 wis)
Stealth +6 (1 rank +3 trained +2 dex)
K Planes +6 (1 rank +3 trained +2 int)
Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft - Alchemy +6 (1 rank +3 trained +2 int) +1 class bonus
Profession (Herbalist) +5 (1 rank +3 trained +1 wis)
Languages : Common, Orc, Draconic, Goblin,

Class:

Alchemy (Su): 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 formuale 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.

Bomb (Su) (3/day): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
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 10 minutes per alchemist level. 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 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) 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. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.


Racial Abilities:

Darkvision: Half-orcs can see in the dark up to 60 feet.
Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-orc can take this trait in place of racial weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Equipment (110 gp):

Weapons (14.1 gp): Spiked Gauntlet (5gp), Longspear (5 gp), sling, 10 bullets (1 sp), 2 Javelins(2 gp), Dagger (2 gp)
Armor (60 gp): Leather Lamellar armor (60 gp)
Equipment (9.61 gp): Explorer’s outfit, backpack (2 gp), String 50 ft (1 sp) , trail rations 5 day (2.5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp), bedroll (1 sp), blanket (5sp), hammock (1sp), 50 ft hemp rope (1gp), mess kit (2 sp), Inkpen (1 sp), Formula Book (free), Alchemy crafting kit (25 gp)
1.29 gp
Not purchased yet :, Thieves Tools (30 gp).


Round up of applicant statuses:

Guaranteed spot:
JonGarret

Complete submissions:
Marz the elf rogue
Jermaine the human wizard
Krachxton the dwarf geokineticist
Mezdav the half-orc alchemist
Gennie the kitsune oracle
Casamir the human vigilante

Expressed interest:
Oterisk
pad300
Kazmanaught: diva bard
Dickie: Investigator

Let me know if I missed you!


I am excited about these characters. So many fun bits in people’s backstories to weave together. We are absolutely going to burn down something by accident while saving the day instead of staying safe aka following directions and doing our homework.


Whoop, rolling for cash.

Cash Money: 3d6 ⇒ (5, 1, 2) = 8


Funny that I forgot to move pad300 off the interest list once he made Mezdav.

FYI, I'm sending many of the applicants little notes of feedback on their submissions. I'm not going to be able to accept all applicants so I figure I might as well let everyone have a couple thoughts on the best ways to maximize their chances to make it fairer.

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