Pentosh

Bas Utara's page

43 posts. Alias of inxpitter.


Full Name

Bas Utara

Race

Variant Human

Classes/Levels

Artificer/ Alchemist 2

Gender

Male

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 8
Charisma 11

About Bas Utara

Bas Utara
Male Variant Human Artificer (Alchemist)

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Statistics
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Str 10, Dex 16, Con 12, Int 16, Wis 8, Cha 11

Skills: Arcana, History, Nature, Investigation, Medicine,
Feats: Medium Armor Master: +1 Dex, no disadvantage on Stealth checks. Medium armor +3 AC instead of +2.
Tools: Disguise kit, one type of musical instrument
Proficiencies (+2)
Weapon Proficiency: Simple Weapons
Armor Proficiency:Light and Medium Armor
Tool Proficiency: Thieves Tools, Artisan's Tools (Brewer's Supplies),
Languages: Common, Dwarven, Halfling, Gnomish

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Offense
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Handaxe +5 (1d10, 120ft, ignites)
Light Hammer +5 (1d8, 20/60ft)
Light Crossbow +5 (1d8, 80/320ft)

Alchemist's Fire (1d6 fire, 5ft radius, 30ft, Dex save )
Alchemical Acid (1d6 fire, 30ft, Dex save )
Thunderstone (10ft push and prone, 10ft radius, 30ft)
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Defense
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HP: 14 1d8 + Con
AC: 18 (14 + 3 Dex)
Saving Throws: Constitution, Intelligence

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Equipment
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• (a) a hand axe and light hammer
• A light crossbow with 20 bolts
• (b) scale mail
• dungeoneer's pack
-backpack
-crowbar
-hammer
-10 pitons
-10 torches
-inderbox
-10 days of rations
-waterskin
-50 ft hempen rope
• A bottle of Black Ink
• A quill
• a small knife
• a letter from a dead colleague posing a question you have not yet been able to answer
• a set of common clothing
• Belt pouch containing 10 gp

Special Abilities:

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Special Abilities
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Artificer (Alchemist)

Magic Item Analysis
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to providea material component when casting identify with this class feature.

Alchemist's Satchel
At 1st level, you can craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.

If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.

Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Wondrous Invention
At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.
2nd Level: Bag of Holding

Alchemical Formula
At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. To use any of these options, your Alchemist’s Satchel must be within reach. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Alchemical Fire
As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage.

This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).

Alchemical Acid
As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.

This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

Thunderstone
As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

Human - Variant

Background - Sage (Storyteller):

Feature - Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Speciality: Alchemist

Personality: I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me..

Ideal (No Limits): Nothing should fetter the infinite possibility inherent in all existence. (Chaotic).

Bond: It is my duty to protect my students.

Flaw: I speak without really thinking through my words, invariably insulting others.

Background - Extended:

[spoiler=Description]