Alchemist

Chatsworth Futharkington's page

41 posts. Organized Play character for McBugman.


Full Name

Chatsworth Futharkington

Race

Speed 30 | Spells [1] 1/2 | Blast Rune 6/6 : Lightning Arc 4/6 : Channel 5/8 : Shocking Grasp or Comprehend Languages | A +7 : B +8 : D +5 : I +8 : SM +9 : S +7 : SC +4 : UMD +7 | Active

Classes/Levels

Shortcuts:
[dice=Quill]1d20+5[/dice][Dice=Damage]1d10-1[/dice] Charge +2(+0) : Channel +0(+2) : Power -1(+3) : Sneak +0(+1d6) [dice=Lightning]1d20+3[/dice][dice=Damage]1d6+1[/dice]

Gender

Male LN Suli Rogue(Scout/Swashbuckler) 1 /Cleric(Air:Lightning, Rune:Language) 1 Gestalt | HP: 10/10 | AC 16 : T 13 : F 13 | CMB -1 : CMD 12 | F +2 : R +5 : W +5 | Init: +3 | Perc: +7 (lowlight) |

About Chatsworth Futharkington

Background:

Personality:

Chatsworth is very meticulous, hygenic, and judgemental of filth. He always wears freshly steam pressed suits and distances himself from the world with white gloves and neck scarves. He can often be heard muttering disgust as he zealously "cleanses" things that do not meet his strict criteria. If his clothes enevitably do become soiled, his temperment is instantly soured. If for some ill reason something he dubs unclean were to touch his actual person, his short temper is sure to be released. Chatsworth is also known to be reclusive, working for days without rest copying and translating manuscripts.

Appearance:

Chatsworth routinely shaves as he sees hair as a home for dirt and disease. His hypochondria has limited his appetite his entire life, leaving him with a thin and frail looking build.
Height: 5'9"
Weight: 125lbs
Hair: Bald/Shaved Head
Eyes: Blue/Grey

Personal Data:

Chatsworth Futharkington
Male Suli Rogue(Scout/Swashbuckler) 1 /Cleric(Air:Lightning, Rune:Language) 1 Gestalt
LN Medium Humanoid(Outsider(Native))
Init +3; Senses Perception +7, Sense Motive +9, Low-Light Vision
Languages: Common, Draconic, Sylvan
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Defense
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AC 16, touch 13, flat-footed 13
Resistance acid 5, cold 5, electricity 5, fire 5
hp 9
Fort +3, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee The Iron Quill of Life (+5) (1d10 /18-20/*2)
Ranged ... Lightning Arc (+3) (1d6 +1 ) (30ft)
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Statistics
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Str 9 (-1), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 16 (+3), Cha 16 (+3)
BAB +0; CMB -1; CMD 12

Feats
Energy Channel [1]: A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to twice the number of dice rolled for your channel energy. This additional damage is of an energy type determined by your domain or blessing: acid (Earth), cold (Water), electricity (Air), or fire (Fire). If you have more than one of those domains or blessings, you must choose one of those damage types when you use this ability. This effect lasts for your next three weapon attacks or until the end of combat, whichever comes first.

Traits
Exalted of the Society You may channel energy 1 additional time per day.
Signature Moves Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.

Adventuring Skills: 8 = 8 + INT
Acrobatics (Dex) 7 = 3 + 1 + 3
Bluff (Cha) 8 = 3 + 1 +3 +1
Climb (Str) 0 = 3 +
Diplomacy (Cha) 5 = 3 + 2
Disable Device (Dex) 3 = 3 +
Disguise (Cha) 3 = 3 +
Escape Artist (Dex) 4 = 3 +
Intimidate (Cha) 8 = 3 + 1 +3 +1
Knowledge (arcana) (Int) 0 = 3 +
Knowledge (dungeoneering) (Int) 0 = 3 +
Knowledge (local) (Int) 0 = 3
Knowledge (planes) (Int) 0 = 3 +
Knowledge (religion) (Int) 0 = 3 +
Perception (Wis) 7 = 3 + +1 +3
Sense Motive (Wis) 9 = 3 + 1 + 3 +2
Spellcraft (Int) 4 = 3 + 1+0
Stealth (Dex) 7 = 3 + 1 +3
Swim (Str) 0 = 3 +
Use Magic Device (Cha) 7 = 3 + 1 +3

Background Skills: 2
Appraise (Int) 0 = 3 +
Artisty (Int) 0 = 3 +
Craft (Books) (Int) 4 = 3 + 1
Craft (Calligraphy) (Int) 0 = 3 +
Knowledge (history) (Int) 0 = 3 +
Knowledge (nobility) (Int) 0 = 3 +
Linguistics (Int) 4 = 3 + 1
Lore (Int) 0 = 3 +
Perform (Cha) 7 = 3 +
Profession (Wis) 3 = 3 +
Sleight of Hand (Dex) 3 = 3 +

Gear
Worn
MW Studded Leather +3 AC, -0 ACP Max Dex +5, 175gp, 20lbs
The Iron Quill of Life MW Curved Blade Elven, Cold-Iron, 460gp, 7lbs

In Pack (worth 65.3 gp, 25 lbs)
Backpack 2 gp 2 lbs
Bedroll 1 sp 5 lbs
3 days' trail rations 1.5 gp 3 lbs
Waterskin 1 gp 4 lbs
Artisan's Tools (Book Binding) 5gp, 5lbs
Artisan's Tools (Calligraphy) 5gp, 5lbs
Journal 10gp, 1lb
Ink Pen 1sp
Scroll Materials 37.5gp worth

Currency 4gp 8sp 0cp

Carrying Load: 27 lbs
W/ Backpack: 52 = 27 + 25
Light Load: 30 lbs
Medium Load: 31-63 lbs
Heavy Load: 64-97 lbs
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Tracked Resources (Used)
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Suli:

Racial Skills
Ability Score Racial Traits: Sulis are brawny and charming, but slow-witted. They gain +2 Strength, +2 Charisma, and –2 Intelligence.
Type: Sulis are outsiders with the native subtype.
Size: Sulis are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Sulis have a base speed of 30 feet.
Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.
Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Low-Light Vision: Sulis can see twice as far as humans in dim light.

Rogue(Scout/Swashbuckler):

Class Skills
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, 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 at 11th level and a third at 19th level.
Sneak Attack +1d6: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Martial Training (Curved Blade, Elven): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times.

Cleric(Air:Lightning, Rune:Language):

Class Skills
Aura
Channel Energy 8/Day(3+(1/lvl)+Cha+Trait) (30ft Heal)(1d6)
Spontaneous Casting (Cure Minor Wounds)

Spells
0 : 3 known
Detect Magic: Detects spells and magic items within 60 ft.
Enhanced Diplomacy: Touched creature gains +2 on one Diplomacy or Intimidate check.
Guidance: Touched creature gains +1 on one attack roll, saving throw, or skill check.
Spark: Ignites flammable objects. Range close (25 ft. + 5 ft./2 levels)

1 : 2 Per Day
Firebelly: A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of fire damage (Reflex half, SR applies). Each time you use this breath weapon, reduce the remaining duration of the spell by 1 minute.
Barbed Chains: You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell’s range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn’t stack.
Future Spells: Weaponwand

Air:Lightning
Powers
Lightning Arc (Sp): 6 / day As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells
Shocking Grasp: Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Rune:Language
Powers
In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Blast Rune (Sp): 6 / day As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells
Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Shortcuts:
[dice=Quill]1d20+5[/dice][Dice=Damage]1d10[/dice][dice=Quill, Charge]1d20+7[/dice][Dice=Damage]1d10[/dice][dice=Quill, Channel]1d20+5[/dice][Dice=Damage]1d10+2[/dice][dice=Lightning]1d20+3[/dice][dice=Damage]1d6+1[/dice]

Tagline:
Male LN Suli Rogue(Scout/Swashbuckler) 1 /Cleric(Air:Lightning, Rune:Language) 1 Gestalt | HP: 10/10 | AC 16 : T 13 : F 13 | CMB -1 : CMD 12 | F +2 : R +5 : W +5 | Init: +3 | Perc: +7 (lowlight) | Speed 30 | Spells [1] 2/2 | Blast Rune 6/6 : Lightning Arc 6/6 : Channel 8/8 : Shocking Grasp or Comprehend Languages | A +7 : B +8 : D +5 : I +8 : SM +9 : S +7 : SC +4 : UMD +7 | Active conditions: None

Feats? Talents?:

[1] Energy Channel
[3] Dodge/Mobility
[5] Craft Wonderous Item
[7] Accomplished Sneak Attacker
[9] Vital Strike
[11] Craft Wand
[13] Devastating Strike
[15] Improved Vital Strike
[17]
[19]

Sneaks ... Power Attack (13str & BAB+1), Vital Strike(BAB+6), Accomplished Sneak Attacker, Weapon Focus(BAB+1), Dazzling Display(WF), Devastating Strike(Vital,BAB+9), Improved Vital Strike(Vital, BAB+11),Shatter Defenses(DD, BAB+6)
Channels ... Channel Endurance? Channel Smite? Channel elemental? Channel Alignment? Extra Channel?

Rogue Talents:
[2] Offensive Defense
[4] Positioning Attack
[6] Weapon Training (Weapon Focus)
[8] Powerful Sneak?

Advanced Talents:
[10] Skill Mastery
[12] Crippling Strike
[14] Entanglement of Blades
[16] Redirect Attack
[18] Deadly Sneak?
[20] Opportunist?

Sneak, Channel, Vital Strike Damage Path
[Lvl] : (Avg) : Wpn+Abil+Snk+Channel+DevSt (Crit = Avg)
[1] : (10) : 1d10+0+1d6+2 (2d10 = 20)
[3] : (20) : 1d10+5+2d6+4 (2d10 = 30) (Dex to Dam)
[5] : (28) : 1d10+5+4d6+6 (2d10 = 38) (Accomplished Sneak Attack)
[7] : (34) : 1d10+6+5d6+8 (2d10 = 44)
[9] : (44) : 2d10+6+6d6+10 (2d10 = 54) (Vital Strike)
[11] : (49) : 2d10+6+7d6+12 (2d10 = 59)
[13] : (59) : 2d10+7+8d6+14+4 (2d10+8 = 77) (Dex increased twice to 18, DS)
[15] : (71) : 3d10+7+9d6+16+6 (2d10+12 = 93) (Improved Vital Strike)
[17] : (76) : 3d10+7+10d6+18+6 (2d10+12 = 98)
[19] : (81) : 3d10+7+11d6+20+6 (2d10+12 = 103)

Crafting Notes:

Collect raw materials worth 1/4 of final object
Basic Crafting Materials (1 lb)
Bone : 1.25gp
Cloth : 5gp
Copper : .5gp (50 coins)
Gold : 50gp (50 coins)
Leather : 3.75gp
Silver : 5gp (50 coins)
Stone : 3.75gp
Wood : 1.25gp

Progress Rates
DC : /Day
10 : 1gp
15 : 2gp
20 : 4gp
25 : 8gp