Abderrahmane Zagora

Chimwemwe's page

947 posts. Alias of Blake's Tiger.


Race

AC 36 (38) | F +22 R +19 W +22 (S>CS) (resist acid 9 (11), electricity 9 (11), fire 8* (10*), cold 6 (8), Piercing 3 | Perc +19 (darkvision) | Stealth +14 | 30 ft |

Classes/Levels

Hero 0/3 | 1st: 2 2nd: 2 3rd: 1 4th: 1 | Halcyon 1 | Astrology 2/3 | ◆ | ◇ | ↺ | sHP: 104/104 | Active Conditions: diehard, see invisible, blindness counter (L7, DC 31), *Walkena's blessing (1 yr)

Gender

NG male Human (Lirgeni) Inventor 13 | HP 114/164 |

Languages

Mwangi, Lirgeni, Draconic, Sylvan, Iruxi, Xanmba

Strength 19
Dexterity 12
Constitution 18
Intelligence 19
Wisdom 14
Charisma 10

About Chimwemwe

Chimwemwe:

Ethnicity: Lirgeni
Nationality: Jaha
Birthplace: Sodden Lands
Age: 23
Gender & Pronouns: he/him
Stature: Tall
Build: Athletic
Physical Appearance:

Primary Branch: Cascade Bearers - 13*/13
Secondary Branch: Uzunjati - 7/7

Human (versatile)
Sponsored by Village
Inventor (armor); Level: 13
Medium humanoid, human
Neutral Good
Associations: Magaambya
Languages: Mwangi, Lirgeni, Draconic, Sylvan, Iruxi, Xanmba, Mzunu
____________________
ABILITY SCORES

STR 19 (+4), DEX 12 (+1), CON 18 (+4)
INT 19 (+4), WIS 14 (+2), CHA 10 (+0)
____________________
SENSES
[dice=Perception (E)]1d20+19[/dice]
Special Senses: low-light vision, darkvison, see invisible
____________________
DEFENSES

HIT POINTS: 164/164

ARMOR CLASS
AC: 36 (10 + (1 dex) + (17 prof) + (8 item))

Unarmored: (E), Light: (E), Medium: (E), Heavy: (U)

SAVING THROWS
[dice=Fortitude (E)]1d20+22[/dice]
[dice=Reflex (E)]1d20+19[/dice] (+3 vs. damage)
[dice=Will (M)]1d20+22[/dice]
Notes: resist acid 3+(half level), resist electricity 3+(half level), resist fire (level), resist cold (level), piercing 3, bulwark, +1 resilience rune
____________________
OFFENSE

Class DC: 31 (10 + (4 INT) + (17 prof) + (item)) (E)

Speed: 30 ft (fleet) Movement Types: --

Melee Strikes

{+2 Striking, Merciful, Ghost Touch Shield Boss} (attached to shield)
[dice=◆ +2 Striking, Merciful, Ghost Touch Shield Boss (M)]1d20+25[/dice]
[dice=Magic, Bludgeoning, Merciful, Ghost Touch, Weapon Specialization]2d6+4+2[/dice] +[dice=Fire]1d6[/dice]

{+2 Striking Shield Boss - Overdrive} (attached to shield)
[dice=◆ +2 Striking, Merciful, Ghost Touch Shield Boss (M)]1d20+25[/dice]
[dice=Magic, Bludgeoning, Merciful, Ghost Touch, Overdrive, Weapon Specialization]2d6+4+4+2[/dice] + [dice=Fire]1d6[/dice]

{+2 Striking, Merciful, Ghost Touch Shield Boss - Critical Overdrive} (attached to shield)
[dice=◆ +2 Striking, Merciful, Ghost Touch Shield Boss (M)]1d20+25[/dice]
[dice=Magic, Bludgeoning, Merciful, Ghost Touch, **Critical Overdrive!**, Weapon Specialization]2d6+4+6+2[/dice] + [dice=Fire]1d6[/dice]

{Whip} (disarm, finesse, nonlethal, reach, trip)
[dice=◆ Whip (M)]1d20+23[/dice]
[dice=Non-lethal, Slashing, Weapon Specializaton]1d4+5+2[/dice]

{Whip - Overdrive} (disarm, finesse, nonlethal, reach, trip)
[dice=◆ Whip (M)]1d20+23[/dice]
[dice=Non-lethal, Slashing, Overdrive, Weapon Specialization]1d4+4+4+2[/dice]

{Whip - Critical Overdrive} (disarm, finesse, nonlethal, reach, trip)
[dice=◆ Whip (M)]1d20+23[/dice]
[dice=Non-lethal, Slashing, **Critical Overdrive!**, Weapon Specialization]1d4+4+6+2[/dice]

{+2 Striking Spear} (thrown 20 ft)
[dice=◆ +2 Striking Spear (M)]1d20+25[/dice]
[dice=Magical, Piercing, Weapons Specialization]2d6+4+2[/dice]

{Spear - Overdrive} (thrown 20 ft)
[dice=◆ +2 Striking Spear (M)]1d20+25[/dice]
[dice=Magical Piercing, Overdrive, Weapons Specialization]2d6+4+4+2[/dice]

{+2 Striking Spear - Critical Overdrive} (thrown 20 ft)
[dice=◆ +2 Striking Spear (M)]1d20+25[/dice]
[dice=Piercing, **Critical Overdrive!**, Weapons Specialization]2d6+4+6+2[/dice]

{Dagger} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆ Dagger (M)]1d20+23[/dice]
[dice=Piercing/Slashing, Weapons Specialization]1d4+4+2[/dice]

{Dagger - Overdrive} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆ Dagger (M)]1d20+23[/dice]
[dice=Piercing/Slashing, Overdrive, Weapons Specialization]1d4+4+4+2[/dice]

{Dagger - Critical Overdrive} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆ Dagger (M)]1d20+23[/dice]
[dice=Piercing/Slashing, **Critical Overdrive!**, Weapons Specialization]1d4+4+6+2[/dice]

Ranged Strikes

{Sling} (propulsive)
[dice=◆ Sling (M)]1d20+20[/dice]
[dice=Bludgeoning, Weapons Specialization]1d6+2+2[/dice]

{Sling - Overdrive} (propulsive)
[dice=◆ Sling (M)]1d20+20[/dice]
[dice=Bludgeoning, Overdrive, Weapons Specialization]1d6+2+4+2[/dice]

{Sling - Critical Overdrive} (propulsive)
[dice=◆ Sling (M)]1d20+20[/dice]
[dice=Bludgeoning, **Critical Overdrive!**, Weapons Specialization]1d6+2+6+2[/dice]

{Dagger} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆ Dagger (M)]1d20+20[/dice]
[dice=Piercing/Slashing, Weapons Specialization]1d4+4+2[/dice]

{Dagger - Overdrive} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆ Dagger (M)]1d20+20[/dice]
[dice=Piercing/Slashing, Overdrive, Weapons Specialization]1d4+4+4+2[/dice]

{Dagger - Critical Overdrive} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆ Dagger (M)]1d20+20[/dice]
[dice=Piercing/Slashing, **Critical Overdrive!**, Weapons Specialization]1d4+4+6+2[/dice]

Weapon Proficiencies
Simple: (M), Martial: (M), Other (unarmed): (M)
Weapon Specialization +2 damage
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ACTIONS

[dice=◆ Overdrive (manipulate) vs. DC 31]1d20+25[/dice]

[dice=◆◆ Explode (electricity, manipulate, unstable), Basic Reflex DC 31]13d6[/dice]
[dice=Unstable DC 17]1d20[/dice]

[dice=◆ Soac Astrology, Heir of the Soac (concentrate)]1d4[/dice]

[dice=◆ Battle Medicine (manipulate) vs. DC 20, Assurance]27[/dice]
[dice=Healing]2d8+10[/dice]
[dice=◆ Battle Medicine (manipulate) vs. DC 20]1d20+19[/dice]
[dice=Healing]2d8+10[/dice]
[dice=Critical Healing]4d8+10[/dice]

[dice=◆◆ Electric Arc (Basic Reflex DC 31), electricity, evocation, arcane]7d4+4[/dice]

[dice=◆◆ Gale Blast (Special Fortitude DC 31), bludgeoning, air, evocation, arcane]4[/dice]
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MAGIC:

Magic Traditions
Arcane: 13
Divine: 13
Occult: 0
Primal: 13

Spell Attack Roll: +21
Spell DC: 31

Arcane Spellbook
Cantrips: Electric Arc, Gale Blast, Prestidigitation, Ray of Frost, Read Aura, Shield, Warp Step
1st: Fleet Step, Pocket Library, True Strike
2nd: Impeccable Flow, Loose Time’s Arrow, Mirror Image
3rd: Day’s Weight, Time Jump
4th: Blink, Chromatic Ray

Arcane | Divine Spell Slots per Day
Cantrips: 3 | 2
1st: 2
2nd: 2
3rd: 1
4th: 1

Arcane Spells Memorized
Cantrips (7th): Electric Arc, Ray of Frost
1st: Pocket Library, True Strike
2nd: Mirror Image, Impeccable Flow
3rd: Pocket Library (3rd)
4th: Blink

Divine Spells Memorized
Cantrips (7th): Divine Lance, Vitality Lash

Halcyon Spell Repertoire
Cantrips: Divine Lance, Rousing Splash, Stabilize
1st: Heal, Ill Omen

Halcyon Spell Slots per Day
Cantrips: 1
1st: 1


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SKILLS

[dice=Acrobatics (T)]1d20+16[/dice]
[dice=Arcana (M), Hat of the Magi]1d20+23+1[/dice]
[dice=Athletics (M), Armbands of Athleticism]1d20+23+2[/dice]
[dice=Crafting (M), Greater Crafter’s Eyepiece]1d20+23+2[/dice]
[dice=Deception (U**)]1d20+13[/dice]
[dice=Diplomacy (T)]1d20+15[/dice]
[dice=Intimidation (U**)]1d20+13[/dice]
[dice=Lore (academia) (M)]1d20+23[/dice] (additional lore) (unmistakable lore)
[dice=Lore (architecture) (T)]1d20+19[/dice] (unmistakable lore)
[dice=Lore (astrology) (M)]1d20+23[/dice] (additional lore) (unmistakable lore)
[dice=Lore (astronomy) (M)]1d20+23[/dice] (additional lore) (unmistakable lore)
[dice=Lore (engineering) (T)]1d20+19[/dice] (unmistakable lore)
[dice=Lore (insect) (E)]1d20+21[/dice] (unmistakable lore)
[dice=Lore (jungle) (T)]1d20+19[/dice] (unmistakable lore)
[dice=Lore (untrained) (U**)]1d20+17[/dice] (unmistakable lore)
[dice=Medicine (E)]1d20+19[/dice] (assurance: 27)
[dice=Nature (E)]1d20+19[/dice]
[dice=Occultism (M)]1d20+23[/dice]
[dice=Performance (T)]1d20+15[/dice]
[dice=Religion (M)]1d20+21[/dice]
[dice=Society (T)]1d20+19[/dice]
[dice=Stealth (U**)]1d20+14[/dice]
[dice=Survival (U**)]1d20+15[/dice]
[dice=Thievery (U**)]1d20+14[/dice]
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FEATS:

Ancestry Feats and Abilities
Heritage 1st: Versatile (bonus general feat)
1st: Soac Astrology
5th: Clever Improviser
9th: Heir of the Soac
13th: Multitalented (animist)

Skill Feats
Background: Crafter’s Appraisal
2nd: Assurance (medicine)
4th: Unmistakable Lore
6th: Powerful Leap
8th: Additional Lore (astrology)
10th: Consult the Spirits (occultism)
12th: Disturbing Knowledge

General Feats
3rd: Ancestral Paragon (natural skill)
7th: Fleet
11th: Diehard

Class Feats and Abilities
Feature 1st: Innovation (armor)
Feature 1st: Initial Modification (metallic reactance)
Feature 1st: Overdrive
Feature 1st: Explode
1st: Variable Core (electricity)
2nd: Searing Restoration
4th: Gadget Specialist
6th: Megavolt
Feature 7th: Breakthrough Modification (heavy construction)
8th: Manifold Modifications (phlogistonic regulator)
10th: Visual Fidelity
Feature 11th: Medium Armor Expertise
Feature 11th: Resolve
12th: Halcyon Speaker
Feature 13th: Alertness
Feature 13th: Complete Reconfiguration
Feature 13th: Inventor Weapon Mastery

Bonus Feats
Inventor (Class)
Shield Block (Class)
Battle Medicine (Versatile Heritage)
Wizard Multiclass Dedication (Bonus Archetype 2nd)
Additional Lore (academia) (Cascade Bearer Studies)
Magaambya Attendant Dedication (Cascade Bearer Studies)
Natural Skill (Ancestral Paragon)
Basic Wizard Spellcasting (Bonus Archetype 4th)
Quick Identification (Cascade Bearer Studies)
Canny Acumen (Cascade Bearer Studies)
Basic Arcana (Bonus Archetype 6th): Familiar
Cascade Bearer’s Flexibility (Cascade Bearer Studies)
Quick Repair (Uzunjati Studies)
Advanced Arcana (Bonus Archetype 8th): Enhanced Familiar
Magical Shorthand (Cascade Bearer Studies)
Arcane Breadth (Bonus Archetype 10th)
Cascade Bearer’s Spellcasting (Cascade Bearer Studies)
Expert Wizard Spellcasting (Bonus Archetype 12th)
Uzunjati Storytelling (Uzunjati Studies)

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EQUIPMENT

Held Items: steel shield (shield boss, weapon potency +2, striking, merciful, ghost touch)
Worn Items: clothing (ordinary), power armor (metallic reactance, armor potency rune +2, resilience rune +1), thrower’s bandolier (+1 striking), spear, whip, sling, (20) sling bullets, dagger, healer’s tools, material component pouch, flint and steel, backpack, puzzle box (simple), Old Mage deck, (3) candle, chalk, clay, powder, marbles, (3 pints) oil, waterskin, earplugs, hammer, compass, shackles (poor), string of silver bells, hat of the magi, greater crafter’s eyepiece
Worn Consumables: minor healing potion, (2) moderate healing potion, moderate antiplague, (2) lesser antidote, feather token (ladder)
Stowed Items: basic crafter’s book, repair kit, merchant’s scales, sack, soap, bedroll, tent (pup), writing set, lantern (hooded), shackles (poor)

Gadget Formulas: Blast Boots (moderate, greater), Clockwork Goggles (greater), Chameleon Suit (standard, greater), Ablative Armor Plating (greater), Etheric Essence Disruptor (moderate, greater), Material Essence Disruptor (moderate, greater),
Temporary Items (3/day): Blast Boots (greater) x 2, Etheric Essence Disruptor (greater)

Bag of Holding: artisan tools (bulk 2), string of silver bells

Invested Items:

1. Hat of the Magi
2. Greater Crafter’s Eyepiece
3. Armbands of Athleticism
4. magic item
5. magic item
6. magic item
7. magic item
8. magic item
9. magic item
10. magic item

Bulk: 7 (Encumbered at: 8 = 5 + (3 STR); Maximum at: 13 = 10 + (3 STR))
Backpack: 1.7 (of 2)

Coins: 28.19 gp
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Mechanics

◆ Overdrive: Attempt a Crafting check that has a standard DC for your level.
Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.

Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.
Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure You make a miscalculation and nothing happens.
Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset.

Expert Overdrive: You've increased your skill in crafting, and you can put your devices into a more powerful state of overdrive. You become an expert in Crafting, and on a successful use of Overdrive, you increase the additional damage by 1.

Innovation: While you're always creating inventions, there's one that represents your preeminent work, the one that you hope— with refinement—might change the world. Choose one innovation. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it.

◆◆ Explode: You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion).

At 3rd level, and every level thereafter, increase your explosion's damage by 1d6.

If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.

Peerless Inventor: You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites.

Steeped in History You gain a +2 circumstance bonus to Recall Knowledge about the Magaambya, the tenets, history, or members of the Cascade Bearers and +1 about the tenets, history, or members of the Uzunjati.

Complete Reconfiguration (Downtime): You've become an expert in all crafts and are always adjusting your inventions. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check, with a high DC for your level. On a success, you can change any and all modification you've chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary).

If you have any modification feats, on a successful check you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.

4th Feat - Gadget Specialist: You craft a few specific temporary consumable gadgets each day. You gain the formulas for three common or uncommon gadgets. Each day during your daily preparations, you can create two temporary gadgets from your formula book. Gadgets prepared in this way don't cost you any resources to Craft and don't have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven't already used them.

If you're a master in Crafting, you can create three gadgets per day, and you gain three additional common or uncommon gadget formulas. If you're legendary in Crafting, you can create four gadgets per day, and you gain another additional three common or uncommon gadget formulas, for a total of nine.

5th Ancestry Feat -Clever Improviser: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Cascade Bearers Branch Influence: You gain greater influence, making it easier to collaborate, hoodwink, or browbeat members of that branch. You gain a +2 circumstance bonus on Deception, Diplomacy, Intimidation, and Performance checks to interact with members of the branch.

Skill Increase (Cascade Bearers): Your studies lead you to a deeper understanding of your branch’s associated skills, causing you to gain an additional skill increase that you can use to raise one of the branch’s associated skills, up to a maximum of expert.

Breakthrough Innovation: Heavy Construction (Power Suit Only): You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to –5 feet. The armor's adjusted statistics are: AC Bonus +5; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 3; Group composite; Armor Traits bulwark.

Offensive Boost: Your improvements make any Strikes that rely on your innovation deal an additional 1d6 Fire damage. If your innovation is armor, the boost applies to your melee unarmed Strikes and to your melee Strikes with one weapon you choose during daily preparations.

—Familiar—

Familiar: Poppet (“spellskein”)
N Minion 13
HP 65/65
AC 35 | F +22 R +19 W +22
Perception +17 (low-light vision) | Acrobatics +17 | Stealth +17
Speed: 25 ft
Abilities (4):
Constructed (repaired with Crafting, immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious)
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Flier (fly speed 25 ft)
Independent (1 action per round without Command)
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