Minotaur

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Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.


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I'll take a crack at some kind of arcanist, after I review this Greyhawk material.


Looking at the armor, I think you could justify padded, leather, and hide pretty easy. Ive seen inventors and Chinese agents with secret chain shirts, but I don't think those are commonly sold. The old "improvised breastplate under clothing" ruse gets used every so often too, with a boiler or fireplace door. Of course, all that armor doesn't do anything but add encumbrance against modern guns...

I was curious about languages as well. I was hoping to speak English, French, and some sort of Indian language. A quick Google searches Navajo, Appache, and Pueblo tribes are dominant in New Mexico. I'll have to do some reading to see who would be friendly with French settlers.


I just rewatched Quigley Down Under, so I kinda have the hankering to play a single-shot cartridge rifle specialist.

I'd like to come up with chain-smoking bounty hunter with a gambling problem, he has to take such risky work to keep up with his vices. Someone who did good business working the frontier, but the frontier keeps moving West, leaving something more akin to civilization in its wake. He's following it, signing up for the drive to get paid to head the way he was going anyway, and get the lay of land while he has the relative safety of numbers before going back to work hunting. Probably a Slayer (sniper archtype).


Good luck to everyone who who made the cut!


OK! Here is a cleaned up character sheet with everything spelled out. The only changes are an extra formula (thought it was 2+Int instead of 3+Int starting extracts), and I forgot I needed to pay for armor, so had to ditch the crossbow to make funds. I'll just rely on bombs until I can craft a repeating model.

Zeelo's mathematical aptitudes make him well suited for treasurer, and he could fill the job of magister if pressed. On the other hand, alchemy has a ton of transmutations that could make for the spymaster of a thousand forms, which is kind of an interesting thought.

Zeelo:
Zeelo Wildspark 
CG Gnome Alchemist 1 
Init +2; Senses Low-Light Vision; Perception +7 
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Defense 
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size) 
HP 10 (1d8+2) 
Saves Fort +4, Ref +4, Will +0; +2 racial bonus vs illusion effects 
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Offense 
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Speed 20 ft. 
Melee tonfa +1 (1d4/×2) 
Ranged alchemy bomb +4 (1d6+3/×2) touch attack 
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Statistics 
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Str 11, Dex 14, Con 14, Int 16, Wis 10, Cha 12 
Base Atk +0; CMB -1; CMD 11 
Feats Throw Anything, Point Blank Shot 
Skills Bluff +5, Craft (Alchemy) +15*, Craft (Weapons) +12*, Disable Device +6, Knowledge (Arcana) +8, Knowledge (Nature) +7, Knowledge (Engineering) +9, Perception +7, Stealth +9 
Languages Common, Gnome, Sylvan, Elven, Goblin, Dwarf 
SQ Alchemy, Mutagen 
Gear alchemist's kit** (40gp), thieves tools (30gp), studded leather armor (25 gp), tonfa (1gp), dagger (2gp), pack saddle (5gp), formula book, explorer's outfit, 2 gold pieces
* = +5 bonus from Crafter's Fortune assumed
** = This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin
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Special Abilities 
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Spell Like Abilites (1/day) - dancing lights, ghost sound, prestidigitation, speak with animals, hide from animals, create water, spark, detect magic 

Extracts (1st level, 2/day) - cure light wounds, crafter's fortune, shield, enlarge person, comprehend languages, detect metal, disguise self

Alchemy (Su): 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. 

Bomb (Su): 4/day. 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. 

Mutagen (Su): 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. 

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. 

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. 

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge(engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. A gnome can take this trait in place of obsessive

Fey Thoughts: Bluff and Perception are class skills. This takes the place of racial weapon familiarity
Gnome Alchemist Favored Class Bonus: +1/2 bombs per day

(trait) Alchemical Adept: You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.

(trait) Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

(trait) Pioneer: You begin play with a horse, and get a +1 trait bonus to Perception


Like most of the others, I too am interested if I don't get tapped for the other Kingmaker.

Above average point buy, so why not something MAD? Maybe monk or magus, those have been on my to do list.


Zeelo has bright green hair and eyes, and typically dresses in brown leather jacket in pants over a green undershirt. Over this hangs a bandoleer stuffed with as many doo-dads as possible when he's out of his studio, or a thick work-apron when he is at home. He's a small and thin little fellow, almost 40 lbs and 3 feet tall, and a touch pale.

Zee is a manic little thing, a touch more feral than most people are comfortable with, especially from an arcane dabbler. He tends scurry around like a squirrel or raccoon, almost on all fours. When examining a room, he tends to skitter up to each detail and examine it point blank rather than take a room or object as a whole from a distance.

stat block:
Zeelo Wildspark
CG Gnome Alchemist
Init +2; Senses Low-Light Vision; Perception +7
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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +0; +2 racial bonus vs illusion effects
--------------------
Offense
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Speed 20 ft.
Melee tonfa +1 (1d4/×2)
Ranged alchemy bomb +4 (1d6+3/×2) touch attack
Ranged light crossbow +3 (1d6/19-20/x2)
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Statistics
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Str 11, Dex 14, Con 14, Int 16, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Throw Anything, Point Blank Shot
Skills Bluff +5, Craft (Alchemy) +15*, Craft (Weapons) +12*, Disable Device +6, Knowledge (Arcana) +8, Knowledge (Nature) +7, Knowledge (Engineering) +9, Perception +7, Stealth +9
Languages Common, Gnome, Sylvan, Elven, Goblin, Dwarf
SQ Alchemy, Mutagen
Gear alchemy crafting kit, thieves tools, bolts x10, dagger, riding dog, 11 gold and change for camping gear and rations, explorer's outfit
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Special Abilities
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Spell Like Abilites (1/day) - dancing lights, ghost sound, prestidigitation, speak with animals, hide from animals, create water, spark, detect magic
Extracts (1st level, 2/day) - cure light wounds, crafter's fortune, shield, enlarge person, comprehend languages

* - all crafting will be done under the effect of a Crafter's Fortune extract, accounting for a +5 bonus.


Howdy folks! It's a little late but I thought I'd throw my hat into the ring with a Gnome Alchemist. Character sheet and some more personal details, appearance, etc. will be posted in the morning.

I have ran the first chapter, loosely converted to another game system.

Concept:

Pulic Name: Zeelo Wildspark
Given Name: Zeelothinio Quinithip
Familiar Name: Zee
Class: Alchemist (Grenadier archtype)
Concept: Fey-Touched Leonardo Da Vinci
Religion: His work
Traits: Alchemical Adept, Mathematical Prodigy, Pioneer
Alternate Racial Features: Master Tinkerer, Fey Magic, Fey Thoughts

"Zeelo Wildspark, Wildspark Enterprises! Pardon me, my lord, but with a minor investment I can revolutionize your irrigation systems, increase the size of your livestock by half, and double the range on your siege engines!"

A mad scientist, engineer, and exotic weapon designer; Zeelo has been across the land searching for patrons for his fanciful designs. Many of his weapon designs are promissing, but tend to be too complex, cumbersome or delicate for anyone who hasn't spent countless hours on prototyping and knows it like the back of their hand. Other contraptions, flying machine and ships powered by steam, are clearly beyond the actual manufacturing capabilities of any nation of Golarion. The rest of his enterprise consists of dubious alchemical remedies for every ailment under the sun. Some even work (with a bare minimum of side-effects)! His employment typically last a year or three, before his patron liege gets frustrated with his return on investment, or falls victim to a poor alchemical tonic. Zeelo is not trying to con these people, but he wildly mis-judges the difficulty of some of his goals. His current contract fell apart after a fire gutted his workshop, an accidental calculation in his attempt to build a better alchemical arrow, setting him on the road once more.

All gnomes are a little alien to most folk, a products of their Fey roots, but Zeelo has a greater touch of the mysterious creatures than the average gnome. He has inherited both their proclivity for subterfuge, in words and in deeds, and a slight taste of their nature magic on top of the cantrips most of his kind posses. When he's not having dreams about exotic inventions, he's having dreams of a strange yet somehow familiar world full of fantastic beings of all description. Disturbingly, as his current destination of Brevoy draws closer, these visions of another world become more vivid and personal, as well as more frequent. Someone, or something, is calling to him out in the woods of the River Kingdoms. What's more, though it is just the tiniest glimpse, he swears he saw his parents that vanished without a trace in that strange land. When he found public postings about the chartered expedition, he saw his chance to investigate and decided to put his mathematical talent to use as group cartographer.

Goals:
Personal Goals: Investigate the First World and the Fey, as well as your connection to them.
Practical Goals: Survey and catalogue the area for useful alchemical ingredients from local natural resources and wildlife, and find a permanent home for Wildspark Enterprises.
Kingdom Building Goal: Create a "Studio," essentially his private residence/workshop would be at the intersection of an Alchemist, Herbalist, Tradesman, and Smith in the city grid. Also, wants to design catapults and the like, as well as infantry gear.
Kingdom Role: His math talents lend themselves towards Treasurer, and the character would probably prefer the "static" nature of it, in that he can just do the numbers and get back to his experiments. If pressed, he could fulfill the role of Magister if there is no Wizard or other suitable character, or make a wonderfully unconventional Spymaster.

Mechanics:
My alchemist will be able to offer group utility and buffing at level 2 with the discovery to pass his spells around. Has pretty good stealth, and with spells to fly, turn invisible, change shape, or assume gaseous form he can be invaluable to efforts at spying and subterfuge on political foes, bandits, and monsters alike.

Combat style will be based around making more powerful alchemical splash weapons with Hybridization Funnel, applying them to repeating crossbow bolts with Alchemical Weapon at level 2, and take the discovery at level 4 to infuse the bolts with a bomb as well. If allowed, would use dye marker bolts (no damage from the crossbow itself, but it becomes a touch attack), which seems reasonable since bombs and splash weapons are touch attacks already.