About Dr. Magnus SmileyAncestry Ratfolk
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HP 174
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Melee
[dice=Vampire-Fang Morningstar]1d20+20[/dice]
Electric Arc DC 31 Reflex Save:
[dice= +2 Alchemical Bomb] 1d20 +23 [/dice]
[dice= One Action Force Barrage- Force Damage] 3d4+3 [/dice]
Treat Wounds DC30 with assurance.
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[dice=Acrobatics (T)]1d20+19[/dice]
LORE
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Dread Marshal Stance
Stance Results:
Critical Success Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a Strike, that enemy is frightened 1.
Success As critical success, but your aura's size doesn't increase. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can't take this action again for 1 minute. ____________________
1. DO_THING_FIRST
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Worn
Wielded
Invested
Stowed
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Level 1
Level 2
Level 3
Dr. Magnus SmileyAlchemist 14
AC 34; Fort +25, Ref +22, Will +20
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. Quick Stow (Ratfolk) Prerequisites Cheek Pouches Frequency once per round You Interact to store one item you're holding in your cheek pouches (provided it fits). Treat Condition (Healing, Manipulate, Skill) Prerequisites Medic Dedication Requirements You are holding healer's tools, or you are wearing them and have a hand free. You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a holy character gains from carrying a weapon with the unholy rune) has no effect as long as the circumstances continue. Critical Success Reduce the condition value by 2. Success Reduce the condition value by 1. Critical Failure Increase the condition value by 1. Doctor's Visitation (Flourish) Prerequisites Medic Dedication You move to provide immediate care to those who need it. You Stride, then use Battle Medicine or Treat Poison. You can spend 2 actions for Doctor's Visitation to instead Stride and then use either Administer First Aid or Treat Condition (if you have that feat). Quick Bomber You keep your bombs and bomb-related reagents in easy-toreach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action. Quick Alchemy (Alchemist, Manipulate) Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand. You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead. • Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.) • Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn. Vampire-Fang Morningstar (Magical) Activate manipulate; Frequency once per minute; Requirements Your last action was a successful Strike with this weapon and you're not in direct sunlight; Effect The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points. Craft Requirements The initial raw materials must include teeth from a vampire. Mask of the Mantis, Greater (Uncommon, Invested, Magical) Activate Enhance Vision (concentrate, manipulate); Frequency once per day; Effect You cast either darkvision or see the unseen on yourself as a 5th rank spell. Mask of the Mantis, Greater (Uncommon, Invested, Magical) Activate Vernai's Ire (concentrate); Requirement faction requirement; Effect You cause the mask of the mantis's eyes to shimmer with crimson light, granting yourself a far more harrowing visage. This light creates illumination equivalent to that of a candle. You can use this ability again to extinguish the frightening glow, but as long as Vernai's Ire remains active, you gain a +2 item bonus to Intimidation checks. Winged Sandals (Air, Invested, Magical) Activate Awaken Wings (air, concentrate) Frequency once per day; Effect The wings grow in size and propel you through the air, granting you a fly Speed of 30 feet for 10 minutes. Cloak of Illusions (Greater) (Invested, Occult) Activate Draw Hood (manipulate) Frequency once per day; Effect You draw the hood up and gain the effects of 4th rank invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. Arcane Prepared Spells DC 31, attack +21; Cantrips Detect Magic, Electric Arc Formula Book Versatile Vial (Greater) (7), Antidote (Major) (3), Antiplague (Major) (3), Chromatic Jellyfish Oil (Moderate) (1), Bomber's Eye Elixir (Greater), Affliction Suppressant (Major) (1), Elixir of Life (Greater) (2), Execution Powder (1), Unending Itch (1), Emetic Paste (Greater), Hydra Mutagen, Crackling Bubble Gum (Greater), Sense-Dulling Hood (Greater), Bottled Sunlight (Greater) (1), Trueshape Bomb, Shatterstone, Lodestone Bomb, Boulder Seed, Ghost Charge (Greater), Frost Vial (Greater), Bottled Lightning (Greater), Alchemist's Fire (Greater) Additional Feats Additional Lore, Advanced Efficient Alchemy, Alchemical Crafting, Assurance, Cheek Pouches, Combine Elixirs, Continual Recovery, Desert Rat, Efficient Alchemy, Glitter Crystals, Holistic Care, Medic Dedication, Prescient Consumable, Prescient Planner, Rapid Affixture, Risky Surgery, Robust Health, Uncanny Cheeks, Unusual Treatment, Ward Medic, Warren Digger, Wizard Dedication Additional Specials Advanced Alchemy, Advanced Vials (Chirurgeon), Alchemy, Assurance (Crafting), Chemical Hardiness, Double Brew, Field Benefit (Chirurgeon), Field Discovery (Chirurgeon), Field Vials (Chirurgeon), Formula Book, Formulas (Chirurgeon), Greater Field Discovery (Chirurgeon), Powerful Alchemy, Research Field (Chirurgeon), Versatile Vials, Wizard Archetype Arcane School (School of Battle Magic) |
