About GuzzlahBelieving she has been blessed by the Drunken God himself, Guzzlah has decided that she will become a champion of the broken bottle-- fighting tooth and nail against tyranny and evil. But first, she will have another drink! Description:
Guzzlah has the tiny eyes and enormous toothy maw that are common for her race, and she wears her hair short and tucked back under a cap. Her face shows signs of age, mostly a lot of wrinkles. She likes to wear a suit of leather armor that her father says is an Eastern style, which has a skirt and leggings. She wears a wooden holy symbol of Cayden Cailean around her neck and has criss-crossing bandoliers filled with all manner of glass vials, but no obvious weapons or spellcasting items. She usually stands in a wary crouch. Her voice is very high and nasal, and she slurs her words when she talks, though she tries not to speak much. She likes humans and half-elves, based on her experience listening to them talk. Perhaps because of her adventurer father's influence, she aspires to be a hero. She has a slight problem with respecting other people's property, though she would never steal from people she considers her friends. Name Guzzlah
Abilities Str 7 (-2) (10[base]-2[race]-1[age]), Dex 20 (+5) (17[base]+4[race]-1[age]), Con 13 (+1) (14[base]-1[age]), Int 18 (+4) (17[base]+1[age]), (+1), Wis 15 (+2) (14[base]+1[age]), Cha 11 (+0) (12[base]-2[race]+1[age]) HP 18 (10[1d10 HD]+5[1d8 HD]+2[CONx2]+1[FCB]) AC 18 (10+5[DEX]+1[size]+2[armor])
Move 20', climb 10'
Fortitude +3 (+2[base]+1[CON])
BAB +1 Weapons
Armor
Goblin Cave Crawler, Darkvision, Slow Speed, Small, Tree Runner Favored Class Bonus Rogue, +1 hp Traits Strong-Willed, Surprise Weapon, Trap Finder Feats Catch Off-Guard* (rogue 1), Combat Expertise* (EitR), Combat Stamina* (fighter 1), Deadly Aim* (EitR), Deft Maneuvers* (rogue 1), Improvised Weapon Mastery* (rogue 1), Power Attack* (EitR), Quick Draw* (fighter 1), Roll With It (level 1), Throw Anything* (EitR), Weapon Finesse (EitR) Skills Acrobatics 2+11, Bluff 2+3, Climb 0+12, Craft (alchemy) 2+6, Disable Device 2+8*, Escape Artist 2+7, Knowledge (local) 1+6, Knowledge (nature) 1+6, Perception 2+6, Sense Motive 2+6, Sleight of Hand 2+7, Stealth 2+11, Use Magic Device 2+3 Languages Common, Draconic, Dwarven, Goblin*, Orc Fighter (Lore Warden) 1 scholastic Rogue, unchained (Makeshift Scrapper / Underground Chemist) 1
Gear acid flask x6 (60 gp), alchemist's fire x4 (80 gp), bandolier x2 (1 gp), belt pouch (1 gp), explorer's outfit (free), glass bottle (canteen, 2 gp), holy symbol (wooden, 1 gp), leather armor (10 gp), masterwork backpack (50 gp), thieves' tools (masterwork, 100 gp), vial x5 (5 gp), wayfinder (free) Detailed build notes:
Level 1
Fighter (Lore Warden) 1, BAB +1, saves +2/+0/+0; scholastic, COMBAT STAMINA*, QUICK DRAW*; skills (2[fighter]+2[scholastic]+4[INT]+2[background]): Acrobatics 1+9, Climb 1+13, Craft (alchemy) 1+7, Disable Device 1+6, Escape Artist 1+5, Knowledge (local) 1+7, Knowledge (nature) 1+7, Perception 1+2, Sleight of Hand 1+5, Stealth 1+9; COMBAT EXPERTISE*, DEADLY AIM*, POWER ATTACK*, ROLL WITH IT, WEAPON FINESSE* Level 2
Makeshift Scrapper gives the character two feats in place of trapfinding, Catch Off-Guard and Throw Anything. According to the Elephant in the Room rules, Catch Off-Guard and Throw Anything should be combined into one feat, and characters that would receive Throw Anything and already have Catch Off-Guard can take Improvised Weapon Mastery instead. The unchained rogue's finesse training feature is replaced with Deft Maneuvers. glass bottle (+9[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+10 attack, range 10', 19-20/x2 critical); sneak attack: +1d6 It looks like a light improvised weapon is 1d4 base damage, which Improvised Weapon Mastery increases to 1d6. Attack is BAB (+1) + Dex (+5) + size bonus (+1) + Surprise Weapon trait bonus (+2). Thrown splash weapons also get a +1 circumstance bonus from Catch Off-Guard. Level 3
According to Elephant in the Room rules, Combat Expertise is replaced with Deft Maneuvers, which in turn can be replaced with Greater Feint. Ranged Feint with Greater Feint denies the target's Dexterity bonus vs everyone's melee attacks and also the character's ranged attacks. This suggests they can deal sneak attack damage with thrown improvised weapons after a feint, even though that contradicts what Underground Chemist says. glass bottle (+10[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+11 attack, range 10', 19-20/x2 critical); sneak attack: +1d6 Level 4
Chemical weapons allows the character to draw alchemical weapons as normal weapons, so they can now perform a full attack with them once they get a high enough BAB. They also add their Intelligence modifier to splash weapon damage like an alchemist. Activating Shikigami Style increases the damage of improvised weapons by another size category, which brings bottles and flasks up to 1d8. glass bottle (+11[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+12 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +1d6 Level 5
Supernatural improvisation allows the character to give improvised weapons a +1 enhancement bonus as a swift action. Concentrated Splash increases damage by 50% by forgoing splash damage. (That's not much now, but it will get better next level.) Since they can use Weapon Finesse with light improvised weapons, I also think it's reasonable to allow a specific improvised weapon for finesse training. glass bottle (+12[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+13 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +2d6 Level 6
Precise splash weapons says that splash weapons can cause sneak attack damage, too (though only on the first attack each round). If we read the rules to say that you can't add sneak attack damage to ranged improvised attacks after a ranged feint, this allows the character to do so once each round. Concentrated Splash also increases the sneak attack damage when it applies to a splash weapon, since all of the damage is coming from the same source. glass bottle (+13[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+14 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +2d6 Level 7
Hinyasi gives Catch Off-Guard again, so I've substituted Shikigami Mimicry, which seems like a reasonable choice to me since it has Catch Off-Guard as a prerequisite. Elephant in the Room rules give Unarmed Combatant instead of Improved Unarmed Strike. glass bottle (+14/+9[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+15 attack, range 10', 19-20/x2 critical); Shikigami Style: 2d6 base damage; sneak attack: +4d6 Level 8
Improvisation training allows the character to treat improvised weapons as weapons from the close weapons group, which means that they can use brawler's flurry with them, tossing bottles with both hands. That's three bottles each round. glass bottle (+15/+10 or +13/+13/+8[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+16/+11 or +14/+14/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 2d6 base damage; sneak attack: +4d6 Level 9
Alchemist gives Catch Off-Guard again, so again I've substituted a feat in the Shikigami line. This is the full suite, which makes light improvised weapons deal 3d6 damage when activated. Not too shabby! A preserving flask used as an improvised weapon gets a +4 enhancement bonus on attack and damage. Two-Weapon Feint says you can forgo your first attack each round to make a feint, which can be a thrown attack because of Ranged Feint. I think subsequent attacks can be thrown attacks as well, even though Two-Weapon Feint says you are making a melee attack (I think Two-Weapon Feint assumed you couldn't be feinting at range because there wasn't any way to do that when it was written). glass bottle (+15/+10 or +13/+13/+8[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+16/+11 or +14/+14/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +5d6 Level 10
I like the image of broken glass from hurled bottles causing bleed damage from the Bleeding Attack discovery, though I doubt it will come up very often because monsters at this level are usually immune. glass bottle (+16/+11 or +14/+14/+9[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+17/+12 or +15/+15/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +5d6, bleed 5 Level 11
Elephant in the Room rules combine Improved Two-Weapon Fighting and Greater Two-Weapon Fighting, so this feat gives the character all subsequent off-hand attacks. glass bottle (+17/+12 or +15/+15/+10/+10[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+18/+13 or +16/+16/+11/+11 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +6d6, bleed 6 Level 12
I think a hedgehog tumor is a good choice for a familiar, because it gives the character a +2 bonus to Will saves, and Will saves are one of their greatest weaknesses. This level also gives the character access to the full pouch extract, which should save a lot of money on powerful alchemical splash weapons like perfect ice, blightburn paste, Cytillesh stun vials, Artokus's fire, and incendiary catalyst. They should also get hold of a hybridization funnel so they can combine multiple effects. glass bottle (+18/+13 or +16/+16/+11/+11[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+19/+14 or +17/+17/+12/+12 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +6d6, bleed 6 Level 13
I don't know how often this character will snipe, but rogue's edge makes that easier. And they get another attack from Rapid Shot. glass bottle (+18/+13 or +16/+16/+11/+11[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+19/+14 or +17/+17/+12/+12 or +15/+15/+15/+10/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +7d6, bleed 7 Level 14
glass bottle (+19/+14/+9 or +17/+17/+12/+12/+7/+7[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+20/+15/+10 or +18/+18/+13/+13/+8/+8 or +16/+16/+16/+11/+11/+6/+6 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +7d6, bleed 7 Level 15
glass bottle (+20/+15/+10 or +17/+17/+12/+12/+7/+7[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+21/+16/+11 or +19/+19/+14/+14/+9/+9 or +17/+17/+17/+12/+12/+7/+7 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +8d6, bleed 8 Level 16
glass bottle (+21/+16/+11 or +19/+19/+14/+14/+9/+9[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+22/+17/+12 or +20/+20/+15/+15/+10/+10 or +18/+18/+18/+13/+13/+8/+8 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +8d6, bleed 8 Level 17
glass bottle (+21/+16/+11 or +19/+19/+14/+14/+9/+9[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+22/+17/+12 or +20/+20/+15/+15/+10/+10 or +18/+18/+18/+13/+13/+8/+8 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +9d6, bleed 9 Level 18
I took Spell Knowledge to give the character access to the alchemical tinkering spell, which gives a ton of versatility. (Turn an expensive alchemical item duplicated with full pouch into whatever you need on the fly.) The character should probably have a wand of this when it will be more useful at earlier levels. glass bottle (+22/+17/+12 or +20/+20/+15/+15/+10/+10[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+23/+18/+13 or +21/+21/+16/+16/+11/+11 or +19/+19/+19/+14/+14/+9/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +9d6, bleed 9 Level 19
The character has a caster level now, so they might as well take Craft Wondrous Item, with the idea of crafting some sharding gloves of improvised might. (They might already have one, depending on how easy it is to commission weird items like this.) Sharding is another way to save money on alchemical items, because it creates a copy of a thrown weapon as you throw it. It's like a permanent full pouch! glass bottle (+23/+18/+13 or +21/+21/+16/+16/+11/+11[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+24/+19/+14 or +22/+22/+17/+17/+12/+12 or +20/+20/+20/+15/+15/+10/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +10d6, bleed 10 Level 20
glass bottle (+24/+19/+14/+9 or +22/+22/+17/+17/+12/+12/+7[-5] attack, 1d6+5[+10] damage, range 10', 19-20/x2 critical), splash weapon (+25/+20/+15/+10 or +23/+23/+18/+18/+13/+13/+8 or +21/+21/+21/+16/+16/+11/+11/+6 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +10d6, bleed 10
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