Taergan Flinn

Joren Thexes's page

5 posts. Alias of WOLead.


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@Lady Cimbalain Li-Rolisa
Agreed, some really nice builds.

On that, I can't help but look at your and my own build to compare and contrast. Yours is definitely more defensive, great healing, and access to level 8 spells makes me feel rather meek. Really, really nice build though I am curious was there a reason for Quinggong over Unchained Monk?

Still the elf-superiority complex she has will make for interesting interaction.

Anyways finished up the crunch and items for Joren Thexes finally here. Changed a few feats and looked over my numbers, and I think I caught what problems I had.


Application submitted, background is in the profile.

Admittedly not complete, as I still need to finish up the skills and polish the background from the very, very, rough shape it is in.

I've taken the Experimental Spellcaster for a few word effect spells (Force Armor and Ice Blast).

I've really wanted to see how well Ki Arcana does in Gestalt with an Unchained Monk and Magus mix in action.


Vote sent. Good luck to everyone, and happy adventures to the four that makes it.


Another update fixing the equipment, so I think I'm done ... again.


Joren Thexes: Tiefling Alchemist 11

Background:
A Hermetic Flask, a simple piece of glass that was used in the purification of a Philosopher's Stone. Oh the stone itself is a marvel, but this simple byproduct is something that Thexes can USE! Distillation of alchemical essences, studying of unknown substances, antidotes, and more! Its a researcher's second greatest dream to get a hold of one of those humble-looking pieces of glass, where the first is of course making a philosopher's stone.
And its rumored that the Vault of Hao Jin has one. Usually that would be the end of any thought of obtaining such a treasure, but there is a tournament where the prize is something from the vault. A tournament that just might put the artifact in Thexes' reach, if he can overcome the challenges and find the right partners.

Since the discovery of the rumor and the tournament as a child, Thexes has dedicated part of his studies to combat purposes, an atrocity to any researcher who loves their art. Studied were charts of weaknesses and pressure points of any and all manners of creatures from arcane libraries to monasteries, efficient forms of unarmed combat and even claws that didn't require dedication to master. All time lost for further research. Yet, for a chance at the flask...

The Thirtieth Ruby Phoenix tournament passed him by without an invitation leaving Thexes wondering if he was too young, or too unknown to even have a chance. Making a rash decision to solve both, he headed out and began life as an adventurer to make a name for himself to catch the Emissary's eye for a participant in the tournament. A decision that strangely hasn't slowed down his research, due to the sheer need of practical applications. Still, its all for one purpose for now which can lead to every alchemist's greatest goal.

First, get that flask.

Crunch:
Joren Thexes
Male, Tiefling, Alchemist 11
N, Med
Init +7; Darkvision Perception +13
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DEFENSE
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AC 22, touch 15, flat-footed 17 (+3 armor, +7 Dex, +1 Def, +1 Nat)
hp 69 (11d8+11, +6/level)
Fort +11, Ref +17, Will +7
Resist: 5 Electricity
Immune: Cold, Paralysis, Sleep, Poison, Disease, Nonlethal
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OFFENSE
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Speed 30 ft.
Melee
Claw x2 +16/+16 (1d4+8+1d6/x2)
Ranged
Light Crossbow +15 (1d6/19-20x2 80 ft.)
Dagger +15/+1 (1d4-1/19-20x2)
Alchemist's Fire +15 (1d6)
Sneak Attack
6d6

Mutagen
(+2 Natural Armor, +4 Dex, -2 Wis)
AC: 24 (+3 Armor, +8 Dex, +1 Def, +2 Nat)
Touch: 16, Flat: 18
Claw x2 +18/+18 (1d6+10+1d6/x2)
Bite +18 (1d8+10/x2)

Spells Prepared (CL 11th)
4th(3) Fluid Form x2, (1 Blank)
3rd(5) Channel Vigor x2, Thorn Body x1, Fly x1 (1 Blank)
2nd(6) Alchemical Allocation x4, Elemental Touch, Vomit Swarm
1st(7) Shield x2, Enlarge Person, Cure Light Wounds x2, (2 Blank)
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STATISTICS
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Str 8, Dex 24, Con 12, Int 22, Wis 10, Cha 8
Base Atk +8/3; CMB +7; CMD 24
Feats Weapon Finesse, Improved Unarmed Combat, Kirin Style, Extra Discovery, Extra Discovery, Kirin Strike
Traits (In Progress)
Skills Acrobatics +18, Craft Alchemy +33, Disable Device +21, Fly +18, Knowledge Arcana +20, Knowledge Dungeoneering +17, Knowledge Local +18, Knowledge Nature +20, Knowledge Planes +17, Knowledge Religion +17, Linguistics +7, Perception +13
Languages Common, Abyssal, Infernal, Gnome, Tien, Jistka, Osiriani

Combat Gear
Agile Amulet of Mighty Fists +1
Headband of Vast Intelligence +4 (Flight & Knowledge Planes)
Cloak of Resistance +3
Deliquescent Gloves
Ring of Protection +1
Belt of Incredible Dexterity +4
Quilted Cloth of Deathless +2
Bag of Holding I
Alchemist's Kit
Explorer's Outfit
Portable Alchemist's Lab
Crucible
Filter x20
Retort x3
Alchemical Reagents (400 Gold worth)
Thieves' Tools, common
Light Crossbow
Bolts, Crossbow x50
Dagger x2
Hooded Lantern
Lamp Oil x30
Alchemist's Fire x5
Acid x5
Potion of Barkskin +4
Potion of Cure Serious Wounds
Potion of Invisibility
Potion of Mage Armor
Potion of Levitate
Potion of Resist Energy 10
115 Gold

Spellbook
1st: Shield, Crafter's Fortune, Cure Light Wounds, Identify, Enlarge Person, Jump, Disguise Self, True Strike, Deathwatch
2nd: Vomit Swarm, Elemental Touch, Alchemical Allocation, Anthropomorphic Animal
3rd: Fly, Channel Vigor, Thorn Body, Awaken, Baleful Polymorph
4th: Fluid Form, Restoration
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SPECIAL ABILITIES
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Racial Traits:
Skilled: +2 Racial Bonus to Bluff & Stealth
Darkvision: See perfectly in the dark for up to 60 feet.
Maw or Claw: Two Claws dealing 1d4 that are primary natural attacks
Prehensile Tail: Long, flexible tail that can be used to carry items. Can't wield weapons. Can retrieve a small item as a Swift Action.
Scaled Skin: +5 Electrical Resistance. +1 Natural Armor Bonus

Class Features
(Archetypes Vivisectionist and Internal Alchemist)
Alchemy: Extracts. +Class Levels to Craft Alchemy. (1 min to prepare extracts)
Sneak Attack: 6d6 damage. (As per Rogues)
Mutagen: +4 to one of Str/Dex/Con and -2 to one of Int/Wis/Cha of the respective choice. +2 Natural Armor. Lasts 10 min per class level. 1 Hour to prepare.
Breath Mastery: Without Preparation, hold breath for Con score minutes. With Full-round Action, hold breath for Con score hours. Survives 2x as long without food or water before taking penalties. Move Action to put self in suspended animation where he is unconscious, appears to be completely dead, and awakens at a preset time or in response to a condition set by him when entering state.
Torturer's Eye: Add Deathwatch to formula book as 1st level extract
Poison Use: Cannot accidentally poison self when poisoning a weapon.
Poison Immunity: Immune to Poisons
Disease Immunity: Immune to Diseases
Cruel Anatomist: Use Knowledge (Nature) skill bonus in place of Heal skill bonus.
Uncanny Dodge: Cannot be caught flat-footed, nor looses Dex bonus to AC if attacker is invisible. Still looses Dex when immobilized or against feint.
Torturous Transformation: Add Antropomorphic Animal as 2nd level extract. Add Awaken and Baleful Polymorph as 3rd level extract. Special usage requirements for these three extracts, not normal.

Discoveries
Feral Mutagen: Under Mutagen, gain two claw attacks with 1d6 damage and one bite attack for 1d8 damage. These are primary attacks. +2 bonus to intimidate.
Preserve Organs: 25% chance of sneak attack or critical hits are negated and damage is rolled normally.
Infusion: Extracts can be drunk by others.
Enhance Potion: Int modifier times per day, any potion he drinks functions at a caster level equal to class level.
Spontaneous Healing + Healing Touch: 5*Level pool of hit points. Fast Healing 5 as a free action once per round. Unconscious because of hit point damage activates automatically the healing. As a Standard Action, apply 1 round's effect of healing to another creature.
Mummification: Immune to cold, nonlethal damage, paralysis, and sleep.

Kirin Style: Swift Action to make a knowledge check to ID a creature (DC 15 + creature's CR). Success means +2 bonus on saving throws against that creature's attacks and +2 dodge bonus to AC against that creature's attacks of opportunity.

Kirin Strike: +2 insight bonus on Knowledge checks made to ID creatures. After IDing a creature with Kirin Style, as a swift action after hitting a creature with a melee or ranged attack, add 2x Int Mod in damage.

Description:

Joren Thexes would almost look human, if one could overlook the details at least. The pale skin matches what one would expect, but any close look shows the fact it lacks spore and is made of scales instead. The facial features are correct, though the eyes are too slanted and narrow to be close to the norm as are the red mixing in with the brown pupils can't be natural. He has no hair while a close examination would reveal not one follicle anywhere on his head, or anywhere else on him. The markings running along the top of his head to swoop down to the sides of his eyes could be passed off as normal tattoos, except for they shift with his mood. His gloved hands seem quite normal if a bit longer then normal fingers, but the claws under those gloves gives it all away. Even the oddly striped "snake skin" belt around his waist is odd, but even odder as it twitches every now and then. Even the headband and conical straw hat over his head would normally be fine, except the small bumps in the headband that shows where his small horns are.

Joren Thexes is not good in hiding the fact he is a tiefling nor does he put much effort into it beyond the basics, but he tries all the same so he doesn't cause a panic or too many fearful whispers behind his back. His clothing is rough and worn canvas, cloth, and leather, sticking to the general greens and browns outside of his "Snakeskin belt" that is his dyed tail. The numerous bottles and paraphernalia that hang on his clothes though does nothing but show off the fact that he is an alchemist

And my entry is now complete. Now to read through the others, start making a couple choices, and hope I get selected when the deadline rolls around. Good luck all.