Kullen

Lucas Lee's page

515 posts. Alias of Enchanter Tim.


Full Name

Lucas Lee aka Napalm

Race

Mutant (half-orc)

Classes/Levels

Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)

Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Gender

aka Napalm,

About Lucas Lee

Lucas Lee aka Napalm
Half-orc alchemist (grenadier) 6/rogue (unchained, scout, underground chemist) 6
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +10 (+2 vs. surprise), SM +10

Fame: 7
RP: 18

Defense
KAC 20 (+5 armor, +4 Dex, +1 deflection) (+2 vs traps)
EAC 19 (+4 armor, +4 Dex, +1 deflection) (+2 vs traps)
hp 45 (6d8+8)
Fort +8, Ref +11 (+2 vs traps), Will +7 (+2 vs. mind affecting)

Dex Mutagen:

KAC 22 (+5 armor, +4 Dex, +2 natural armor, +1 deflection) (+2 vs traps)
EAC 21 (+4 armor, +4 Dex, +2 natural armor, +1 deflection) (+2 vs traps)
Fort +8, Ref +13 (+2 vs traps), Will +6 (+2 vs. mind affecting)

Offense
Speed 30 ft.
Melee +1 augmented riot baton +9 (1d6+5/19-20)
. . dagger +8 (1d4+1)
Ranged bomb +9 (3d6+5 Fire)
. . acid +9 (1d6+5 acid)
. . alchemist's fire +9 (1d6+5 fire +1d6 next round)
. . azimoth laser pistol +8 (1d4 fire)
Special Attacks bomb 11/day (3d6+5 fire, DC 18), sneak attack (unchained) +3d6
Alchemist (Grenadier) Extracts Prepared (CL 5th; concentration +11)
. . 2nd—ablative barrier, false life, resistant armor (lesser), see invisibility
. . 1st—comprehend languages, cure light wounds, disguise self, expeditious retreat, monkey fish, targeted bomb adamixture

Dex Mutagen:
Melee MW augmented riot baton +11 (1d6+7/19-20)
Ranged bomb +11 (3d6+5 fire)
. . acid +11 (1d6+5 acid)
. . alchemist's fire +11 (1d6+5 fire +1d6 next round)
. . azimoth laser pistol +10 (1d4 fire)

Statistics
Str 12, Dex 18, Con 12, Int 20, Wis 12, Cha 9
Base Atk +4; CMB +5; CMD 20

Racial Abilities
City-Raised Proficiency with whips and longsword; +2 to Knowledge, Local
Darkvision (60 feet) You can see in the dark (black and white only).
Sacred Tattoo +1 to all saves
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Starting Boon: Mental Strength Gain Iron Will feat; bonus increases to +4 vs. mind affecting abilities

Alchemist Class Abilities
Alchemy +6 (Su) Bonus to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+5 (11/day, DC 18) (Su) Thrown Splash Weapon deals fire damage.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Alchemical Weapon (Move Action) Add effects of an alchemical liquid or powder to a weapon.
Precise Bombs (5 squares) Select squares equal to Int bonus to not hit with splash damage
Alchemist Discovery - Frost Bomb (DC 18) Deal cold damage with bombs. Direct hit staggers opponents unless they make a Fort save.
Swift Alchemy Create Alchemical items in half the time
Alchemist Discovery - Smoke Bomb (6 rounds) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Alchemical Weapon (swift) Add effects of an alchemical liquid or powder to a weapon.
Directed Blast Use a bomb in a 20 foot cone from the alchemist instead
Alchemist Discovery - Tanglefoot bomb Entangle like a tanglefoot bag. No save for direct hit. 10 foot radius

Rogue Class Abilities
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Chemical Weapons Draw alchemical items as weapons. Add Int mod to alchemical splash weapons, including damage. +1/2 level to Craft (alchemy)
Rogue Talent (Minor Magic: Mage Hand) Use Mage Hand as an at-will spell-like ability
Danger Sense +2 +2 to Reflex saves and AC vs traps; +2 to Perception vs surprise. Counts at Trap Sense
Finesse Training (baton) Use Dex to damage for batons
Precise Splash Weapons (Ex) Can sneak att with splash wep direct hit, but not splash (must meet other conditions).
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Rogue's Edge (Stealth, 5 ranks) Reduce sniping penalty to -10
Rogue Talent (Major Magic: Vanish) Use Vanish 3/day

Automatic Bonus Progression
+1 Resistance to Saves
+1 Enhancement to weapon (riot baton)
+1 Enhancement to armor (kevlar vest)
+1 deflection bonus to AC
+2 to Int

Feats
Iron Will +2 to Will Saves
Martial Weapon Proficiency (M16 Assault Rifle)
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Weapon Finesse Use Dex modifier in place of Str for to hit for light weapons
Charging Hurler Use Charge action with thrown weapons; must end within 30 feet of target
Master Alchemist Use GP rather than SP cost to determine crafting (10x faster)

Skills:

Skill (Ranks+Stat Mod+Class Bonus + Misc)
Acrobatics +12 (6+4+3)
Athletics +6 (2+1+3)
Bluff +0 (1-1)
Computers +14 (6+5+3)
Culture +16 (6+5+3+2)
Diplomacy +3 (1-1+3)
Disguise +1 (2-1)
Engineering +17 (6+5+3) (+20 to disarm traps)
Intimidate +6 (2-1+3+2)
Life Science +14 (6+5+3)
Medicine +14 (6+5+3)
Mysticism +2 (1+1)
Perception +10 (6+1+3) (+13 to locate traps; +12 to avoid surprise)
Physical Science +16 (6+5+3+2) (+22 to create alchemical items)
Piloting +7 (3+4)
Profession
Sense Motive +10 (6+1+3)
Sleight of Hand +5 (1+4)
Stealth +13 (6+4+3)
Survival +1 (0+1)
Meta +14 (6+5+3)

Languages English, Chinese, French, German
SQ alchemy (alchemy crafting +2), mutagen (+4/-2, +2 natural armor, 60 minutes), orc blood, trapfinding +3, Danger Sense +2

Combat Gear +1 augmented riot baton, +1 kevlar armor (Graphite Carbon Skin), mutagen[APG], alchemical solvent[APG], alchemist's fire, holy water (2), smokestick, tanglefoot bag, acid (8), flashbangs (2) (thunderstone), mk 2 healing serum (x2), frag grenade (x2), laser pistol
Other Gear alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE], belt pouch, brown e-pick, masterwork backpack[APG], sunrod (2), waterproof bag[UE], waterskin, antitoxin, potion of cure light wounds, oil of magic weapon, 5 gp

Background:

Lucas Lee was a brilliant young engineer born in Seattle. He graduated from Stanford with double degrees in both Chemical Engineering and Biochemistry, as well as a masters in Biomedical Engineering. He completed a graduate engineering project along with his then-girlfriend Margaret, creating a method of storing volatile chemicals for easy, safe, and stable transport. This garnered the attention of several major biotech and chemical companies when Lucas and Margaret demonstrated the stability by firing a rocket at a truck full of chemicals with no major effects. Soon after, Lucas was employed by OSCORP, while Margaret went to work at Stark Industries.

After Lucas had worked at OSCORP for several years, Harry Osborne took over the company from his father. He began massive production of the goblin formula and weaponry, which alarmed many in OSCORP, who saw their company turn into an accomplice to a homicidal maniac. Lucas led several leading engineers in a protest, refusing to complete work on new Goblin technology and notifying the authorities of his criminal intentions. When Harry found out, he attacked Lucas. Lucas was little match for an enhanced Harry Osborne, and the Green Goblin drowned him in a boiling vat of goblin formula chemicals.

When police arrived, Harry had fled. SHIELD agents soon arrived to take custody of the laboratory equipment. Amazingly, they found that Lucas was still alive. He was literally breathing the goblin formula. Lucas was brought to a SHIELD medical facility where he slowly recovered. Margaret, who had secretly joined SHIELD a year prior, helped nurse Lucas back to health. Unfortunately the prolonged exposure to the goblin formula had altered Lucas’ body, changing his internal chemistry and warping his DNA. After recovery, Lucas joined SHIELD to continue researching alien technology and provide the world with a defense against the likes of the Green Goblin.

Lucas and Margaret, reunited at SHIELD, rekindled their relationship and were married after six months. They were on their honeymoon in Europe, when Hydra attacked SHIELD from within. Lucas and Margaret were forced to go into hiding for two months before Maria Hill was able to find them. With SHIELD a shell of its former self, Lucas has been asked to go into field to support operations.