About Lysander HigginsBackstory:
Lysander is an amateur alchemist who has experimented with modifying his body (flavoring his rage, mutagen, etc). His body bears the scars of his experiments, which he has tested on the battlefield. He has adventured for two years now, helping the weak and acquiring more knowledge so he can do more good. He is a very strict, principled anarchist in the sense that he doesn’t believe in a hierarchical society but thinks everyone should be free to pursue their own self-actualization. He probably will not want to fight the gnolls at first as he will assume they are being unfairly characterized as wicked by a rich company. But he may get a rude awakening if he finds that the uncivilized gnolls are not noble savages but in fact have imposed their own hierarchy and can be quite violent. 1. What is your character’s name? Lysander Higgins
Statblock:
Unnamed Hero Male wereboar-kin skinwalker (ragebred) unchained barbarian (invulnerable rager) 3/investigator (lamplighter) 3/gestalt 3 CN Medium humanoid (shapechanger, skinwalker) Init +2; Senses low-light vision; Perception +8 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 45 (3d12+9) Fort +6, Ref +4, Will +4 DR 1/—, 2/lethal; Resist extreme endurance -------------------- Offense -------------------- Speed 40 ft. Special Attacks rage (10 rounds/day), rage power (lesser beast totem) Spell-Like Abilities (CL 3rd; concentration +2) 3/day—speak with animals (pigs and boars only) Investigator Spell-Like Abilities (CL 3rd; concentration +5) Special—continual flame (alchemical illumination, 24 hr duration), light (alchemical illumination) Investigator (Lamplighter) Extracts Prepared (CL 3rd; concentration +5) 1st—cure light wounds, cure light wounds, enlarge person (DC 13), expeditious retreat -------------------- Statistics -------------------- Str 20, Dex 10, Con 14, Int 14, Wis 10, Cha 8 Base Atk +3; CMB +8; CMD 18 Feats Combat Expertise, Craft Wondrous Item, Deadly Aim, Extra Feature, Power Attack Traits accelerated drinker, fate's favored, touched by divinity Skills Acrobatics +0 (+4 to jump), Appraise +6, Climb +11, Knowledge (arcana) +7, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +8, Knowledge (religion) +6, Linguistics +6, Perception +8, Spellcraft +8, Stealth +6, Swim +11; Racial Modifiers +2 Perception Languages Abyssal, Common, Gnoll, Orc SQ alchemical illumination, alchemy (alchemy crafting +3), change shape, change shape (+10 speed), change shape (gore), change shape (hooves), change shape (scent), fast movement, finesse weapon attack attribute, inspiration (3/day), investigator talent (mutagen[UM]), lamplighter, mutagen (+4/-2, +2 natural armor, 30 minutes), ready for the revelation, trapfinding +1 Other Gear animal mask, belt of giant strength +2, cloak of resistance +1, investigator starting formula book, 1,150 gp -------------------- Special Abilities -------------------- Alchemical Illumination (Sp) As a standard action, burn equal level extract/potion to cast light spell from limited list. Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging Change Shape (+10 speed) (Su) You choose to gain a +10 bonus to base speed when shifting into bestial form. Change Shape (Gore) (Su) You can choose to gain a gore attack that deals 1d6 points of damage when shifting into bestial form. Change Shape (Hooves) (Su) You can choose to gain 2 hoof attacks that each deal 1d4 points of damage when shifting into bestial form. Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form. Change Shape (Su) Shapeshift into bestial form, granting animal-like powers. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Damage Reduction (1/-) You have Damage Reduction against all attacks. Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Extra Feature Gain additional feature in bestial form. Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Finesse Weapon Attack Attribute Finesse weapons use on attack rolls. Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Lamplighter (Su) As a move action, light a held flammable item. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Rage (Unchained, 10 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended. Ready for the Revelation (Ex) Free inspiration for initiative checks.. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. -------------------- Some future plans:
Want chaos reigns Want an eagle tattoo for talons |