Defense 43: Good defenses with, almost certainly, a castle, along with a few other strong points. Roads and rivers provide easy transportation. Alternatively, natural terrain features, such as mountains or swamps, provide additional fortification.
Influence 53: Maximum Lord's Status 6. A major house. Examples include House Tully and House Martell.
Lands 48: A large area of land, that spreads across a great distance. This area likely includes a variety of terrain features. House Martell’s control of Dorne is representative of this level of resource.
Law 5: Bandits, raiders, and other criminal bands are afoot in your lands, causing mischief and trouble.
Population 10: Thinly populated. Tiny settlements are scattered throughout your lands.
Power 56:You can muster a huge force of soldiers, drawn from your lands and those from your numerous banner houses.
Wealth 25: Common. Your family has enough to get by.
Defense is 38
Influence is 50 - 1d6 ⇒ 50 - (5) = 45
Lands are 46
Law is 12 - 1d6 ⇒ 12 - (2) = 10
Population is 15
Power is 41 + 1d6 ⇒ 41 + (4) = 45
Wealth is 25
Defense is 32 + 1d6 ⇒ 32 + (6) = 38
Influence is 45 + 1d6 ⇒ 45 + (5) = 50
Lands are 46
Law is 12
Population is 15
Power is 38 + 1d6 ⇒ 38 + (3) = 41
Wealth is 25
I am making a series of dice rolls for something unrelated to the above so I can link them to someone. Please disregard from here on down. Using one of my old threads as so not to mess up anyone else's.
If you are willing to let the players self adjust the DC's on the spells they cast, on their crit ranges, damage dice, etc. then go ahead. Otherwise, play tennis with the net.
I have made my first PFS character for the upcoming game day. Please see the spoiler as otherwise it is TL;DR.
Notes: I have all books until about 6 months ago, so just about anything legal is fair play. I will be getting the new Codex on release and before I level up just incase Wayang end up getting a nice Alchemist racial.
Progression:
1) Feat - Splash Weapon Mastery
2) Smoke Bomb Discovery - Discovery tax on Stink Bomb
3) Feat - Extra Discovery - Stink Bomb
4) Tumor Familiar Discovery - Greensting Scorpion; +1 Int
5) Feat - Extra Discovery - Infusion - Another Tax . . .
6) Wings Discovery - Just because sometimes you don't have the time to drop all your buffs.
7) Feat - Improved Familiar - Homunculus (or Faerie Dragon if available by then)
8) Discovery Confusion Bomb +1 Int
9) Feat- Improved Initiative (lost+4 2 levels ago to Improved Familiar)
10) Explosive Bomb (anti Minion
11) ---- I have no idea what Feat to put here ----
12) Madness Bomb
Firebug + Pragmatic Activator traits.
Alchemist:
Gnome alchemist (grenadier) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide; Pathfinder RPG Advanced Player's Guide 26)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 dexterity, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +0; +2 bonus vs. fear and despair
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Offense
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Speed 20 ft. (15 ft. in armor)
Ranged bomb +5 (1d6+4 Fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—dancing lights, flare (DC 10), prestidigitation, produce flame Alchemist (Grenadier) Spells Prepared (CL 1st; concentration +5)
. . 1st—reduce person (DC 15), targeted bomb admixture{super}UC{/super}
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Statistics
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Str 7, Dex 14, Con 12, Int 18, Wis 10, Cha 11
Base Atk +0; CMB -3; CMD 9
Feats Martial Weapon Proficiency, Splash Weapon Mastery, Throw Anything
Traits firebug, pragmatic activator
Skills Craft (alchemy) +10 (+11 to create alchemical items), Knowledge (arcana) +8, Knowledge (nature) +8, Perception +6, Sleight of Hand +3, Spellcraft +8, Survival +4, Use Magic Device +8; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan
SQ alchemy, eternal hope, mutagen
Other Gear leather armor, alchemy crafting kit, dilettante's outfit, formula book, ink, black, inkpen, journal, obsession log, sheriff's whistle, 50 gp, 9 sp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Firebug +1 to attack rolls with thrown splash weapons.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
My attempt only ran for about 4 levels before TPK. My 2 cents...
1) Oradin- self healing tank human, fey foundling...
2) ranged paladin- you need smites, lots of smites
3) witch - unlike wizard, never runs out of hexes... Kinda
4) Investigator- better skill monkey than bard for knowledges.
5) Cleric of Desna - prefer reach build.
6) Master Summoner - Skill monkey scout eidolon with disable device and lots of long lasting summons.
A homunculus is much like the other familiars that can activate magical items. They have intelligence, they are bipedal, and they share their master's ranks in Use Magic Device. They are not, however; able to speak, and this should prove a barrier.
The Alchemy Manual now provides a way to bypass this muted condition. By spending an additional 500 gp, you can have a talking Homunculus.
Unlike other Improved Familiars, a Homunculus costs over 5,000 gp. Another 500 must be spent to grant the ability to speak.
A homunculus represents a substantial gold and a modest feat investment, more so than those that can currently use wands.
If I add speech to my Homunculus, can it use wands?