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Netkin Bigpot's page

449 posts. Organized Play character for Ythiel.


Full Name

Netkin Bigpot

Race

Hafling(-ish)

Classes/Levels

Alchemist (4) HP 46/46, AC 20/ Saves: Fort +10, Ref +10, W +8/ Perception +8/ Initiative +0/ HL: 1/1/ VV: 3/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 42/42 / AC 19

Gender

M

Size

Small

Age

20

Special Abilities

Keen Eyes (+2 Perception to find hidden or undetected creatures); Low-Light Vision; Negative Healing

Alignment

Neutral Good

Deity

None

Location

Breachhill

Languages

Common, Halfling, Elven, Gnome, Dwarven

Strength 10
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 14
Charisma 10

About Netkin Bigpot

Neutral Good, Halfling(-ish), Alchemist (4)
Background: Truth Seeker
Heritage: Versatile Heritage
Free Archetype : Inventor
Age: 20
Hair: Red
Eyes: Pale Green
Deity: None
Languages: Common, Halfling, Elven, Gnome, Dwarven

Traits:
Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Low-Light Vision
Dhampir
Negative Healing
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STATS
STR 10
DEX 14
CON 14
INT 16
WIS 14
CHA 10
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HP 46
AC 20
Alchemist/Inventor DC 19
Initiative +0
Perception (T) +8
Fort (E) + 10
Ref (E) + 10
Will (T) + 8
Speed 25'

Skills: 6 (3+ 3 Intelligence Bonus)
Arcana (T) +9
Crafting (E) +11
Deception (T) +6
Diplomacy (T) +6
Lore (Breachhill) +9
Lore (Hellknights, T) +9
Lore (Politics, T) +9
Occultism (T) +9
Society (T) +9
Stealth (T) +7
Thievery (T) +7

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AC : 20

Offense:
Unarmed Attacks (T)
Simple Weapons (+Mace) (T)
Alchemical Bombs (T)

Defense:
Unarmored Defense (T)
Light Armor (T)
Medium Armor (T)

Class Features:
Class DC (T): 20
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Equipment
Offense : Dagger (+8, 1d4-1)
Sling (+8/1d6-1/ 50ft)
14 Bullets

Defense : Studded Leather Armor (Check Penalty -1)

Starting Money : 15
Remaining Money : 20 gp
0 sp
8cp

Other : 2 sets of caltrops, adventurer's pack, alchemist's tools, basic crafter's book, a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 2 torches, and a waterskin, healer’s tools, compass, 3 Tanglefoot Bags, Jade Cat Talisman, 1 Alchemist's Fire, Repair Kit, Pickle

Preparations for the Day: 2 Alchemist's Fires, 2 Acid Flasks, 2 Elixirs of Life, 1 Bottled Lightning

Maximum Bulk: 5
Current Bulk: 5 Bulk, 0 Light
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Feats:

Ancestry:
Halfling Luck : Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse.
Nocturnal Charm : The supernatural charm of your vampiric progenitor hangs about you, and you've learned to use it on mortals. Against humanoids (or other creatures of your type, if you're not a humanoid), you gain a +1 circumstance bonus to Deception checks to Lie, and to Diplomacy checks to Gather Information and Make an Impression.

Innocuous: Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in Deception (or another skill of your choice, if you’re already trained in Deception). If you fail a Deception check to Create a Diversion, humanoid creatures aren’t aware that you were trying to trick them unless you get a critical failure on your roll.

Class :
Alchemical Crafting : You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Improvise a Mixture: Once per day, you can scrounge together enough ingredients from what's left in your alchemist's toolkit to produce a few more versatile vials on the fly. Attempt a Crafting check. The DC is usually a standard difficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum).

Critical Success You regain 3 versatile vials.
Success You regain 2 versatile vials.
Failure You regain 1 versatile vial.
Critical Failure You don't regain any versatile vials.

Efficient Alchemy: Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention. Increase the number of items you can create each day with advanced alchemy to 6 + your Intelligence modifier. In addition, when you Craft alchemical consumables during downtime, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This doesn't change the amount of alchemical reagents or other ingredients required to craft each item, nor does it change your rate of progress for days past the base downtime spent.

Background :
Lie to Me : You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

General:

Continual Recovery: You zealously monitor a patient's progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Alchemist’s Feats :
Lvl1: Quick Bomber : You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it

Skill Feats:
Battle Medicine: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Robust Recovery: You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient's saving throw is a success, the patient gets a critical success.

Inventor: You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don't know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it's complete, you add the new formula you invented to your formula book. The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.

Inventor Feats:
Searing Restoration: They told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance.

At 3rd level, and every 2 levels thereafter, increase the healing by 1d10.

Special If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself.

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Special Abilities

Research Field : Chirurgeon

Lvl 1:
Field Benefit : You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites) and use your Crafting modifier in place of your Medicine modifier for all Medicine checks. Versatile vials can be used to heal a living creature a number of Hit Points equal to the vial’s initial damage. A creature can drink the vial for this benefit, or you can throw the vial at a willing creature within 20 feet as an Interact action to heal that creature. In either case, a vial used this way loses the acid and splash traits and gains the coagulant and healing traits, plus the elixir trait if a creature drinks it.

Field Vials (Chirurgeon): Your Versatile vials can be used to heal a living creature a number of Hit Points equal to the vial’s initial damage. A creature can drink the vial for this benefit, or you can throw the vial at a willing creature within 20 feet as an Interact action to heal that creature. In either case, a vial used this way loses the acid and splash traits and gains the coagulant and healing traits, plus the elixir trait if a creature drinks it.

Formula Book : An alchemist keeps meticulous formulas for every item they can create. You start with a standard formula book for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to any formulas you gained from Alchemical Crafting and your research field.

Each time you gain a level, you can add the formulas for two common alchemical items to your fomula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it’s also possible to find or buy additional formulas in settlements or from other alchemists, or to select the Inventor skill feat so you can invent them.

As normal, having the base formula is sufficient when Crafting upgraded types of the item – you don’t need to learn higher-level formulas. For instance, if you have the 1st-level formula for a minor elixir of life, you can create a minor, lesser, moderate, greater, major, or true elixir of life as long as you meet the level and other prerequisites. Items with type entries that have widely varied functions require separate formulas, but most alcjhemical items have a structure similar to elixir of life.

Formulas (Chirurgeon) : Two common 1st-level alchemical elixirs with the healing trait (like lesser antidote, lesser antiplague, or minor elixir of life).

Alchemy : You understand the reactions between all manner of reagents and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use specially prepared chemicals that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science. You gain the Alchemical Crafting feat, and you can automatically identify alchemical items that you have the formula for.

Advanced Alchemy: During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don’t need to attempt a Crafting check to do this, you can use an alchemist’s toolkit instead of an alchemist’s lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy :
Requirements: You’re either holding or wearing an alchemist’s toolkit and you have a free hand. You can either use up a versatile vial to make another alchemical consumable at a moment’s notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.

Create Consumable: You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that’s in your fomula book. You don’t have to spend the normal moneraty cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)

Quick Vial : You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can’t be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.

Versatile Vials : You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2+ your Intelligence modifier, which is also your maximum number of vials. If you’re below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials ; this doesn’t prevent you from participating in other exploration activities.

Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. You can also use vials for Quick Alchemy and your research field can add to the ways you can use a vial.

You can store all your versatile vials within your alchemist’s toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can’t be duplicated or preserved in any way.

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Free Archetype

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Inventor Dedication: You become trained in Crafting and inventor class DC. You gain the Inventor skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that innovation, though you don't gain any other abilities that modify or use that innovation, such as modifications or Explode.

Innovation (Construct): Your innovation is a mechanical creature, such as a clockwork construct made of cogs and gears. It’s a prototype construct companion (page 32), and you can adjust most of its base statistics by taking feats at higher levels, such as Advanced Companion. If you use the Overdrive action, your construct gains the same Overdrive benefits you do, and it also takes the same amount of fire damage on a critical failure.

You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2).

Choose one initial construct modification to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form.

Formulas:
Lvl 1 : Elixir of Life (lesser/minor)
Antidote (lesser/minor)
Smoke Ball (lesser/minor)
Glue Bomb (lesser/minor)
Numbing Tonic (lesser/minor)
Alchemist’s Fire (lesser/minor)
Antiplague (lesser/minor)
Acid flask (lesser/minor)

LVL 2: Dread Ampoule (minor)
Vaccine (minor)

LVL 3: Nail Bomb (lesser/minor)
Bottled Lightning (lesser/minor)

LVL 4: Darkvision Elixir (lesser/moderate)
Bomber's Eye Elixir (lesser)

Invented:Bear repellent (minor)

Construct:

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STATS
STR 16
DEX 16
CON 14
INT 2
WIS 12
CHA 10
-------
HP 42
AC 19
Initiative +0
Perception (T) +7
Fort (T) + 8
Ref (T) + 9
Will (T) + 7

Skills:
Acrobatics (T) +9
Athletics (T) +9

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Offense : Fist (+9 / 1d8+3)
Spike (+ 9 / 1d6+3)

Innovations:

- Accelerated Mobility: Actuated legs, efficient gears in the wheels or treads, or add-on boosters make your construct faster. Your innovation's Speed increases to 40 feet.

Background:

Nektin’s family has lived in Breachhill for almost as long as the city stood, looking for jobs in the newly-founded human settlement. There was once a time where that knowledge filled him with pride. It had made him feel like he was part of something, when he had so few opportunities not to feel alone.

Nektin grew up a sickly child, nurtured by his great-grandmother – a kind woman, if a little strict. He had rarely seen her smile. He supposed it was because her grand-daughter had died giving birth to her only great-grandchild, and she had loved her grand-daughter very much. Nektin liked to talk to her about his mother. The old woman rarely said sweet things, but on such occasions, her face softened as she told Netkin of his mother’s beauty and how tenderly she had loved him -how she had always wanted him. It always sounded a little too good to be true, but he would treasure the lie as an act of love -just like the red meat she bought him every day for his chronic anemia, or the carefulness with which she would monitor the curtains and the blinds, making sure they remained closed lest his hypersensitivity to light would trigger another migraine. She supported them both by working as a home helper without a word of complaint, i spite of her old age and rheumatism.

But of Netkin’s father, she would say nothing. No matter how hard he pressed her for answers, she would remain tight-lipped. How three generations of Bigpots were just down to Netkin and his grandmother, she would not say either.

Perhaps his longing for answers had come from this silence, or perhaps it was simply a way to break the excruciating monotony of his ailment. On the days he wasn’t bedbound, Netkin began to search the house for answers.

He still remembers vividly the day he found the crates in the attic, buried underneath discarded furniture and yellowing, mite-eaten tablecloths. He had just turned thirteen. They were stock full with alchemical reagents, esoteric manuals, and even an old spellbook whose ink had discoloured to the point of being unreadable. He had ran down the stairs to his grandmother, so excited that he barely managed to get the words out. Had he found something that used to belong to Lamond Breachton himself ?

He’d never forget the sad look on his grandmother’s face as she beckoned him closer. “Don’t be stupid,” she said, and the way she took the book from him was as gentle and firm as her tone. “It’s all my own stuff. You’re too young to hear about that yet,” she added, cutting short any possibility to ask questions.

It had crushed him, back then; but only for a matter of days.

There had been plenty of books in his grandmother’s house -his sole source of entertainment. He read through them all voraciously, still hoping, desperately, to find a shred of an answer. No luck.

Secretly, he took out the glass vials and the burners from the crates, cleaned them thoroughly, and began to look for a way to salvage what was written in the spellbook. When he realised that he would go nowhere with his blind experiments, he sneaked out of his house at night to consult the city’s archives to find more books on alchemy. He looked for old maps of the city to locate the wizard’s house, and see where it stood compared to the Bigpots’. He cross-referenced what little he could salvage from the books with the few remaining evidence of Lamond Breachton’s handwriting.

He never managed to restore the spellbook, in the end, but he did manage to unearth some leads. What little remained visible on the ancient pages did, in fact, resemble the wizard’s writing; and if his assumptions were correct, the Bigpots did not used to live close to Breachton’s house, but right next to it -like servants.

Alas, Netkin’s findings stopped there. Aside for commemorative monuments and a few administrative papers signed by Breachton’s hand -and treated like relics-, little remained of the wizard’s life. No one had lived old enough to know him personally -except maybe for Grandma Bigpot, who refused to say one word about the man even after Netkin confronted her with his results and pleaded for answers. His guesses were nothing but a shot in the dark that did not make his grandmother stir. She only repeated that it was best to “forget about it”, and that he had only “imagined things”. He still was not sure she was right, yet she was correct in one thing: he had hit a dead end.

As time went on, gathering information about Lamond Breachton proved extremely difficult. Jorell Blacktusk and Voz Lirayne both gaped in shock when Netkin asked them for books that might hint at a possible misconduct from the wizard. The more he asked people around, the more he would be looked at oddly -and sometimes, even with hostility.

He resorted to reading his way through every book at the archive until he found something interesting, yet after nearly eight years and several revisions of his method, he has found no new elements. Out of boredom, or resignation, he redirected some of that energy towards manuals that best befitted his interests -language, history… and, of course, alchemy. Netkin had become quite fond of tinkering with the small vials, and some part of him still hopes, rather desperately, that the key to Breachton and his family’s past depends on finding out what this hidden lab was for. Netkin is counting on the next Call of Heroes to provide him with some money to provide for her grandmother, pursue his experiments, and salvage his reputation somewhat after his ill-perceived investigation.

He is sure of one thing, though: something terrible has happened between Lamond Breachton and the Bigpots.

Appearance and Personality:

Even for a redhead, Netkin has a particularly pale skin tone that makes him look rather sickly, and brings out his freckles like autumn leaves on a sheet of snow. His eyes are such a pale shade of green that the irises seem almost translucent.

While a bubbly and generally enthusiastic person always open to new experiences, Netkin’s zest for life is often cut short by his physical illness – a rare condition that he admits never to have fully identified, though he has a couple of leads. He’s pretty sure there’s a magical element to his condition, because healing spells tend not to work on him. Never one to exercise, he is a little plump, and tires easily -and frequently suffers painful headaches. He has to follow a strict regime, as a chronic iron deficiency can leave him weak. On top of that, cardiac and respiratory issues cause his heartbeat and breathing to be very faint and irregular.

His clothes carefully over his arms and legs in full to avoid exposure to the sun, since he burns easily, and he often wears gloves and a hat on particularly bright days -sometimes accompanied by a fan, an umbrella, a pair of sunglasses, or all three.

A shut-in for most of his life, Netkin is very naive when it comes to the dangers of adventuring, and can get excited as easily as he can get scared. Overjoyed at the prospect of meeting people and making friends, he is friendly, approachable, and very smiley. His smile is nice, and broad; he has very white teeth.

Opinions about him at Breachhill are mixed. Everyone is aware that Grandma Bigpot has been raising a severely ill, disabled child, and did not question why he so rarely left the house – save for the occasional participation in stargazing at the Great Dreamhouse. In recent years, however, his furtive trips to the archive and imprudent inquiries into Lamond Breachton’s seemingly spotless reputation have pegged him as an eccentric at best and a lunatic at worst. Some even whisper that the reason why he is only ever seen at night is because he might be not sick at all, but something more monstrous, leeching off poor Grandma Bigpot who might have been the real victim all along…

It is usually at this point that the rumour-mongers are cordially but firmly pushed towards the pub’s door at three in the morning after one too many drinks, and stagger off into the night to try and find their house where they’ve left it.