Edwid Fickleberry

Sander Thistlewight's page

1,198 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Sander Thistlewight

Race

HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19

Classes/Levels

Halfling alchemist 10

Gender

Male

Size

Small

Age

40

Alignment

NG

Deity

Abadar

Location

Trunau

Languages

Common, Halfling, Dwarven, Elven, Giant

Occupation

Apothecary

Strength 10
Dexterity 18
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Sander Thistlewight

[dice=Perception]1d20+17[/dice]

[ spoiler=Quick stats]
HP 69/69 (+20 for extract)
AC 17, touch 14, flat-footed 14
Fort +10 (immune to poison), Ref +12, Will +5 (+2 vs. fear)
CMD 18
Bombs: 0/14; Mutagen: 0/1; Spontaneous healing: 0/20; Blast 0/1; wand 50/50
Sipping jacket: displacement 0/9
Effects: +4 Con (+2 Fort saves), +2 AC, -2 Cha;

Extracts; Blast Finesse ritual: []
1st (5/day): endure elements [x], expeditious retreat [], enlarge person [], shield [][]
2nd (4/day): alchemical allocation [][], barkskin [], perceive cues []
3rd (4/day) fly [], invisibility [], invisibility [], displacement [x]
4th (2/day) absorbing barrier [], assume appearance []
[/spoiler]

Favored Class: Alchemist

Hit Points: 69 (half+1 for new levels)
[dice=Initiative]1d20+3[/dice] (+3 Dex)
Speed: 20 feet

Attacks:

BAB: +7
Melee: +8 (6 BAB, +0 Str, +1 size)
Ranged: +12 (6 BAB, +4 Dex, +1 size)
CMB: +6
Thrown splash weapon rules

Masterwork dagger (hopeknife):
[dice=Hopeknife]1d20+9[/dice]
[dice=Damage]1d3[/dice]
[dice=Hopeknife]1d20+4[/dice]
[dice=Damage]1d3[/dice]
Critical: 19-20; Type: P or S

+1 giant-bane morningstar:
[dice=+1 giant-bane morningstar]1d20+9[/dice]
[dice=Damage]1d6+1[/dice]
[dice=Morningstar]1d20+4[/dice]
[dice=Damage]1d6+1[/dice]
Critical: x3; Type: B and P

Sling: (includes +1 from bracers)
[dice=Mwk sling]1d20+14-2[/dice]
[dice=Damage]1d3[/dice]
[dice=Mwk sling]1d20+14-2[/dice]
[dice=Damage]1d3[/dice]
[dice=Mwk sling]1d20+9-2[/dice]
[dice=Damage]1d3[/dice]
Critical: x3; Range: 70'; Type: B
10 bullets

+1 giant-bane light crossbow
[dice=+1 giant-bane light crossbow (+1 vs. giants)]1d20+14-2[/dice]
[dice=Damage (+2d6+2 vs. giants)]1d6[/dice]
[dice=+1 giant-bane light crossbow (+1 vs. giants)]1d20+14-2[/dice]
[dice=Damage (+2d6+2 vs. giants)]1d6[/dice]
[dice=+1 giant-bane light crossbow (+1 vs. giants)]1d20+9-2[/dice]
[dice=Damage (+2d6+2 vs. giants)]1d6[/dice]
Critical: 19-20/x2; Range: 80'; Type: P

Bomb: (includes +1 from Throw anything, bracers)
[dice=Bomb (ranged touch)]1d20+14[/dice]
[dice=Damage (fire damage)]5d6+5[/dice]
[dice=Damage (cold damage), plus DC 20 Fort or be staggered next round]5d6+5[/dice]
[dice=Confusion Bomb damage (fire/cold), plus confusion 10 rounds (Will DC 20)]3d6+5[/dice]
[ooc ]Splash damage: 10 (DC 20 for half)
[ooc ]Splash damage (confusion bomb): 8 (DC 20 for half)[/ooc]
[dice=Miss direction (20 ft.)]1d8[/dice]
Range: 20' (30' with bombchucker)

Bomb, point blank range: (includes +1 from Throw anything, bracers)
[dice=Bomb (ranged touch), point blank range]1d20+14+1[/dice]
[dice=Damage (fire damage)]5d6+5+1[/dice]
[dice=Damage (cold damage), plus DC 20 Fort or be staggered next round]5d6+5+1[/dice]
[ooc ]Splash damage: 11 (DC 20 for half)[/ooc]
[dice=Miss direction (20 ft.)]1d8[/dice]
Range: 20' (30' with bombchucker)

Bomb, point blank range, Rapid Shot: (includes +1 from Throw anything, bracers)
[dice=Bomb (ranged touch), point blank range, Rapid Shot]1d20+14+1-2[/dice]
[dice=Damage (fire damage)]5d6+5+1[/dice]
[dice=Damage (cold damage), plus DC 20 Fort or be staggered next round]5d6+5+1[/dice]
[ooc ]Splash damage: 11 (DC 20 for half)[/ooc]
[dice=Miss direction (20 ft.)]1d8[/dice]

[dice=Bomb (ranged touch), point blank range, Rapid Shot]1d20+14+1-2[/dice]
[dice=Damage (fire damage)]5d6+5+1[/dice]
[dice=Damage (cold damage), plus DC 20 Fort or be staggered next round]5d6+5+1[/dice]
[ooc ]Splash damage: 11 (DC 20 for half)[/ooc]
[dice=Miss direction (20 ft.)]1d8[/dice]

[dice=Bomb (ranged touch), point blank range, Rapid Shot]1d20+9+1-2[/dice]
[dice=Damage (fire damage)]5d6+5+1[/dice]
[dice=Damage (cold damage), plus DC 20 Fort or be staggered next round]5d6+5+1[/dice]
[ooc ]Splash damage: 11 (DC 20 for half)[/ooc]
[dice=Miss direction (20 ft.)]1d8[/dice]
Range: 20' (30' with bombchucker)

Defense:

AC: 20 (+5 armor, +4 Dex, +1 size)
Touch: 15
Flat-footed: 16
CMD: 19
Armor: +1 mithral chain shirt (Armor Bonus: +5; Max Dex: +6; Check Penalty: 0; Type: Light; Weight: 10 lbs.)

Fortitude save: 7 base, +2 Con, +1 racial)
[dice=Fort save (immune to poison)]1d20+10[/dice]
Reflex save: (7 base, 4 Dex, +1 racial)
[dice=Reflex save]1d20+12[/dice]
Will save: (3 base, 0 Wis, +1 racial, +1 trait)
[dice=Will save (+2 vs. fear)]1d20+5[/dice]

Extracts:

1st (5/day)
2nd (4/day)
3rd (4/day)

Formula book (16/100 pages)
1st: comprehend languages, cure light wounds, enlarge person, endure elements, expeditious retreat, identify, shield, true strike
2nd: alchemical allocation, barkskin, bear's endurance, false life, fox's cunning, lesser restoration
3rd: clay skin, displacement, fly, protection from energy
4th: absorbing barrier, assume appearance, dragon's breath, greater darkvision and greater false life

Half-orc's formula book (11/100 pages)
1st: bomber's eye, cure light wounds, expeditious retreat, enlarge person, protection from arrows, shield, stone fist
2nd: elemental touch, invisibility

Galtan Cookbook (670 gp)
1st: ant haul, bomber’s eye, comprehend languages, detect secret doors, disguise self, expeditious retreat, true strike
2nd: cat’s grace, invisibility, perceive cues, resist energy, see invisibility, undetectable alignment
3rd: absorbing touch, arcane sight, draconic reservoir, seek thoughts
Ritual (must prepare three spells from book)
Blast Finesse (Su) As an immediate action when you throw a bomb, you can spend this boon to shape the blast by adding up to three 5-foot squares to the area, as long as these spaces are adjacent to the bomb’s normal area of effect.

Class abilities:

Bombs (Su): 14/day
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. Splash damage from an alchemist bomb is always equal to the bomb's minimum damage. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Mutagen: +2 natural armor; +4 alchemical bonus to Con, -2 penalty to Cha for 60 minutes

It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Discoveries
- Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
- Precise Bomb: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
- Frost bomb: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
-Spontaneous Healing (Ex): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
-Fast Bombs
-Confusion Bomb (Su)* (Ultimate Magic pg. 15): The alchemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Feats and traits:

Point-Blank Shot (first): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Brew Potion (bonus)
Throw Anything (bonus): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Extra Discovery (third): Precise Bomb
Rapid Shot (fifth): When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Precise Shot (seventh): No penalty for using ranged attacks against a foe in melee with an ally.
Rapid Reload (ninth)
Improved Unarmed Strike: From ioun stone

---

Traits
Trunau Native: You were born and raised in the town of Trunau, one of the few human settlements in the orcdominated Hold of Belkzen. Orc attacks are an ever-present threat, and like all Trunauans, you have made the Standing Vow: to hold Trunau against all attackers, orc or otherwise, to stand your ground, and to live free or die trying. Upon coming of age, you were given a hopeknife -- a small, sheathed dagger, usually worn on a chain under your clothes -- and taught how to use it to take your own life to avoid capture by orcs, or to grant the mercy of a quick death to the wounded. As a native, you have served in Trunau’s militia, and fought alongside Patrol Captains Kurst and Rodrik Grath. You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.
Alchemical Adept: You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

To consider:

Skills:

Skill points/level: 8 (4 + 4 Int)

Acrobatics (4 ranks, 3 Dex, 2 racial)
[dice=Acrobatics]1d20+9[/dice]

Appraise (1 rank, 3 class skill, 3 Int)
[dice=Appraise]1d20+7[/dice]

Climb (2 ranks, 0 Str, 2 racial)
[dice=Climb]1d20+4[/dice]

Craft (alchemy) (9 ranks, 3 class skill, 3 Int)
[dice=Craft (alchemy) (+8 to craft alchemical items)]1d20+15[/dice]

Disable Device (1 rank, 3 class skill, 3 Dex)
[dice=Disable Device]1d20+7[/dice]

Fly (4 ranks, 3 class skill, 3 Dex, 2 size)
[dice=Fly]1d20+12[/dice]

Heal (3 ranks, 3 class skill, 0 Wis)
[dice=Heal]1d20+6[/dice]

Knowledge (arcana) (9 ranks, 3 class skill, 3 Int)
[dice=Knowledge (arcana)]1d20+15[/dice]

Knowledge (local) (1 rank, 3 Int)
[dice=Knowledge (local)]1d20+4[/dice]

Knowledge (nature) (3 ranks, 3 class skill, 3 Int)
[dice=Knowledge (nature)]1d20+9[/dice]

Knowledge (religion) (1 rank, 3 Int)
[dice=Knowledge (religion)]1d20+4[/dice]

Perception (9 ranks, 3 class skill, 0 Wis, 2 racial, 3 competence [bracers])
[dice=Perception]1d20+17[/dice]

Spellcraft (9 ranks, 3 class skill, 3 Int)
[dice=Spellcraft]1d20+15[/dice]

Stealth (5 ranks, 3 Dex, +4 size)
[dice=Stealth]1d20+12[/dice]

Survival (2 ranks, 3 class skill, 0 Wis)
[dice=Survival]1d20+5[/dice]

Use Magic Device (9 ranks, 3 class skill, 0 Cha)
[dice=Use Magic Device (+10 to activate wand of ray of enfeeblement)]1d20+12[/dice]

Other class skills: Profession (Wis), Sleight of Hand (Dex)

Gear:

Magic items
-Sipping jacket {5,000 gp}
-Bracers of falcon's aim {4,000 gp}

- 2 potions of expeditious retreat
- potion of bomber's eye
- potion of true strike
- 1 potion of cure light wounds (CL 5)
- hybridization funnel (200 gp)

Combat gear
Bombchucker (12 gp): increases the range increment of any thrown splash weapon by 10 feet
+1 giant-bane light crossbow (8,335 gp)
+1 giant-bane morningstar (8,338 gp)
Efficient quiver and 60 bolts (1806 gp)
Wand of ray of enfeeblement 50/50 charges (2,250 gp)
Morningstar (8 gp, 6 lbs.)
4 darts (2 gp, 2 lbs.)
Masterwork sling, 10 stones (300 gp, 1 sp, 5 lbs.)
Hopeknife (mwk dagger, 301 gp, 1 lb.)
Mithral shirt (1,995 gp, 6 lbs.)
1 burst jar (70 gp)
1 jar, itching powder (120 gp)
2 vials, alchemist's fire (20 gp)
handful of tindertwigs
1 orc bomb (unerring grenades)
2 doses, black adder venom
1 dose, bloodroot
1 dose, oil of taggit
6 doses of unstable accelerants (300 gp total)
6 containers of shard gel (50 gp)
2 flasks of acid (30 gp)
Wand of CLW (1d8+1), 48/50 charges
6 doses antitoxin (150 gp)
2 doses smelling salts (25 gp)
10 doses soothe syrup (125 gp)

Non-combat gear
Headband of twisted intellect (8,000 gp) (+2 Int, +stone's resonant power)
Deep Red Sphere Ioun Stone (8,000 gp) (+2 Dex, Improved Unarmed Strike)
Wand key ring (3,000 gp): +10 UMD to activate ray of enfeeblement items
Masterwork backpack (50 gp, 4 lbs.)
- Bedroll (1 sp, 5 lbs.)
- Waterskin (1 gp, 4 lbs.)
- Daily clothes, artisan's outfit (1 gp, 4 lbs.)
- Formula book (3 lbs.)
- Orc's formula book (3 lbs.)
- formula alembic* (200 gp, 2 lbs.)

*Heavyload belt (2,000 gp, 3 lbs.), 99-lb. carrying capacity
2 Belt pouches (2 gp, 1 lb.)

Alchemist's lab (200 gp, 40 lbs.)
Alchemy crafting kit (25 gp, 50 lbs.)

7,750 gp, 2 sp, 3 cp

Other things to consider: Another ioun stone

Racial traits:

Attributes+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Background:

As he gets closer and closer to middle age, Sander Thistlewight has seen his hair begin to thin and his waist begin to grow. He's a simple man, whose ideal day is waking up in the morning in his own bed, going to his shop, putting in a honest day's work, then coming home to his beautiful wife. He's well-respected by his customers and the community, but he's no one's idea of a hero.

... Except for his beautiful wife's. Sander has been in love with Louly Tailor for as long as he can remember. And for some reason -- he hasn't figure it out yet -- she loves him. He's her hero and unfortunately for him, there's nothing he wouldn't do for her, which means sometimes he has to go act like a hero.

His only goals in life are to protect his wife and to make sure he gets back home to her at the end of the day. If that means fighting when orcs or giants attack Trunau, then he'll fight and no halfling, man, elf or dwarf will have better reason to stay alive. He may not always believe he will actually stay alive -- remember, he's no hero -- but the thought of Louly and the heartbreak she would suffer if anything happened to him is a powerful motivator.

Leveling:

Half+1 HP / level (7 hp / level)

Favored class bonus:
1st: hp
2nd: hp
3rd: hp
4th: hp; +1 Int
5th: hp
6th: +1 1st-level spell
7th: +1 2nd-level spell
8th: +1 2nd-level spell; +1 Int
9th: +1 2nd-level spell
10th: +1 3rd-level spell