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About Scholar Zupon========================================
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Ranged
Acupuncture Needles - 0+1d4; x2 crit, 10ft. P. Touch AC . Fort 15 vs Dazzle/Deafened 1d4
Special Attack Options or Items
TWF. No feat if using. -6 primary -10 secondary. As ranged weapons are not light, nor are splash weapons light. Alchemy Items: For more detail see Alchemy Spheres and Alchemy Formulae sections
Cherry Bombs: DC 15. Splash Weapon. INT number of uses per item. 1d4 Bludgeon or Lightning. 1splash w/ reflex save. Increment 10. May increase DC by 10 to increase Increment by 10, and Splash DC +1. Improved Bottled LIghtning increment 20ft range. Touch Attack. 2d8 Electric damage. Any creature in the line of effect (Including Target) takes 1 sonic damage. May increase in increments of 10 to increase range increment by 10 and line effect increase by 1d6. Salve: Craft DC 15 (HEAL SKILL)Standard Action to heal self or target w/in reach 2d8+4HP. Only a particular creature with this 1+4(int)=5 times per day. May increase DC by 10 to increase healing by 5 (1d8+5)
Skills :
Per level: 8+4INT+1Human+1Level. Points=at least 1 rank in skill Note: Alchemy sphere and Scout Sphere give 1 skill point in Craft Alch and Stealth respectively. Total skill points is 14+Sphere's 2 =16/lv for detail breakdown. * = class Skill Acrobatics 3 Points *APPRAISE 4 *BLUFF -1 CLIMB 1 Points *CRAFT ALCHEMY 9 Points DIPLOMACY -1 *DISABLE DEVICE 6 Points *DISGUISE -1 *ESCAPE ARTIST 6 Points FLY 2 *HANDLE ANIMAL -1 *HEAL 9 (2skill points. Uses Int not Wis) Points *INTIMIDATE -1 *KN(ALL): 9 2points Points *LINGUISTICS 4 *PERCEPTION 6 Points *PROFESSION 1 RIDE 2 *SENSE MOTIVE 1 *SLEIGHT OF HAND 2 *SPELLCRAFT 4 *STEALTH 7 Points *SURVIVAL 5 1 rank SWIM 1 Points *UMD -1 -------------------
Gear List:
Trait gold 900+175 = 1075. Current Gear Cost 1037g 6s 5cp Current Gold: 11g 19s 55cp (otherwise known as 15gp4sp5cp; but spare change is good) Use INT for Carry Weight. Light Load 100lbs; med load 200lbs heavy load 300lbs. --------- Healer's Kit 10 uses No Cost. Can refill with 8 hours+10gold +bonus standard Healer's Kit given by class. Alchemy Crafting Kit 25gp 5lbs Studded Leather: 25gp +3AC +5Dex 0ACP 20lbs Buckler: 5gp +1 ac 0acp 5lbs Masterwork buckler/Studded Leather +300gold. AP-1 Shurikens: 50# 5lbs. 10g Butterfly Knife 5gp Needle Launcher. 400gp x2 40ft 2lbs p holds 10 needles, Reload as a full round action. One hand fireable. Magical versions +10ft increment per enhancement bonus. Full Round Action special attack attacks all creatures in a line from corner of wielder's space to weapon range limit (or barrier it cannot penetrate). Make separate attacks for all creatures, only hit by one shot of the burst. Each attack takes -2 penalty. Concealment effects (smoke invisi, mirror image etc) do not work. Roll to confirm individually. Consumes 10 uses of ammo. A.Needles: 100# -lbs 20gp Deal no damage, but made as touch attacks. Light weapons; treated as ammo for drawing/crafting, and for what happens after used. magical AcuNeedles add comp bonux to heal checks x2 enhancement bonus. A proficient user can poison two needles with a single dose of poison at -2 penalty to save DC. Torch 1cp 2lbs 5# 5cp A common adventurer’s tool designed to shed light in dark places. A burning torch deals 1 point of fire damage in addition to its damage as a weapon. In the hands of a character who is proficient with the torch, this damage increases to 1d6 fire damage on a successful hit. The torch may also be used to make a melee touch attack that deals no weapon damage, but still deals 1d6 fire damage. A torch burns for 1 hour, shedding normal light in a 20-ft. radius and increasing the light level by one step for an additional 20 ft. beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. Founderflame Torch 1lb 250gp (damage stats overridden via weapon proficiency) One end of this short length of petrified wood burns with a flame of ever-changing hue, a tiny portion of the fires of the Founder’s Flame (Pathfinder Campaign Setting: Magnimar, City of Monuments 32). It provides light as per a normal torch but is not consumed, and its fire cannot be extinguished by mundane means (though total immersion temporarily quenches the flame). The torch can be wielded as an improvised light mace that deals an additional 1d2 points of fire damage; in addition, a creature damaged by the torch’s fire takes a –1 penalty on saving throws for 1 round against effects that deal fire damage. Canteen 2gp 1lb Canteen 02-retained for Torch capping. 2gp 1lb Mess kit 2sp 1lb Blanket 5sp 3lbs Backpack 2gp 4lbs bandolier 5sp -lbs Rope 50ft 1gp 10lbs Piton 4sp 2lbs 4 count Pathfinder's Kit 12gp 22lbs This kit consists of a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures. In Game Expenses
99lbs (light load 100lbs)
___________________________________________________________________________ Class Features:
175 avg gold Hit Die: d6+2 Class Skills: The scholar’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha). Skill Ranks Per Level: 8 + Int modifier. Proficiencies: Scholars are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. Combat Training A scholar may combine combat spheres and talents to create powerful martial techniques. Scholars are considered Proficient combatants and use Intelligence as their practitioner modifier. Careful Packer The scholar knows that being prepared for any eventuality with a variety of useful tools is essential to success. Starting at 1st level, her talents for organization allow her to treat the storage space of any backpack, pouch, or similar container as though it were twice its normal size, and she uses her Intelligence score in place of her Strength score when determining her carrying capacity. Medical Training (Ex) The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill. In addition, the scholar may expend one use of a healer’s kit and make a special DC 15 Heal check on an ally as a standard action that provokes an attack of opportunity; if this check is successful, the ally recovers 1 hit point +1 for each point by which the scholar exceeds the DC. If the scholar has at least 5 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability damage +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total. Problem Solver A scholar gains the Alchemy and Scout spheres as bonus combat talents at 1st level. If she already has either of these talents from another source, she may instead gain any talent she qualifies for from the corresponding sphere. Flashbangs (Ex) At 2nd level, the scholar learns how to create unstable preparations using various salts and minerals that she can hurl at a creature as a ranged touch attack with a range of 30 ft. + 10 ft. per class level, dealing 1d4 bludgeoning, slashing, and piercing damage, and forcing the target to succeed on a Fortitude save (DC 10 + 1/2 the scholar’s class level + her Intelligence modifier) or be deafened and dazzled for 1d4 rounds; in addition, whenever a creature fails their saving throw against one of the scholar’s flashbangs, she may recover her martial focus as an immediate action. Preparing and throwing a flashbang is a standard action. If the scholar has at least 5 ranks in the Craft (alchemy) skill, the target takes 1d8 bludgeoning and piercing damage and is instead blinded and deafened for 1d4+1 rounds on a failed Fortitude saving throw. Some material impositions grant secondary effects that have the [explosive] descriptor; these impositions allow the scholar to expend her martial focus when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang. Alchemy Sphere:
Formulae Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period. Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half. Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for./[b] Clarification: Additional damage dice in formulae for having multiple ranks in Craft (alchemy) are always treated as bonus damage dice and are not multiplied by Vital Strike or a critical hit. (Per discussion with a writer) [b] Effectively if failed to meet higher DC, i get default base item Alchemy Talents:
Chemical Coating [Apoc] (Combat Talent gained at lv 2 You may modify your formulae into an oil, called a coating that can be applied to weapons by increasing Craft (alchemy) DC to create them by 5. The coating’s effects are added to any attacks you make in which you successfully hit the target. Formulae applied as a coating only affect the target of the attack and lose any splash damage or area of effect they might normally possess. If the formulae does damage on a hit, the damage is reduced to 1d6 + 1/2 your ranks in Craft (alchemy) per successful attack. If a formulae normally deals multiple types of damage (such as fire and bludgeoning), it instead deals one type of damage (chosen at the time of the application). You may apply a coating to one weapon (including ranged weapons, which apply the effects to ammunition they fire), one end of a double weapon, or ten thrown weapons as a move action, or as a swift action if you expend your martial focus. Only one coating can be applied to any piece of equipment at a time. Any time that you could apply a poison to a weapon, you may instead apply a coating in its place. Once applied, coatings remain active for a number of rounds equal to your Practitioner modifier + 1 per 4 ranks in Craft (alchemy). Additional damage from a coating is never multiplied on a critical hit, but otherwise stacks with effects such as flaming, shock, or corrosive.
Alchemy Formulas:
Alchemy Item DC (unless they otherwise state or modify) DC: 10+1/2 Craft Alchemy +INT. DC 15 3known + 1 (1/2 craft alchemy skill points) may be made at once.. 15m per item. 1hr for a full refresh. -------------------------- Cherry Bomb (formulae) (Free w/ Alchemy sphere)
Improved Bottled Lightning (formulae) (Combat medic) Craft DC: 25
_________________________________________________ Salve (formulae) (Combat medic gives free) Craft DC: 15
Scout Sphere:
Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. All practitioners of the Scout sphere gain the following ability: As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects. _________________________________________________ Uncanny Dodge (Scout Talent, gained via Second Scout sphere (scholar + field medic)
Field Medic:
Field Medic [IHB2] While not as often to get the glory of the kill as the soldier, the field medic is as or even more important to the health and safety of his comrades. Bonus Talents: Equipment: Fast Draw (see feats) Alchemy sphere ((formulae) package): Salve Scout sphere (already have. used to take subtalent Uncanny Dodge) Variable: The Field Medic gains one additional talent of their choice from either the Alchemy sphere or Scout sphere. (Variable = lighting bottle) Drawbacks: Alternative-Brew Special: The Field Medic uses the Heal skill as the skill used for Alternative-Brew. feats and traits:
Traits: Social: Rich Parents. 900gold. This is the funding supplied by the Abby Religion: Aesocar required-The Abby/Library he grew up in. Thanks to your medical innovations, you can perform especially comprehensive or speedy surgeries. You begin play with a special healer’s kit at no cost and can fully restock your kit by expending materials worth 10 gp and spending 8 hours assembling medical devices. When using this healer’s kit to treat deadly wounds, you can either halve the time required to perform the action or add your Intelligence modifier to the number of hit points healed. spheres: Scholar 1 gives Alchem (which gives 1 formula), Scout. lv 1 martial tradition gives Field Medic gives 1 salve formula, scount sphere replacement (uncanny dodge), 1 variable (formula taken), fast draw. Fast Draw
-------------------Feats------------------------
Level 1 feat: Vaporized Formulae [Apoc]
Lvl 2 Combat Talent: Finesse Fighting
background + questions:
Adopted into a scholarly abby/library. He grew up and of course was part of the procession-did not take well to the religion (not opposed just disinterested to an extent) but loved the learning and reading.
Have a Goal:
needle launcher info:
Needle Launcher [Youxia HB] This small wooden tube houses spring-loaded chambers to launch needles at foes. It can be attached to the arm and hidden in sleeves, though they still require a free hand to operate the launching mechanism. Needle launchers use acupuncture needles as ammunition, and hold 10 needles at once. Attacks made with needle guns deal no damage, but can be made as touch attacks. The needle launcher may be reloaded as a full-round action, can be fired with one hand, and counts as a hand crossbow when determining what abilities and feats affect it. Magical needle launchers grant proficient users a range increment increase of 10 feet per point of enhancement bonus. A proficient user can fire a burst of needles to attack all creatures in a line as a full-round action that counts as a special attack action. This line starts from any corner of the wielder’s space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. When using this weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a -2 penalty. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect an automatic weapon’s line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with this weapon consumes 10 uses of ammunition.
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