Fire Elemental

The Burning Intellect's page

No posts. Alias of Cam James.


About The Burning Intellect

Alchemist 16
Wizard 16

Race
20rp Goblin
0 Humanoid (Goblin) 3 outsider
0 Small Size
0 Normal Speed
4 Advanced Stats (+dex, -Str)
4 Advanced Int
2 Gifted Linguist
2 Enclave Protector
3 Pyromaniac
1 Weapon familiarity (Horsechopper and Dogslicer)
4 See in Darkness

Small size
resist fire 20, cold vulnerablity
Immune to crits, sneak attacks and bleed
+2 Dex, +2 AC
1d4 Slam attack +1d4 burn +3d6 fire
1d4 aura burn
50ft movement speed
Str: +14 (10 base, +0 pb, -2 Racial, +4 Mutagen, +2 ABP)
Dex: +36 (10 base, +6 pb, +2 Size, +4 Racial, +8 Mutagen, +6 ABP)
Con: +26 (10 base, +4 pb, +2 Racial, +6 Mutagen, +4 ABP)
Int: +26 (10 base, +6 pb, +4 Lvls, +2 Racial, -2 Mutagen, +6 ABP)
Wis: +18 (10 base, +4 pb, +2 Racial, -2 Mutagen, +4 ABP)
Cha: +12 (10 base, +0 pb, +2 Racial, -2 Mutagen, +2 ABP)
AC: +42 (10 base, +13 Dex, +1 Size, +4 Elemental Body, +6 Mutagen, +10 ABP)
Fort: +23 (10 base, +8 Con, +5 ABP)
Dex: +28 (10 base, +13 Dex, +5 ABP)
Will: +19 (10 base, +4 Wis, +5 ABP)

20rp Elemental
3 Outsider (Fire)
0 Small Size
0 Normal Speed
4 Advanced Stats (+dex, -str)
3 Pyromaniac
2 Gifted Linguist
6 SLA at will (elemental aura)
4 Fire Immunity
-2 Cold Vulnerability
0 Darkvision 60ft

-----------------------
Polymorph

-----------------------
+20 disguise
You lose all extraordinary and supernatural abilities that depend of your form, as well as any natural attacks and movement types.
However you gain any of the creatures natural attacks (1d4/1d6 Slam) and your speed becomes that of the creature (50ft).
Lose any class features that depend on the new form

Gear melds into your body at the time of casting, items with consistent bonuses continue to function but weapons, armor and activatible items cease functioning. Any gear that does not cease functioning resizes to fit your new form.
You cannot cast spells with material, somatic or verbal components unless you have the eschew materials feat or your new form is capable of speech and making gestures.

You can only be under the effects of a single polymorph effect at a time, if you become targeted by a second effect, you can choose which one affects you.
Size changing spells are unaffecting on a creature already affected with a polymorph effect.

.

.

.

.

.

.

.

The Burning Intellect
***Templated*** Goblin
Alchemist () 16
Wizard () 16
Xxx
CN Small Humanoid (Goblin) Initiative +3 Senses Darkvision 60ft Perception +0
--------------------
Defences
--------------------
AC 42 Touch 13, Flat Footed 14 (10 base, +13 Dex, +1 Size, +4 Elemental Body, +6 Mutagen, +5 Armor (ABP), +5 Deflection (ABP))

hp 31/31 (3d8 +8)
Fort 5 Ref 6 Will 4 (+6 vs poison. +4 vs mind-affecting effects, paralysis, stun, magical traps, language-dependent effects, symbols, glyphs, and magical writing)
Immune fatigue, exhaustion, disease, sleep, emotion-based effects except fear
--------------------
Offenses
--------------------
Speed 30ft (20ft)
Melee Mwk Mop +2 (1d6 -2/x2), reach, brace
Ranged Bomb +6 (2d6 +5/x2 fire), (7 Splash)
Modifiers +2/+0 BAB, -2/-2 Str, +3/+0 Dex, +0/+5 Int, +1/+0 Size, +1/+0 Mwk
----------------------
Extracts
----------------------
Extracts Per Day 1 (3/5)
Extracts Prepared CLW, CLW, Illusion of Calm, Identify, Identify
Free: 0
----------------------
Spells
----------------------
Spells Per Day 1 (3/4)
Current Magical Effects

----------------------
Bardic Performances
----------------------
Countersong, Distraction, Fascinate, Inspire Competence, Naturalist
----------------------
Statistics
----------------------
Str 6, Dex 16, Con 15, Int 20, Wis 11, Cha 13
BAB +2 CMB -1 CMD +12

Feats brew potion (bonus), throw anything (bonus), skill focus: engineering (GM boon), combat reflexes, bodyguard
Discoveries precise bombs
Traits maestro of the society, adopted: helpful, vendor hacker, on the brink (desert)

Skills:

Acrobatics +0 (0 Ranks, -4 Wheeled, +3 Dex, -3 ACP) (-4 to jump)
Appraise +11 (1 Rank, +3 CS, +2 MWK tools, +5 Int) (+13 Gyro)
Climb -9 (-4 Racial, -2 Str, -3 ACP)
Craft: Alchemy +18 (3 Ranks, +3 CS, +2 MWK tools, +2 Screwdriver, +3 Alchemy, +5 Int) (+20 Gyro)
Craft: Mechanics +13 (1 Rank, +3 CS, +2 MWK tools, +2 Screwdriver, +5 Int) (+15 Gyro)
Diplomacy +5 (1 Rank, +3 CS, +1 Cha)
Disable Divice +11 (3 Ranks, +3 CS, +1 Racial, +2 MWK tools, +2 Screwdriver, +3 Dex, -3 ACP) (+13 Gyro)
Knowledge (Arcana) +19 (3 Ranks, +3 CS, +2 MWT, +1 Bardic Knowledge, +10 Int)
Knowledge (Dungeoneering) +15 (1 Rank, +3 CS, +1 Bardic Knowledge, +10 Int)
Knowledge (Engineering) +22 (3 Ranks, +3 CS, +1 Bardic Knowledge, +3 skill focus, +2 MWK tools, +10 Int)
Knowledge (Explosives) +15 (1 Rank, +3 CS, +1 Bardic Knowledge, +10 Int)
Knowledge (Geography) +15 (1 Rank, +3 CS, +1 Bardic Knowledge, +10 Int)
Knowledge (History) +17 (3 Ranks, +3 CS, +1 Bardic Knowledge, +10 Int)
Knowledge (Local) +20 (3 Ranks, +3 CS, +1 Bardic Knowledge, +1 Trait, +2 MWK tools, +10 Int)
Knowledge (Nature) +16 (1 Rank, +3 CS, +1 Bardic Knowledge, +1 Trait, +10 Int)
Knowledge (Nobility) +15 (1 Rank, +3 CS, +1 Bardic Knowledge, +10 Int)
Knowledge (Planes) +15 (1 Rank, +3 CS, +1 Bardic Knowledge, +10 Int)
Knowledge (Religion) +15 (1 Rank, +3 CS, +1 Bardic Knowledge, +10 Int)
Profession (Maintenance) +6 (1 Rank, +3 CS, +2 MWK tools, +0 Wis)
Perception +0 (+0 Wis)
Sense Motive -4 (-4 Racial, +0 Wis)
Spellcraft +10 (2 Ranks, +3 CS, +5 Int, +1 Magic Lore) (+11 to identify items or scrolls)(+12 Gyro)
Survival +2 (+2 MWK tools, +0 Wis)
UMD +6 (+2 Ranks, +3 CS, +1 Cha) (+8 Gyro)

Languages Common, Celestial, Draconic, Dwarf, Giant, Terran
Other Gear:

muleback cords, 1/8lb
MWK longspear, 4 1/2lb
hide shirt, 9lb
Eridian Torch, 2lb
Inconceivable Rod
MWK tools (assorted wrenches (craft: mechanics), mop (profession: maintenance, doubles as a longspear), electrical circuitry tools (disable device), masters ledger (appraise), tours guide (knowledge: local), glowing orb (knowledge: arcana), survival tools, crafting tools, Super Pocket Protractor (K: Engineering), 8lb
1 shaped Charge, 1lb
6 detonators, 3lb
7 repair kits for service bots, 3 1/2lb
Lots of spare parts for service bots, 1lb
ECHO Device 5-8 1/4lb
homing beacon, 1/8lb
satellite phone, 1/8lb
code breaker 4 1/2lb
Sonic Screwdriver (+2 Craft and DD) 1/8lb
Gyroscopic Compressor (+2 to analyze, + advice to fix/modify it ect) 1/2lb
10 pints of oil, grease and liquid power (rations), 5lb
Fire bead (4d6 fire damage, DC 15 Ref for half), 1/8lb
Fire jell (ranged touch attack, 2d6 fire damage for 3 rounds) (9/10), 2lb
2 stacks of notes labeled "Eridium Project Notes: Injecting Into Biologicals" and "Growing Eridium Fail" respectively, 1/8lb
book on how to create bullets, 1/8lb
Fausts Journal, 1/8lb
Turret Schematics 
1 Eridian artifact of unknown use, 1lb
6 Eridian bars, 6lb

320gp

----------------------
TRACKED RESOURCES
----------------------
Bombs (7/8)
Bardic Performance (12/12 rounds)
Fire Jell (10/10)
Cognatogen (+2 int, -2 str, 20 minutes)
Make Whole (2/2)/day SLA
Loremaster (0/1) take 20 on knowledge check
----------------------
Special Abilities
----------------------
Alchemy use Craft (alchemy) to identify potions as if using detect magic. Must hold potion for 1 round.
Bardic Knowledge add 1/2 level to all knowledge checks (1)
Bardic Performances standard action to activate, free action to maintain. Only one at a time.
Countersong:make sing check each round. All within 30 feet affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. Gain a second saving throw if already affected.
Distraction: make dance check each round. All within 30 feet affected by a affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. Gain a second saving throw if already affected.
Fascinate: cause one creature +1 per 3 levels to become fascinated with him that are within 90 feet, able to see and hear the bard, undistracted by combat or danger and capable of paying attention to him. (DC 12 Will negates) If a creature saves, he is unaffected for 24 hours. The creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows a new saving throw. Any obvious threat automatically breaks the effect.
Inspire Competence 1 ally within 30ft gets +2 competence bonus on 1 skill as long as you perform.
Naturalist: if you identify a creature with a Knowledge check the all allies within 30 feet gain +1 insight bonus to AC, attack rolls and saving throws against exceptional, supernatural, and spell-like abilities by those creatures.
Blind Panic at half hit points or fewer, no ally within 30 feet gain +2 racial bonus on melee attack rolls and AC.
Cognatogen +2 int and -2 str for 20 minutes. Afterwards take 2 str damage
Constructed counts as humanoid and construct. +4 racial bonus on saving throws vs mind-affecting effects, paralysis, poison, stun, immune to fatigue, exhaustion, disease, sleep, emotion-based effects except fear. Can never gain morale bonuses.
Emotionless –4 to sense motive.
Eridian Torch an Eridian artifact that reduces the casting time of make whole and mending down to 1 minute and gives 1 extra use of mending per day. It is probably some sort of uber weapon that he is using as a wielding torch ;)
Favored Class Bonus +3 rounds of bardic performance.
Loremaster can take 20 on 1 knowledge check.
Magic Lore add 1/2 level on Spellcraft checks to identify magic items or decipher scrolls (1) and can take 10 on such checks. Disarm magical traps as per a rogue’s trapfinding ability with disable divice. +4 bonus on saves against magical traps, language-dependent effects, symbols, glyphs, and magical writings of any kind.
Master Tinker +1 to Disable Device and Knowledge (engineering). Proficient with any weapon you have personally crafted.
On the Brink +1 to knowledge (nature and local). When attacked by the local wildlife or in a favored terrain you are never caught flatfooted during a surprise round.
Perfect Recall add int bonus to knowledge checks and memory checks twice.
Precise Bombs on a direct hit up to 5 squares avoid splash damage.
Resist poision +2 vs poison
Swift Alchemy can create potions in half the normal amount of time. Can poision a weapon as a move action.
Vendor Hacker 5% better prices, can access a secret compartment on successful skill check.
Wheeled -4 to acrobatics checks made to jump. No feet slot.

----------------------
Encumbrance 56 1/4lb
Light 43.5lb, Medium 87@lb, Heavy 131.25lb
----------------------

Formula Book:

1st: Ant Haul, Comprehend Languages, Cure Light Wounds, Endure Elements, Expeditious Retreat, Polypurpose Panacea, Shield, Identify, Ilusion of Calm

Spells Known:
Cantrips: Prestidigitation, Read Magic, Ghost Sound, Mending, Detect Magic, Light, Mage Hand
1st: Grease, Saving Finale, Vanish, Silent Image


--------------------------------------------------------

Backstory:

CL4P-TP was one of the last of his series created by the Dahl Corporation and his series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair he was created to be a maintainence bot or to do other manual labour and this he does well and with a cheery attitude.
CL4P-TP stands just over 2 feet high with a slim build supported by a single wheel, has two spindly arms ending in a pair of surprisingly dextrous pincers. At the top-center of his chassis lies a single lens that acts as his eye to the world and his front pannel hinges open to reveal a compartment used to store whatever odds and ends they collect.
Always ready to help out with his cheery attitude or to offer advice, yet he tends to come off as annoying more than anything else and due to his extensive memory banks can be a bit of a know-it-all. In an attempt to cheer others up or simply to while away the time he has taken to singing and dancing further cementing his annoying demeanor yet dispite this he usually wishes to remain in the background supporting and fixing out of the spotlight.

Burn
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire (see Burn universal monster ability for complete details.)
Small: 4ft, 1lb, DC 11, 1d4
Med: 8ft, 2lb, DC 14, 1d6

ADDIDUMS
Memorize Page spell
Idealize Arcane Discovery
Acute Senses spell
Greater Spell Specialization (Baleful polymorph)

Racebuilder:
See in Darkness
SLA at will: Acute Senses

I have been having a hard time visualizing how my Goblin-turned-Bonfire actually went together what abilities overlapped or became redundant, and how I should build him in general, especially as he gets significantly modified during the process. Specifically, I am using Race Builder to create a Super Modified Goblin," then adding on the Fiery Template and finally casting Polymorph any Object on him to turn him into a Psudo-Elemental (which is based off of Greater Polymorph, which in turn is based off of Elemental Body III).
Confusing :)

So here he is, and here is the process on which he gets modified.

Race Builder

Points Allocation:
20rp Goblin
0 Humanoid (Augmented, Goblin)
0 Small Size
0 Normal Speed
4 Advanced Stats (+dex, -Str)
4 Advanced Int
2 Gifted Linguist
3 Pyromaniac
2 SLA at will (Acute Senses)
1 Weapon familiarity (Horsechopper and Dogslicer)
4 See in Darkness

Notes/Changes:


Burnie
Small Humanoid (Augmented, Goblin)
Senses: See in Darkness
Str: -2, Dex: +4, Con: +2, Int: +4, Wis: +2, Cha: +2
Speed: 30ft

Gifted Linguist: +4 linguistics, extra languages.
Pyromaniac: cast fire spells at +1 level. Same with bombs.
Weapon Familiarity: You are proficient with Horsechoppers and Dogslicers.

. SLA at Will:--Acute Senses

Fiery Simple Template:
Gives: Fire Subtype, Fire Immunity, Cold vulnerablity, Darkvision 60ft, Dr 5/-, 3d6 fire damage with natural and metal weapons.
+1 CR

Changes/Notes:


Burnie
Small Humanoid (Augmented, Fire, Goblin)
Senses: Darkvision 60ft, See in Darkness
Immunities: Fire
Resistances: Cold Vulnerability, DR 5/-
Str: -2, Dex: +4, Con: +2, Int: +4, Wis: +2, Cha: +2
Speed: 30ft

Gifted Linguist: +4 linguistics, extra languages.
Pyromaniac: cast fire spells at +1 level. Same with bombs.
Weapon Familiarity: You are proficient with Horsechoppers and Dogslicers.
Bonus Fire Damage: Natural and Metal attacks deal an additional 3d6 damage.
. SLA at Will:--Acute Senses

Polymorph any Object:
As [url=http://www.d20pfsrd.com/magic/all-spells/e/elemental-body]Elemental Body III[/ooc] for a small sized fire elemental.
+2 size bonus to Dex
+2 Natural Armor Bonus
Darkvision 60ft
Resist Fire 20
Vulnerability to Cold
Immune to bleed, Criticals, Sneak Attacks
The [url=http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burn-Ex-]Burn ability: +1d4 damage when both being hit as well as hitting. Ref save or catch on fire

Notes/Changes:
Ok... First of all, Polymorph Any Object works as Greater Polymorph except for the duration. Greater Polymorph works as Elemental Body III, so that is what the above is describing.

Burnie
Small Humanoid (Augmented, Fire, Goblin)
Senses: Darkvision 60ft, See in Darkness
Immunities: Fire
Resistances: Cold Vulnerability, DR 5/-
AC:
Str: -2, Dex: +6, Con: +2, Int: +4, Wis: +2, Cha: +2
Speed: 30ft

Gifted Linguist: +4 linguistics, extra languages.
Pyromaniac: cast fire spells at +1 level. Same with bombs.
Weapon Familiarity: You are proficient with Horsechoppers and Dogslicers.
Bonus Fire Damage: Natural and Metal attacks deal an additional 3d6 damage.
. SLA at Will:--Acute Senses