Fire Elemental

The Pyroclasm's page

8 posts. Alias of Gobo Horde.


Full Name

Pyroclasm

Strength 12
Dexterity 45
Constitution 28
Intelligence 22
Wisdom 24
Charisma 6

About The Pyroclasm

Pyroclasm

unfinished chunch:

Male Goblin Alchemist/Druid 17, Mythic Champion 3 (Ragechemist/Mehnir Savant)
CE Small Humanoid (Goblin) Initiative 11 Senses Darkvision 60ft Preception 36 (66)
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Defenses
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AC 38, Touch 22, Flat Footed 27 (+11 dex, +6 natural, +1 size, +5 barkskin, +5 magic vestment)
hp 160/340 (20d8 +180)
Fort 25 Ref 27 Will 16 (+2 vs confusion, insanity and fear)
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Offenses
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Speed 30ft
Melee Edge of Chaos +21/+21/+16/+11 (1d8 +22 17-20/x2)(+2d6 against lawful)
Ranged Bomb +25/25/25/25/20/20/15 (10d6 +26/x2 fire, 36 splash/DC 30 Ref half) or
Bomb +29 (10d6 +26/x2 fire, 36 splash/DC 30 Ref half)
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Extracts
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Extracts Per Day 1 (7/8) 2 (3/8) 3 (6/7) 4 (6/7) 5 (6/7) 6 (7/7)
Extracts Prepared polypurpose panacea, alchemical allocation, cure critical wounds, giant form 1

Free:34
Current magical effects Acute Senses (+30 perception, permanent), overland flight (34 hours), heroism (330 minutes) delayed consumption (greater invisibility, 35 days), barkskin (+5 armour, 330 minutes), magic vestment (+5 armour, 34 hours), greater magic weapon (edge of chaos, 34 hours), elixir of life (9 days)
enhance potion 6/10
extend potion 7/10
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Statistics
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Str 12, Dex 45, Con 28, Int 22, Wis 24, Cha 6
Base Atk +12 CMB 13 CMD 40
modifiers
Str: base 8, -2 racial, +6 mutagen,
Dex: base 8, 10 pts, +4 levels, +4 racial, +8 mutagen, -1 mutagen, +6 wildshape, +6 belt,
Con: base 8, 2 pts, +6 mutagen, +2 mutagen (morale), +4 wildshape, +6 belt,
Int: base 8, 8 pts, +6 headband,
Wis: base 8, 10 pts, +6 headband,
Cha: base 8, -2 racial

Bomb Modifiers
Bomb 10d6 +26/x2 fire, 5ft radius.
Caging (A) 10d6 +26/x2 creates a wall of force as big as the splash radius for 20 turns, only 1 at a time.
Confusion* 8d6 +26/x2 confused for 20 rounds on a direct hit.
Delayed 10d6 +26/x2 delayed for up to 20 rounds.
Directed 10d6 +26/x2 fire, 20ft cone.
Explosive* 10d6 +26/x2 catch fire on a direct hit, 10ft radius, 80ft line or 30ft cone.
Force* 10d4 +26/x2 force, knocked prone on a direct hit (DC 30 Ref).
Implant 1-10d6 +26/x2 delayed 24 hours or until target dies. 150gp per 1d6 removes the time limit. DC 20 heal and 1 hour to implant.
Lightning Lash (A) 10d6 +26/x2 target +3 splashed creatures take 1d6 electric (DC 30 Ref) when they move.
Sticky targets directly hit take splash damage next round.
Strafe 10d6 +26/x2 fire, 40ft line.
Targeted (A) 10d6 +36/x2 no splash damage.
You can have only 1 * effect and 1 (A) effect active on a bomb at one time. (A)=Admixture bomb.

Feats throw anything (bonus), alertness (bonus), point blank shot, rapid shot, two weapon fighting, improved two weapon fighting, greater two-weapon fighting, implant bomb, precise shot, extra discovery (x3)
Discoveries precise shot (bonus), explosive bomb, force bomb, confusion bomb, strafe bomb, extend potion, delayed bombs, elixir of life, enhance potion, eternal potion, fast bombs, greater mutagen, grand mutagen, eternal youth, infusion, sticky bombs
Traits Unhinged Mentality, Accelerated Drinker
Skills (*class skill*) Acrobatics +10, Bluff +23, Craft* (alchemy) +39, Fly* +19, Heal* +34, Knowledge* (arcana) +34, Knowledge (chaos) +31, Knowledge (dungeoneering) +31, Knowledge (geography) +31, Knowledge (history) +31, Knowledge (local) +31, Knowledge* (nature) +34, Knowledge (nobility) +31, Knowledge (planes) +31, Knowledge (religion) +31, Linguistics +15, Perception* +36 (66), Sense Motive +30, Sleight of Hand* +32, Spellcraft* +34, Stealth +39
Languages Abyssal, Aklo, Boggard, Celestial, Common, Draconic, Goblin, Ignan, Protean
Other Gear Belt of Physical Perfection (+6), Headband of Mental Prowess (+6 wis/int), Cloak of Resistance (+5), Vest of the Stable Mutation, Boots of Speed, Glowing Glove of Storing, Cap of Human Guise, Amulet of Hidden Strength, Bracers of Falcons Aim, Wayfinder with Clear Spindle, Double Decoy Ring, Ring of Fiery Resist and Retribution, Implanted Dark Blue Rhomboid Ioun Stone, hyberdization funnel, silk rope, twine, whistle, alchemical glue, thunderstones (10), hammer, pitons (10), campfire bead, snapleaf, feather tolken, tree (25), insistant doorknocker, 4784gp, 5cp, 9sp

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TRACKED RESOURCES
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bombs (26/30)
1st level potions clarion call, infernal healing, shield of faith, resist energy, expeditious retreat, mage armor, karmic blessing, keep watch, polypurpose panacea
2nd level potions groundswell, barkskin, heroism, suggestion, acute senses, eagle eye,
3rd level potions greater magic weapon, Dimension door, major image, magic vestment, amplify elixir, vomit twin, fire trail, cure serious wounds
Elixers elixer of hiding, elixir of life, philter of love, waters of maddening (10)
Current Permanent Potion Acute Senses (+30 perception)
Misc. 1/3 boro beads ( lv 2), 2/3 preserving flasks (alchemical allocation), 10 thunderstones, 10 stubborn nails, 10 pitons, 25 feather tolkens (tree), 50ft silk rope, 50ft twine
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Special Abilities
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Alchemical Weapon can apply an alchemical substance to a weapon as a free action. Does direct hit only on next attack within 1 minute.
Amulet of Hidden Strength 1/day extra attack as a swift action.
Boots of Speed 10 rounds/day gain the effects of haste.
Bracers of Falcons Aim +1 competence bonus to ranged attacks, +3 competence bonus to perception.
Cap of Human Guise can cast disguise self at will, appearing as a small child.
Confusion Bomb 8d6 damage, confuses a target directly hit for 20 rounds
Dark Blu Rhomboid Ioun Stone Bonus feat: Alertness.
Delayed Bombs can delay the explosion of a bomb by up to 20 rounds
Directed Blast 20ft cone instead of radius, 1 target takes direct hit.
Double Decoy Ring when you withdraw or become helpless, you become invis for 3 rounds, 8 duplicates run off in random directions for 3 rounds. AC 10, DC 19 will disbelieve.
Elixer of Life potion of true resurrection, costing 25000gp, alternatively can drink it to be targeted by a constant resurrection for 11 days
Enhance potion 10/day potion counts as caster level 20. (9/10)
Eternal Potion can make any potion affected by extend potion permanent.
Eternal Youth stop aging, take no penalties for advanced age.
Explosive Bomb direct target catches fire, enlarges bombs; regular bombs have 10ft radius, strafe bombs have 80ft line, directed blast has 30ft cone.
Extend Potion 10/day can double length of potion drunk (9/10)
Fast Bombs can throw bombs at full rate of fire
Force Bomb 1d4 damage instead of 1d6, deals force damage and a direct hit is knocked prone (DC 30 Ref).
Glowing Glove of Storing standard action to imprint glowing handprint on object for 1 day, can store/retrieve an item inside the glove as a free action
Grand Mutagen +8 dex, +6 con, +4 str, +6 natural armour bonus
Infusion can pass on extracts to others, extracts last until consumed
Instant Alchemy create alchemical items as a full round action.
Persistant Mutagen mutagens last 20 hours.
Precise Bombs up to 11 squares are missed by splash damage.
Ring of Fiery Resist and Retribution fire resist 20, 1/day immediate action 30ft fire explosion for 10d6 fire damage (DC 14 Ref half) affects wearer.
Staggering Blast a confirmed critical with a bomb staggers for 1d4+1 rounds (DC 30 Fort reduces to 1 round)
Sticky bombs deals targets struck directly splash damage on the next round.
Strafe Bomb damages in a 40ft line instead of a radius, 1 target along the line takes a direct hit
Unhinged Mentality +2 against confusion, insanity and fear
Vest of Stable Mutation take no penalties when you mutate.
Wayfinder with Clear Spindle Immune to possession and mental control, no longer needs to eat or drink.

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Alchemical weapons

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Encumbrance xxxlb
Light 100lb, Medium 200lb, Heavy 300lb
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The Pyroclasm started out as just an ordinary goblin, unlike any other in his clan of 500 or so. He was brash, foolhardy, loved fire and above all, was a moron...
He was wondering around one day, playing around with his favorite tinderwig (for what goblin would NOT have one of those?) when he saw some big round kegs and thought to himself I wonder if those would burn?
As it turns out, kegs of gunpowder burn very well. So did the boxes of fireworks, grenades, mines, bombs and just about everything else in the warehouse belonging to the BOOM BOOM! goblin clan. In one tiny act of mischief he managed to annihilate the entire BOOM BOOM! clan and a few miles of the surrounding landscape. That would have been the end of the story, if not for the god of fire and destruction taking notice of such an act and deciding to spare the foolhardy goblin.
As it turns out, blowing up a couple acres of forestry and an entire clan of goblins AND surviving to tell the tale is worth quite a bit of experience...
Thrus Pyroclasm was born.

Pyroclasm
The Great Ball of Fire, The Everburning Goblin. To the goblins he is known as BOOM BOOM Burnie.
Domains: Fire (obviously), Destruction (catastrophe, rage), Glory (heroism), Madness (insanity), trickery (deception, innuendo, thievery)
Embodies the Sefira of Hod. There is no true glory except when something is burning. Then it is the act of burning that creates glory and it is to what is burning that the glory is given. Pyroclasm takes this to the extreme, he burns, everything he touches burns, everywhere he walks burns, and if something will not burn, it has no glory and loses most of its value. One big exception is things that cause things to burn. Those are the heralds of glory, and thrus have glory in their potential. That and bombs.

Planed Concept:

Planed concept.
17th level druid/alchemist
3rd tier mythic
Mythic path. Champion
Fleet Charge
1) Armor Master, Mythic Brew Potion
2) Extra Mythic Feat: Mythic Wind Stance
3) Fleet Warrior, Mythic Lightning Stance

Of his feats, and mythic feats, I am planing on taking the mythic lightning stance feat, every time he moves, he gets 50% miss chance, representing a massive blaze of fire that is rather difficult to pin down. he will be both proficient in melee, ranged and spellcasting, able to do all of them to some degree or other. i am going to take the rocket bombs and inferno bombs discoveries to fire off long ranged KABOOMS, the breath bomb discovery to breath out explosive short ranged blasts, fire brand, so that I can set my fire on fire XD, and eternal potion with the fire trail spell, so that wherever I walk, there is a trail of fire following me everywhere :)
I also will be taking the implant bombs feat for great hijinks (when things of my domain that I have personally dealt with die, they do so in a rather explody fashion, and chain reactions can and do occur XD
Another one is the roll with it feat, when and if you actually DO manage to hit the flaming, shimmering elemental, it can be blown sideways, exploding against the side wall but otherwise unharmed.

He will also be permanently in fire elemental mode (7 uses of 17 hour duration's each day) and permanent mutagen (17 hour duration, drink 1 in the morning, then make another. drink that one after 12-15 hours)

Archetypes: I am thinking of ragechemist, because it is the only one that really does anything that would help me, and i can live with the major draw back :) I bet that I would only fail it on a 1, and if I ever did roll that 1, I can easilly see the Pyroclasm giving into his rage because THAT particular creature hurt him and THAT particular creature will die, to the expense of all reason. If and when this ever happens, it has a tendency to spiral out of control until he has worked himself into such a frenzy as to become uncontrolled destruction.
I am not taking the Firebomber archetype for the sole reason that it replaces persistent mutagen, and I want to be able to stay in that permanently.
As for druid, I figure I will go Menhir savant. (again its the only one that really does anything for me) When I use walk the lines, it will work exactly as it says, just that the two trees I step into might not survive the encounter and will probably be burning husks after such an encounter XD
Ethereal Jaunt will be spirit fire XD

On a note about the domains. I dont think that certain sub-domains fit his concept that well (torture for example) so I am only taking the selected sub-domains even tho I know I could take all of them.

Herald: Tinderwig. A fire elemental created from the very tinderwig that brought about the first explosion often proceeds Pyroclasm, making sure that there is a good enough bonfire to greet him, or better yet, lots of flamable things around for Pyroclasm to burn. Otherwise, he just runs around setting things alight and causing mayhem and destruction, cause Pyroclasm likes it that way.

2-3 Named servants
Unsure, probably some goblin clerics with fire domains. All of his servants are goblins and most are just a little touched in the head as well as more than a little burnt.

Servitors
As far as these are concerned, Magnatars sound right up my ally :D
But I wont wright much else till I know more.

Deifiec realm will be on the elemental plane of fire. It will be an area where goblins exist (despite fire everywhere, tho they can still burn if set alight by other sources) and explosions are everywhere.

Relic. Not to sure here, I am thinking of a few different ideas. The first one is something to get past fire immune creatures as that will be my biggest weakness by far (water comes a distant second). Some sort of eye or "Green Flame" that reduces fire immunity to resistance 20 or some such? The next idea was a giant fireball. Something like once a day I can hurl a massive fireball causing a huge explosion and carnage. After its used, it must recharge its energy.

Apperance Pyroclasm is in a permanent fire elemental state and will never switch out of it. Pyroclasm is a goblinoid amid a constant raging inferno, he is roughly goblinoid in shape but can range everywhere from 2 feet tall to 30+ feet. he is fire incarnate, blazing with the heat of a sun. His jaws alight with an even deeper fire and a wreath of fire surrounding his entire form (He can literally set his mouth and fists on fire (My fire is on FIRE!!) and be constantly surrounded by a aura of fire). Everywhere he treads, fire springs up and even stone can be scorched from his passing. If he sets his gaze on you, marking you for destruction, you can expect it to come from many a different way. his touch can cause you to explode from the inside out like an obscene and gory firework. his breath can incinerate small units at a time, and for those far away, he hurls forth a mighty fireball, scorching entire armies in a never ending inferno. Those that wish to track him should beware, for anywhere the Flaming Inferno walks, the ground is scorched.