About Torricspecial abilities:
skilled thrower: The hurler is skilled at throwing objects in combat. Increase the range increment of any thrown weapon or object by 10 feet. (replaces fast movement) Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Alchemy(su): In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. Bomb(Su):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. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire 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(Su):At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. 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—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. 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. Feats:
Point Blank Range: +1 attack and damage on targets within 30 feet Precise Shot: No penalty for shooting into melee Brew Potion: Create magic potions Throw Anything: No penalties for improvised ranged weapons Skills:
Acrobatics 7, appraise 7, climb 6, craft (alchemy) 7, diplomacy +0, knowl nature 7, know arcana 7, intimidate 5, linguistics 4, perception 5, spellcraft 7, survival 4, swim 6, UMD 4 crunchy bits:
HP 23/23(25), AC 17(15) (T 12, FF 15), F+5, R+4, W+0(2), CMB 3(5), CMD 15(17), init +2, perc +5 equipment:
50' silk rope, flint/steel/tinderbox, 2xalchemist fires, tanglefoot bag, backpack, 2 daggers, scimitar, waterskin, chain shirt, dagger, scimitar, 4 throwing axes, alchemical reagents, vials and supplies wealth:
gold: 533gp
silver: 13sp attacks:
dagger +3(+5), 1d4+2(+4), PorS, 19-20/x2 scimitar +3(+5), 1d6+2(+4), S, 18-20/x2 throwing axe +3 (+5), 1d6+2(+4), S, 20/x3 bomb +4, 1d6+3, splash does 4 points, 20/x2 (max 4/day) extracts known:
1st lvl: cure light wounds, enlarge person, expeditious retreat, stone fist, shield hero points:
2
exp:
1350 campaign hook:
You are hired to find the local wizard's apprentice, a young girl named Lyssa. Her cat familiar escaped to tell that she had been captured by slavers, and it claims that she is still alive in there somewhere. additional attacks after he takes alchemist levels later:
claw/claw/bite +7 (+9 with rage), 1d6+5(+7)/1d6+5(+7)/1d8+5(+7) BS, 20/x2 bomb +4, 1d6+3, splash does 4 points, 20/x2 background:
(Torric, you would be Alryan, the city-dwelling race that dominates this part of the world. Mechanically it gives you a +1 bonus to Diplomacy.)
Torr was born into a noble family with the name Toric d'Landry III. When he was 7, his father Ulren d'Landry died, making him Count d'Landry at a very early age. Sadly, the d'Landry family under the regency of his mother and uncle, was bleeding resources. By the time he was of marriagable age, the family was in serious need of cash influx. His one bright light during his early life was his tutor, Finn. Finn was a half-elven warrior whose true leanings the family had no idea about (he was not just a warrior, but a barbarian). Even when they couldn't pay him as much as he was used to, he stayed on to mentor Toric. The two had a bond as strong as that of father and son. When he grew up, his mother arranged a series of marriages for him which he had no interest in. They were all vapid and vacuous title-hungry women and their families. That is, he had no interest until he discovered that the last one, Sharlaine Arregan, shared his love of alchemy, a hobby from his teen years. Her family were wealthy merchants and it would be an advantageous marriage for them both. Toric agreed to the marriage and they were to be wed. One night, Toric and his bride-to-be were working in the lab up in her attic, when there was a huge explosion. He almost lost an eye and he did lose a few partial fingers. The explosion left him scarred and bitter, as she spurned him after he was disfigured by the event. Little did he know that she was actually wracked with guilt. She longed to come to him, and wrote him a letter, hoping he would say 'yes' to seeing her. But he never received the letter and thought simply that she didn't want him in his current state. He set out from home with a few belongings, his bitterness toward women and his rage, with the intent of studying alchemy full time. He traveled a bit, and found himself a teacher of alchemy. Finally, he became academically schooled in alchemical arts, something that would never have happened under his family's watchful eyes. unsplit treasure:
The chest contains 550 gp and 7 pieces of minor jewelry: 3 x 25 gp, 2 x 50 gp, 75 gp, and 1 x 100 gp. Among the coins you also find the key to the eastern door. |