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Toxicroak's page

36 posts. Alias of Gobo Horde.


About Toxicroak

Alright, here is the basic idea of the Mad Bomber.
An Alchemist can take the Delayed Bomb discovery and the Implant Bomb feat, allowing him to implant a bomb into a target by spending 250gp per bomb die. If the subject dies, then the bomb explodes, dealing direct damage to any creature in that square.
So! We are going to load up our familiar with explosives and suicide him directly into someone >:D

I will go with Alchemist 20 (so I have a wealth limit) with a starting Int of 18, +2 racial (the only stat I care about). No crafting as I am literally turning gold into damage.
I do not know which will be more efficent, buying Int boosing items or just flat out buying more bombs, so I will just buy the items regardless (this is too much math already!).

Now. A basic bomb that our alchemist can create deals 10d6+Int damage.
We have 2 ways we can use this. We can create 1 bomb that deals 10d6+Int for 2,500gp. Or we can create 10 seperate bombs that deal 1d6+Int each for 25pgp each.
If we create individual 1d6 bombs then we can add our Int mod to each of them for significantly increased damage >:)

There are some additional ways to enhance this, there are a few archetypes that boost the bombs damage aganst a specific foe, like the Crypt Breaker which does 1d8 damage against undead, and with a +1 damage per die bonus! [Oc]If we are allowed to choose our target then this could add up a lot of free damage.[/ooc]
There is also the Sticky Bomb discovery, which makes your bomb deal splash damage to the direct target a second time the following round, still techenally thd same attack...
There is also the spell called [http://www.d20pfsrd.com/magic/all-spells/t/targeted-bomb-admixture]Targeted Bomb Admixture[/url] that makes you deal double Int damagd to the direct target, but the bomb does not splash. Perfect for our purposes! And it synergizes greatly with many small bombs! However, the spell only lasts rounds per level and it takes an hour to implant the bomb, so it doesn't seem legal to allow it. Thankfully we have the handy Eternal Potion discovery! Make a potion of Targeted Bomb Admixture and turn it eternal. Now you can easily apply it to your bombs :)

The real deciding factor for our damage lies in our Intellegence and how many bombs we can make with our gold. So what is our Intellegence?
Well; lets say 44 (+17 mod).
18 pb
+2 Racial
+5 level
+6 Headband
+5 Inherent
+8 Grand Cognogen (see below)
+2 Awakened Intellect (see below)

Note; because we are Alchemists we have access to Grand Cognatogen which gives us +8 Alchemical bonus to Int. It lasts long enough to apply to Implant bombs and its drawbacks can be dealt with simply by time, or by drinking curative extracts. We can also take the Awakened Intellect Grand Discovery.

That means our bombs are so far dealing 1d8+Int+Int+1 against an undead. They then deal an additional 1+Int+Int+1 splash damage to it on the next turn.
So, for 250gp we deal 1d8+34 damage innitially and 35 damage delayed.

Toxicroak
Toxicroak Reptile Barbarian 5 (urban savage)
N Small Humanoid (Reptile) Initiative +3 Senses Deepsight 120ft Preception +10 (12)
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Defenses
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AC 19(20) Touch 15(16), Flat Footed 15(15) (+3 dex, +2 natural armor, +1 natural armor bonus, +1 armor, +1(2) dodge, +1 size)
hp 84 (5d12 +40)
Fort 11 (13) Ref 4 (6) Will 1 (3) (+5 against poison)
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Offenses
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Speed 30 (60)ft
Swim Speed 30 (60)ft
Melee Bite +9 (+14/14) (1d4 +(4)/x2 +1 acid, +nauseated for 8 rounds (DC 21 Fort negates), +poison; Injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save) or
Ranged Bola +9 (+12/12) (1d3 +(2)/x2, non-lethal, trip), range 10ft. or
Blowgun +9 (+12/12) (1 +(2)/x2, +poison; Injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save), range 20ft.

Magical EffectsGood Hope (4 min, 24 seconds) +2 moral bonus to saving throws, attack rolls, ability checks, skill checks and damage. Greater Magic Fang (5 hours) +2 enhancement bonus to natural weapon attacks and damage. Haste (4 rounds) +1 attack, +1 attack roll, dodge and reflex saves, +30ms.
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Statistics
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Str 10, Dex 16, Con 24, Int 12, Wis 10, Cha 8
BAB +5 CMB +4 CMD +17

Feats noxious bite (bonus), weapon finesse (bonus), ability focus: breath weapon, raging vitality
Rage Powers raging leaper, auspicious mark,
Traits Coherent Rage (Stealth), Bandit (Stealth)
Skills 5x level
Acrobatics +13 (5 Ranks, +3 CS, +2 MWK tools, +3 Dex, +5 Rage Power) (18 for jumping while raging) (15)
Climb +4 (1 Rank, +3 CS, +0 Str) (6)
Diplomacy +7 (5 Ranks, +3 CS, -1 Cha)(9)
Knowledge: Local +6 (2 Ranks, +3 CS, +1 Int)(8)
Perception +10 (5 Ranks, +3 CS, +2 MWK tools, +0 Wis)(12)
Stealth +14 (5 Ranks, +3 CS, +1 Trait, +2 MWK tools, +3 Dex, +4 Racial) (+18 in or above water) (16/20)
Swim +13 (2 Ranks, +3 CS, +8 Racial, +0 Str) (15)
Languages Common, Aquan
Other Gear +2 belt of mighty constitution, +1 Bracers of armour, +1 amulet of natural armor, +1 blowgun, stubborn nail (4), string (100ft), signal whistle, ioun torch, waterskin, waterproof bag, fish hooks (20), Nike Shoes (MWK tools: acrobatics), Hearing Aids (MWK tools: perception), Black Cape (MWK tools: stealth)

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TRACKED RESOURCES
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Rage (18/19)
Acidic Breath 1/hour, 2d6 acid breath, 20ft line (DC 21 Ref negates)
Poisonous Bite (6/7)
blowgun darts (20), bola (5), fish hooks (20), string (100ft), stubborn nail (4)
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Special Abilities
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Acidic Breath Weapon 2d6 acid damage, 20ft line usable once per hour (DC 21 Ref negates)
Amphibious breathes air and water. Swim speed of 30ft.
Auspicious Mark 1/rage add 1d6 to any d20 roll after seeing results at a cost of 2 rounds of rage.
Camouflage +4 stealth while in or above water.
Controlled Rage enter a controlled rage as a free action. Gain +4 moral bonus to str, dex or con. Fatigued for double duration afterwards.
Crowd Control +1 attack and AC when against 2 or more enemies. Not impeded by crowds, gain +2 bonus to intimidate against crowds.
Deepsight darkvision 120 while underwater only.
Improved Uncanny Dodge cannot be flanked except by a rogue 4 levels higher. Cannot be caught flat footed nor does he loose his Dex bonus against invisible creatures.
Naked Courage +1 dodge bonus while wearing no armour, +1 moral bonus against fear.
Poison Resistance +5 racial bonus against poison.
Poison Use proficient with poisons and never poisons self when using them.
Rage enter rage as a free action. Gain +4 moral bonus to str and +6 moral bonus to con, +2 moral bonus to will saves, and -2 to armour class. Fatigued for double duration afterwards.
Raging Leaper always count as having a running start, add +5 to jump checks.
Scaly Skin +2 natural armour.
Terran Stride move through natural difficult terrain while in or above water.
Toxic 6/day envenom weapon with injury poison as a swift. Save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

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Encumbrance 15 1/4lb
Light 24 1/4lb, Medium 49 1/2lb, Heavy 75lb
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Background:

Background
Toxicroak was an exceptionally sturdy Poison Dart Skink and that is saying something of the naturally hardy amphibians. This exceptional toughness drew the attention of Arcenture Science Industries and they "promoted" him to lab rat. Since then he has been forced to run through tests and obstacle courses, he has been poked and prodded and even ripped in half one time just to see how well he could heal from it. All this was done in the name of Sinze, whoever that was... One thing is for sure, if he ever gets the chance to meet this Sinze he will spare no effort to kill the bastard, all in the name of Toxicroak of course... Just so he knows what it feels like.
Toxicroak has learned quickly that you cant take anything with you, you have to rely on what nature has granted you if you want to survive. For Toxicroak this is his natural stealthiness, his cunning, resilience and natural poison as well as his races Grey Rage. To some degree or other all Skinks have the Grey Rage, a state of mind that can come out when in great peril, shutting down what little pain receptors they have and overriding the natural limitations of the bodies muscles, often at great fatigue. Toxicroak has figured out how to call upon this Grey Rage at will and even has a greater control over it than almost anyone else in his colony.

Poison Dart Skink:
Poison Dart Skinks are an underwater race of amphibians that are naturally very resilient and hard to kill and are very very poisonous. They were one of the first creations of Arcenture Science Industries after they got their official title. The scientists at the time took poison and infused it with more poison. They then cast an altered version of the Anthropomorphic Animal spell on it but all they got was an animated gelatinous blob. They needed a body for it so they took an underwater creature known as a skink and fused the two together, creating one of the most venomous and deadly creatures in the sea. This process was not without pain however, and the skinks became inured to almost all feeling as the searing poison worked its way through its veins and saturated there. As a result, they are incredibly durable, known to keep fighting even with the loss of an arm or suffering an otherwise deadly wound.

Description Poison Dart Skinks are often brightly coloured, a warning to other creatures of the venomous nature under their skins, yet they retain an almost chameleonic trait as they can mute their skin tones to an almost dull green, grey or blue hue to blend in with their surrounding water. They are quite lithe and nimble with large, almost gator like jaws and slitted green eyes on the sides of their heads. Standing around 4 feet tall with the females slightly smaller and thiner while often more brightly coloured, they sport thin frog-like legs and an elegant flat tail. They make for good swimmers and their natural habitat is below the sea among the reeds but they can be found in any body of water large enough to hold seaweed or something similar. It is within these reeds or seaweed that they make their home and unlike most of the other created specimens of Arcenture Science Industries have been around long enough to create colonies and communities.

Standard Racial Traits

Ability Score Racial Traits: Poison Skinks are small yet incredibly hardy yet they lack the strength of larger creatures and only have an animalistic intelligence. They gain -2 Strength, +6 Constitution and -2 Intelligence.
Type: Poison Skinks are Humanoids with the reptile subtype.
Size: Poison Skinks are small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Base Speed: Poison Skinks have a base speed of 30 feet and a swim speed of 30 feet.
Languages: Poison Skinks begin play speaking Aquan. Poison Skinks with high Intelligence scores can choose from the following languages; Common, Aboleth, Draconic or Boggart . See the Linguistics skill page for more information about these languages.

Defence racial Traits
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Poison Resistance: Poison Skinks gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

Scaly Skin Poison Skinks have scaly, slimy hides that grant them +2 natural armour.

Feat and Skill Racial Traits
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Camouflage: Poison Skinks gain a +4 racial bonus on Stealth checks while within or above water (as the ranger favored terrain).

Weapon Familarity: The favoured weapons of the Skinks are the bola and trident and they are proficient with them.

Weapon Finesse: Poison skinks are small and weak so they rely on their nimbleness in combat. They gain Weapon Finesse as a bonus feat.

Noxious Bite: As their namesake, Poison Skinks are lethally poisonous and gain the noxious bite feat as a bonus feat.

Movement Racial Traits
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Amphibious: Poison Skinks have a swim speed of 30 feet and can breathe both air and water.

Terrain Stride Poison Skinks can move through natural difficult terrain at their normal speed while on or within water (as the Ranger favoured terrain).

Offense Racial Traits
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Bite Due to their formidable jaws they have a natural bite attack that deals 1d4 damage.

Acidic Breath Weapon Poison Skinks have an internal sac of toxins and acid that allows them to make a breath weapon attack for 2d6 acid damage with a range of 20 feet (DC is 10 + 1/2 the Skinks character level + the Skinks Constitution modifier) usable once per hour.

Poison Use: Skinks are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

Toxic: Skinks have an internal sac of toxins and acid and a number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. Envenoming its bite attack is a non-action.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 Skinks Hit Dice + the Skinks Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Senses Racial Traits
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Deepsight: Skinks are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

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Race Points: Poison Skinks

Humanoid (reptile) Type: 0rp
Small: 0rp
Greater Paragon Stats: -2str, +4con, -2int: 2rp
Xenophobic Languages: +0rp
Advanced Constitution: +4rp
Poison Resistance: +3rp
Natural armour: +2rp
Improved natural armour: +1rp
Static Bonus Feat: +2rp
Terrain Stride: +1rp
Camouflage: +1rp
Swim Speed: +2rp
Amphibious: +2rp
Bite: +1rp
Breath Weapon: +1rp
Extra Damage: +1rp
Poison Use: +1rp
Toxic: +1rp
Weapon Familiarity: +1rp
Weapon Finesse: +2rp
Deepsight: +2rp
Total: 30rp
Note: Lots of little abilities :P They are mainly an underwater race and as such some of there abilities will be useless above ground, but that is ok, they still have enough going for them that this shouldnt be much of a problem. I also reduced the time it takes to poison your bite attack from a swift to a non-action, as getting saliva on your teeth is not all that difficult to achieve..