![]()
About Vamik Sheeves---------------------------------- Class:
(Triple Gestalt)
Alchemist (Beastmorph) Favored Class (favored class bonus: 1/6 discovery) Ninja Wizard Specialized School: Illusion (Phantasm) Opposition Schools: Divination/Enchantment ---------------------------------- Alignment:
Chaotic Neutral. Chaotic because his behavior is not exactly in line with civilized society. He was probably CE when the wizard found him. ---------------------------------- Race and appearance:
Race: Ratfolk(9 RP),
Appearance: Weight: 83 lbs, Height: 4 ft even, Vamik has short light grey fur, a long slender snout, and sharpened claws. He usually dresses well, but many of his clothes are singed from volatile chemicals. He wears an amulet around his neck, and is adorned with belts, bandoleers, satchels, pouches, and secret pockets. He presents himself as good natured and intelligent. He tries to be liked and respected by everyone.
---------------------------------- Purchased Race Powers:
Advanced Dexterity (4 RP) Advanced Constitution (4 RP) Advanced Intelligence (4 RP) Plagueborn (1 RP) Darkvision 120 Feet (1 RP already have DV) Bite (1 RP) Scent (4 RP) Resistant (2 RP) ---------------------------------- Original Stat Rolls:
Link 5d6 ⇒ (4, 6, 4, 2, 4) = 20 5d6 ⇒ (5, 3, 6, 6, 6) = 26 5d6 ⇒ (3, 3, 6, 1, 3) = 16 5d6 ⇒ (3, 6, 3, 3, 3) = 18 5d6 ⇒ (2, 3, 3, 5, 5) = 18 5d6 ⇒ (2, 2, 6, 1, 2) = 13 5d6 ⇒ (2, 4, 1, 2, 3) = 12 Ok, I can work with that. 644=14
Adding 10 and rearranging: str 12
---------------------------------- Theme:
Vamik is a creature of experimentation. He will gladly experiment upon his own body or the bodies of others. Allies should think twice before letting him mettle. ---------------------------------- Basic stats:
Size: Small, Reach: 5 ft Initiative: 6 (dex), [8 mutagen (+2 dex mod)] Senses: Darkvision 120ft, Scent Stats with bonuses and penalties: +0 Str 10 (12 - 2 racial) +6 Dex 22 [26 Mutagen{+8}] (18 + 2 racial + 2 RP) +5 Con 20 (18 + 2 RP) +6 Int 22 (18 + 2 racial + 2 RP) +0 Wis 10 [8 Mutagen{-1}] +1 Cha 13 ---------------------------------- Defense:
AC: 18 (6 dex, 1 small, 1 dodge) [+4 mutagen] (+2 dex, +2 nat, alchemical bonus) [+4 mage armor] (+4 armor bonus) Vamik normally does not wear armor [+2 reduce person] (+1 dex, +1 tiny) [+4 shield spell] (+4 shield) ***[+2 Barkskin] (+2 nat enhancement bonus)*** available at level 3 22 (Normal mode. Only mage armor which will be cast at the start of each day) 26 (Ready mode. Mage Armor, mutagen, If it looks like trouble is brewing) 34 (Battle mode. Max AC. Mage Armor, mutagen, reduce person, shield spell, Barkskin*. Only if there are a few rounds to buff before battle) Specific: +2 dodge against Animals but -4 cha checks against animals from Unnatural Racial trait Touch AC: 18 (6 dex, 1 small, 1 dodge all still apply) [18 Normal mode] [20 Ready mode] (+2 dex from mutagen) [23 Battle mode] (+2 mutagen, +1 Tiny) Flatfooted AC: 11 (1 small) [15 Normal mode] (+4 Mage Armor) [17 Ready mode] (+4 Mage Armor, +2 nat from mutagen) [22 Battle mode] (+4 Mage Armor, +2 nat from mutagen, +1 Tiny, +4 shield spell) CMB: -1 (-1 size) CMD: 15 (-1 size, +6 dex) Hit points: 16 (8 Alchemist, 3 toughness, 5 con) Saves: (all saves are good saves) 7 Fort (5 con, 2 classes) 8 Ref (6 dex, 2 classes) 2 Will (2 classes) 2 vs. Mind affecting (Resistant RP buy) ---------------------------------- Offense:
BAB 2 Move Speeds: 20 land only 50 with expeditious retreat Attacks: 22 (Normal mode. Only mage armor which will be cast at the start of each day) 26 (Ready mode. Mage Armor, mutagen, If it looks like trouble is brewing) 34 (Battle mode. Max AC. Mage Armor, mutagen, reduce person, shield spell, Barkskin*. Only if there are a few rounds to buff before battle) --at level 2 to 3-- (When I get vestigial arm x2, and feral mutagen) [Normal mode] Total avg damage if all attacks hit: 6.5 bite +8 (1d2+6 avg 7.5) claw +8 (1d4+6 avg 8.5) claw +8 (1d4+6 avg 8.5) [Ready mode] Total avg damage if all attacks hit: 8.5 (+2 attack from mutagen) (3 extra attacks from feral mutagen) claw +10 (1d4+8 avg 8.5) claw +10 (1d4+8 avg 8.5) bite +10 (1d6+8 avg 9.5) claw +10 (1d4+8 avg 8.5) claw +10 (1d4+8 avg 8.5) [Battle mode] Total avg damage if all attacks hit: 8.5 (+2 attack from mutagen, +2 attack from reduce person) (damage dice increase on bite attack from mutagen) claw +12 (1d3+9 avg 9.5) claw +12 (1d3+9 avg 9.5) bite +12 (1d4+9 avg 10.5) claw +12 (1d3+9 avg 9.5) claw +12 (1d3+9 avg 9.5) [Deadly Agility] add dex mod to every attack damage roll [Sneak Attack] 1d6 every odd level Bombs: base attack 6 (1d6 + 6) x 7 bombs/day (class level + int) [Ready mode] 10 (1d6 + 6) [Battle mode] 12 (1d6 + 6) Notes on my 4 armed, 2 headed build: Vamik Sheeves varies wildly in number of attacks and damage dealt. He has two claws and a bite from racial feats and RP points. He uses all three on a full attack. At level 2 he will get feral mutagen which increases the damage dice of those attacks. At level 3 or so, he will also have the vestigial arm discovery x2. These give him an extra platform for his feral mutagen. Effectively, this means he has 5 attacks: 1 bite from RP, 2 claws from sharpclaw feat, 1 bite and 2 claw from feral mutagen. Normally, he would only get three attacks, but per the natural armor rules, you can make one natural attack per limb or mouth that has that attack. Since he will have 4 arms, those extra limbs are valid platforms for these natural attacks that he already has, and the feral mutagen bite replaces the regular bite. While unusual and a bit cheesy, this is a legit build. I play a version of it in Pathfinder Society even. I can provide the forum threads where all this was hashed out if you like. But seeing as this is a tripple Gestalt campaign, I didn't think there would be too much push back. :) ---------------------------------- Feats, Ninja Tricks, Alchemist Discoveries:
Toughness (1) Weapon Finesse (1) Sharpclaw (1) Dodge (1) Spell Focus Necromancy (1) Combat Reflexes (1) Feral Mutagen (2 discovery) Deadly Agility (2 feat from ninja combat trick) Vestigial Arm (2 discovery from extra discovery feat) Vestigial Arm (3 discovery from extra discovery feat) Class feats: Scribe Scroll (1) Brew Potion (1) Throw Anything (1) ---------------------------------- Skills:
15 skill points per level (8 class, 6 int, 1 campaign) Only Handle Animal and Ride are not class Skills Trained
Untrained
---------------------------------- Special Abilities:
3 Hero Points Alchemist Class: Alchemy (su): +1 to craft alchemy per level Bombs (su): 7 bombs/day (class level + int) Brew Potion (ex): the brew potion feat Mutagen (su): +4 Alchemical bonus to Dex, -2 to wis, +2 alchemical bonus to natural armor Throw Anything (ex): no penalty for improvised thrown weapons, add int mod to splash weapon damage. Beastmorph: At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. At 6th level use 2 abilities from Beast Shape I. At 10th level use 3 abilities from Beast Shape II. At 14th level, use 4 abilities from beast shape III. Ninja Class: Poison Use : Can't accidentally poison self. Sneak attack: 1d6 extra precision damage every odd level. No Trace: +1 DC vs tracking ninja, +1 to disguise and opposed stealth checks. Wizard Class: Scribe Scroll feat Arcane Bond (sp): Bonded Object Amulet Arcane School: Illusion, Opposition Schools: Divination/Enchantment Extended Illusions (su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration Terror (Su): As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Bedeviling Aura (Su): At 8th level, you can emit a 30-foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. Race: Ratfolk Cornered fury: when half hp or less +2 to melee attack, +2 AC racial bonus Tinker: +2 craft alchemy, perception, UMD racial bonus Unnatural: +2 dodge vs animals, -4 Charisma checks vs Animals RP: Plagueborn: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. ---------------------------------- Traits:
Accelerated Drinker (Combat): Drink Potions as a move action Indomitable Faith (Faith): +1 to Will saves Magical Lineage (Magic): Metamagic feats are one level lower for chill touch ---------------------------------- Languages:
New Languages: Dwarven? (Whatever they were speaking at the fort) Ancient Languages:
---------------------------------- Special Item:
Item name: Cloak of the Rat Prince Description: This fine blue cloak was a gift for Vamik by Master Goodwin to aid him in his illusory endeavors. Category: Magic Slot: Shoulders Feats: Spell Specialization: Chill Touch (2) Spell Focus Illusion (3) Magic Creation Pool spent (1000/3000): Resistance +1 (1000) Flexible Power Pool spent (1/1): 1 FPP spent on Tap Inner Power (+1 ki) ---------------------------------- Equipment:
Cloak of resistance +1(Special Item) Spellbook Formula book Potion CLW x1 backpack bedroll ink inkpen parchment (7 sheets) silk rope sack (x3) scroll case cold weather outfit acid flask waterskin Loads: Light 33, Medium 34-66, Heavy 67-100 ---------------------------------- Spells:
Spells known Wizard: 1st level:12 spells/day DC 17 or 18 for illusion spells (spell focus: illusion) Blood Money, Chill Touch, Expeditious Retreat, Feather fall, Illusion of Calm, Mage Armor, Obscuring Mist, Poison Egg, Reduce Person, Shield, Silent Image, Vanish 2nd level: 2 spells/day DC 18 or 19 for illusion spells (spell focus: illusion) Ghoul Touch, Mirror Image Alchemist:
Daily Spells
---------------------------------- Flavor:
Growing up in the sewers under Sothis held many benefits for young Vamik. Ratlings infested the area and would come down and trade with him. From them, he learned how to brew simple potions. He also developed an obsession of sorts with surgery. He was fascinated by what the body was capable of. He experimented substantially on rats, frogs, and other sewer dwellers. Eventually, things got out of hand and he began experimenting on sick and dying intelligent creatures. The local police raided his makeshift laboratory, where they found several vagrants flayed open, some horribly disfigured. He was locked away in the city prison where he earned a reputation of someone who could get things. Contrary to being a punishment, this served as a rather fortunate turn of events. The dungeons were full of the sick and dying. And the neglect that came with being imprisoned was a welcome reprieve from the constant nagging of his family. Eventually, he made a few too many enemies and staying in prison was not safe for him anymore. He was easily able to escape with his knowledge of potions, and turned his eye toward more powerful means of experimentation. Then he was chosen... ---------------------------------- Crafting Log:
Potion - CLW (day 7) Potion - CLW (day 8) ---------------------------------- Gear Bought:
---------------------------------- Gear Sold:
---------------------------------- Reagents for Spontaneous Alchemy:
0 Black powder 6 Brimstone 0 Cold Iron 0 Darkwood 0 Dew of Lunary 0 Gold 0 Magnesium 0 Myrrh 0 Phosphorous 0 Quicksilver 0 Realgar 0 Salt 0 Saltpeter 0 Silver 0 Spirit of Wine 0 Urea ---------------------------------- |