Gaelden the Lost |
This is Grumbaki's proposed character, with the questions prior applied. Had way too much fun making this one.
Mainly melee character. She punches things with smite, but also has a ranged attack (no more than 1 shot per round) that causes bleed. Has some light healing.
Mechanically, it is worth noting that she has detect evil and detect chaos, as well as smite evil and smite chaos. She can also use 2 ki points for smite evil/chaos. Champion of the Enlightened is really neat in the way that it brings the two classes together.
Gaelden is a monk and paladin of Tyr. She was raised in the village of Amphail, and to this day believes that she is the daughter of the parents who raised her. Neither she, nor her parents, knew that she was actually a changeling. A child switched by a Hag, so that others may raise her and upon maturity she would then be claimed by her true mother. Her early years were normal, being raised like any other child. But it was upon reaching puberty that things began to change. She grew...and continued growing. At first people thought that she was merely her father's daughter, for he was a large man, well used to physical labor. But eventually people began to whisper that she must have orc blood in her veins, for her size and strength outpaced what would be considered reasonable by any standard. These whispers became talk as the girl became crueler and more violent by the year. Her parents did all they could to combat the rising darkness within her, trying to combat the fey blood in her veins with love and care. This battle was lost when she injured another child, with it being clear that she had chosen her victim rather than responding to any provocation.
Out of options, she was shipped off to Waterdeep, with most of their savings spent to secure her a place in the Temple of Tyr. It was their hope that where their parenting failed, the teachings of the One-Handed God would suffice. And fortunately, for all involved, it did. For deep down, Gaelden knew that she was wrong. She had been raised by loving parents, and as the years brought maturity, she was forced to recognize that it was her that was wrong, not the world. The joy of reveling in her strength and the power that came from being cruel was slowly changed and chipped away, being replaced with guilt over her past actions and shame for what she felt inside. The years went by, with Gaelden growing taller, stronger and fairer. Her tutors and mentors in the temple saw that outward she was becoming the ideal student, quickly mastering lessons both intellectual and physical. But inside there was still the same darkness, screaming to be let out. And it drove her to work all the harder, throwing herself into her studies and lessons, as she devoutly prayed for Tyr to help her. With was on their eighteenth birthday that she first manifested one of Tyr's blessings, managing to heal an injury with but a touch. There was great celebration amongst her masters, as it was a sign that her studies were coming to an end and that she would be honored by becoming a paladin of their God. Gaelden though, she wept. While others thought that it was out of joy, she wept because in her heart she knew that she performed a miracle in spite of her tainted heart, not because she was worthy.
Now in her early twenties, she has left the Temple. A fully ordained paladin of Tyr, it would be improper for her to spend her time merely praying in a temple. For her God demanded that his followers pursue justice, and there was much in this world. Determined to prove herself worthy, both to her God and to herself, Gaelden now seeks a task to set herself to.
The first thing that would be noticed when setting eyes on her would be her size. Physically, she looms over others, one of the signs of her annis hag blood. That, and her eyes, one of which is gray and the other green. Inevitably, she will be found wearing the robes of her order, showing the world that she is sworn to the service of Tyr. Her most valued possession is a holy symbol of Tyr which she wears on her side. While on the outside it merely looks like that, it is actually imbued with divine power, giving it something of an intelligence of its own. She had specifically asked for this boon when she left the temple, requesting it as a reminder to her that their deity was always watching and that she would be judged on all of her actions.
Edit: Somehow the entire profile is now blank...I've never seen this before. Quite bummed at everything just...vanishing. Wtf...apparently "the lost" means "the lost profile"
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |
STAT: 6d6 - 6 ⇒ (5, 1, 1, 4, 4, 6) - 6 = 15
STAT: 7d6 - 6 ⇒ (3, 1, 1, 6, 3, 1, 5) - 6 = 14
STAT: 5d6 - 3 ⇒ (1, 5, 2, 3, 4) - 3 = 12
STAT: 7d6 - 5 ⇒ (1, 1, 1, 2, 4, 5, 3) - 5 = 12
STAT: 4d6 - 3 ⇒ (4, 3, 4, 3) - 3 = 11
STAT: 5d6 - 3 ⇒ (4, 2, 6, 1, 6) - 3 = 16
16, 15, 14, 12, 12, 11
27 point buy huh? I've certainly done with far worse before.
In looking at the overall list of playable races in the Forgotten Realms, I note that Centaur, Minotaur, and Githzerai are listed there.
Are these available, and if so, how would you like me to construct a PC for those races?
TheWaskally |
Roll 4d6, drop the lowest. Can reroll 1s.
Just noticed this. One moment...
4d6 - 1
4d6 - 1
4d6 - 3
4d6 - 2
4d6 - 3
4d6 - 1
Reroll 1s: 1d6 ⇒ 4
Reroll 1s: 1d6 ⇒ 3Reroll 1s: 1d6 ⇒ 1
Re-Reroll 1s: 1d6 ⇒ 1
I guess The Dice Gods Long May They Reign wishes me to keep that 1. So I will keep it.
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |
wanderer82 |
Undermountain! Beyond, a drunken fool finds himself in the Yawning Portal Inn - what bad decision will he make??
4d6 ⇒ (4, 4, 3, 5) = 16 = 13
5d6 ⇒ (6, 1, 6, 6, 4) = 23 = 18
4d6 ⇒ (5, 5, 6, 2) = 18 = 16
4d6 ⇒ (6, 5, 4, 5) = 20 = 16
4d6 ⇒ (2, 6, 5, 5) = 18 = 16
7d6 ⇒ (1, 3, 6, 2, 1, 1, 5) = 19 = 14
psionichamster |
Jambreth, a wandering qualinesti elf of the forlorn tradition. He's an itinerant thief and scoundrel, but refuses to kill for pay or target the truly needy and destitute. His habits have gotten him excluded from multiple street gangs and guilds, which typically leave him looking for a new place to call home frequently.
Jambreth
Male Elf Knife Master Rogue
CN Medium humanoid (elf)
Init: +10; Senses: Perception +20; Low-Light Vision
Speed: 30 Languages: Common, Elf, Goblin, Orc, Dwarven, Gnomish, Undercommon, Celestial, Infernal, Abyssal, Aklo, Giant, Terran, Sylvan
Defense
AC 25 (+6 Armor, +6 Dex,. +2 Deflection, +1 Natural) Touch 18 FF 19
HP 57 (8d8+8)
Fort +5 Ref +14 Will +6
Offense
Melee: +2 Dagger +14/+9 (1d4+8 19-20/x2)
Two-Weapon Fighting +2 Dagger +12/+7 (1d4+8 19-20/x2) ; +1 Dagger +11 (1d4+7 19-20/x2)
Ranged: Hand Crossbow +12 (1d4 19-20/x2) Range 30, Ammo: 10
BAB 6 CMB +8 CMD 26
Statistics
Abilities: Str 14 Dex 22 Con 13 Int 18 Wis 14 Cha 10
SQ: Hidden Blade (+4) Finesse Training (Daggers), Evasion, Blade Sense (+2), Improved Uncanny Dodge, Rogue’s Edge: Perception,
SA: Sneak Stab +4d8, Disorienting Attack,
Rogue Talents: Bleeding Attack (4), Fast Steath, Graceful Athlete, Trap Spotter
Traits: Suspicious (+1 Sense Motive; class skill), River Rat (+1 damage on knives/daggers)
Drawback:Meticulous (-2 on skill checks when untrained)
Feats: Improved Initiative, Piranha Strike, Blind-Fight, Two-Weapon Fighting, Weapon FinesseB,
Skills: Acrobatics +22, Bluff +11, Climb +17, Disable Device +17, Escape Artist +17, Knowledge (Dungeoneering) +15, Knowledge (Local) +15, Linguistics +15, Perception +20, Sense Motive +14, Sleight of Hand +17, Stealth +17, Swim +17
Combat Gear: Potion of CLW (4)
Equipment: +2 dagger, +2 mithral chain shirt, +1 dagger,, cloak of resistance +2, silver dagger, cold iron dagger, 10 bolts, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope (50’), soap, torches (10), trail rations (5), waterskin, thieves’ tools
Coin 19
Description Tall, slim, and quiet, Jambreth fits the mold of aloof Elf stranger to most people. He wears his light brown hair closely cropped, and is clean shaven of almost all his people. His dark eyes are commonly hidden beneath a woolen hood over his cloak, and he carries only a single knife at his hip, tool and weapon in one, although has several more secreted about his person as well as a pistol crossbow, just in case.
Evindyl |
1 person marked this as a favorite. |
Jambreth, a wandering qualinesti elf of the forlorn tradition. He's an itinerant thief and scoundrel, but refuses to kill for pay or target the truly needy and destitute. His habits have gotten him excluded from multiple street gangs and guilds, which typically leave him looking for a new place to call home frequently.
** spoiler omitted **...
He wandered all the way from Krynn!?!?
#DAMNTheWaskally |
1 person marked this as a favorite. |
"Yes, my dear. It really is a silver tongue. You should see all the places it goes!" - Vondal "Silvertongue" Goldbeard, speaking with a blushing tavern maid over a tankard of dwarven ale.
RIZZENMAGNUS and my fellow character submitters, I'd like to present Vondal "Silvertongue' Goldbeard Vergadainkral, mighty godling and son of Vergadain, dwarven god of commerce and wealth!
psionichamster |
psionichamster wrote:Jambreth, a wandering qualinesti elf of the forlorn tradition. He's an itinerant thief and scoundrel, but refuses to kill for pay or target the truly needy and destitute. His habits have gotten him excluded from multiple street gangs and guilds, which typically leave him looking for a new place to call home frequently.
** spoiler omitted **...
He wandered all the way from Krynn!?!?
#DAMN
That's what I get for going off memory. Sure, lets go with that...he's been through some stuff, seen some things, and now he's in the Realms.
:)
Evindyl |
Evindyl wrote:psionichamster wrote:Jambreth, a wandering qualinesti elf of the forlorn tradition. He's an itinerant thief and scoundrel, but refuses to kill for pay or target the truly needy and destitute. His habits have gotten him excluded from multiple street gangs and guilds, which typically leave him looking for a new place to call home frequently.
** spoiler omitted **...
He wandered all the way from Krynn!?!?
#DAMNThat's what I get for going off memory. Sure, lets go with that...he's been through some stuff, seen some things, and now he's in the Realms.
:)
Totally made me smile: I am a huge Dragonlance fan, even if it isn't considered literature in the fantasy world. Love it.
RIZZENMAGNUS |
Evindyl wrote:psionichamster wrote:Jambreth, a wandering qualinesti elf of the forlorn tradition. He's an itinerant thief and scoundrel, but refuses to kill for pay or target the truly needy and destitute. His habits have gotten him excluded from multiple street gangs and guilds, which typically leave him looking for a new place to call home frequently.
** spoiler omitted **...
He wandered all the way from Krynn!?!?
#DAMNThat's what I get for going off memory. Sure, lets go with that...he's been through some stuff, seen some things, and now he's in the Realms.
:)
i'll allow it.
use qualenesti stats from the 3.0/3.5 dragonlance setting.
Kul'Theraka |
Character making, so much fun. Let's see:
4d6 ⇒ (4, 4, 1, 2) = 11 10
reroll 1: 1d6 ⇒ 2
4d6 ⇒ (2, 6, 6, 5) = 19 17
4d6 ⇒ (6, 6, 3, 3) = 18 15
4d6 ⇒ (1, 5, 2, 6) = 14 17
4d6 ⇒ (4, 3, 3, 1) = 11 10
reroll 1 for 1-5-2-6: 1d6 ⇒ 6
reroll 1 for 4-3-3-1: 1d6 ⇒ 1
4d6 ⇒ (2, 5, 5, 5) = 17 15
reroll reroll 1: 1d6 ⇒ 2
10-17-15-17-10-15 or 17-17-15-15-10-10
Pondering race and class.
RIZZENMAGNUS |
The list so far
completed? characters:
"this is the third time this name has come up in one of my games" Ceirn: Soulknife.
The waskally: Vondal "Silvertongue' Goldbeard Vergadainkral godling (please add a link to the godling class on your profile page so i can easily reference the class info? thanks)
Gaelden the Lost: champion of light
Jambreth: qualinesti master rogue. i guess the 5 headed portal didnt take him to the Abyss
has a concept:
Critzible: Dwarven Trapper Ranger with pet ram
has done some rolls, but not much else:
seth86: btw, yes, you can use those rolls. rerolling 1s is allowed.
[b]this list is no way complete. i keep seeing posts that need a response, so i am posting this. I will update as time progresses. if you dont see your name on there, feel free to say "hey, here i am!" and i will add you.
RIZZENMAGNUS |
In looking at the overall list of playable races in the Forgotten Realms, I note that Centaur, Minotaur, and Githzerai are listed there.Are these available, and if so, how would you like me to construct a PC for those races?
his name is ebin.
hmmmm....
for this game, id say your best bet would be the minotaur if you have your heart set on playing one of those three. we can use the stat mods found in the dragonlance campaign book for character creation. obviously, some tweaking would need to be done, but itd be negligible.
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |
Zahir ibn Mahmoud ibn Jothan wrote:
In looking at the overall list of playable races in the Forgotten Realms, I note that Centaur, Minotaur, and Githzerai are listed there.Are these available, and if so, how would you like me to construct a PC for those races?
his name is ebin.
hmmmm....
for this game, id say your best bet would be the minotaur if you have your heart set on playing one of those three. we can use the stat mods found in the dragonlance campaign book for character creation. obviously, some tweaking would need to be done, but itd be negligible.
Pretty sure I don't have that one, can you help me out and give me those stats?
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |
This look right?
Ability Score Adjustments:
- Strength: +4
- Dexterity: -2
- Intelligence: -2
- Charisma: -2
Size and Speed:
- Size: Medium
- Speed: 30 feet
Racial Traits:
- Natural Armor: +2 natural armor bonus due to their thick hide.
- Natural Weapons: Minotaurs possess a gore attack with their horns, dealing 1d6 points of damage plus their Strength modifier. They can use this attack as a secondary attack when wielding weapons.
- Keen Senses: +2 racial bonus on Perception checks related to smell.
- Darkvision 60’
- Skill Bonuses: +2 racial bonus on Intimidate, Profession (sailor), and Swim checks, reflecting their seafaring culture and fearsome reputation.
Languages:
- Automatic Languages: Common and Kothian.
- Bonus Languages: Kalinese, Nordmaarian, Ogre, and Saifhum.
pad300 |
Ok, that list of playable forgotten realms races included hobgoblins. This is what I have so far,
Veilchen Snarlantz, Hobgoblin Alchemist
Veilchen is 5’4” and skinny (for a hobgoblin) 177 lbs. He’s bald (but has swirling scalp tattoos), with grey-green skin, and beady red eyes.
Lazy and dissolute most of the time, he becomes much more focused and alive when his life is on the line. He’s definitely an adrenaline addict.
Veilchen is skilled alchemist, but one who samples his own wares too much for his own good. A recreational drunkard and druggie (alcohol, tobacco, caffeine, mary Jane, a little cocaine for those who can handle it) who deals as well as uses. His sales went upscale, and after a local noble had a party with several fatal overdoses, the heat is on. Veilchen needs to get out of Waterdeep and lay low for a while. The gates will be guarded... So down the well?!? He also figures he’d like to get rich if he’s going to be doing something stupidly dangerous.
Veilchen Snarlantz
N Male Hobgoblin
Alchemist (Grenadier) 8
Deity: ???
Init +6 = +2 (Dex) +4 familiar
Speed 30 ft
Low Light Vision
Defense
AC: 21 = 10+5 (dex) + 4 (armor)+1 armor enhancement+1shield
HP: 88 = (8d8=>64)+8*3 Con
Fort +6 Alchemist 8+3(Con)+2 resistance
Ref +6 Alchemist 8+5(Dex) +2 resistance
Will +2 Alchemist 8+2(wis) +2 familiar +2 resistance
+2 trait vs mind affecting
CMD : 13=10 +1 (bab)+0 (str) + 2 (dex)
Offense
BAB : +6
Melee: Spiked Gauntlet
Ranged: Composite Longbow, Bombs
CMB : +6 BAB+2 str
Extracts Prepared
L1 (DC 16, 4+2)
L2 (DC 17, 4+1)
L3 (DC 18, 2+1)
Stats
Str 14 = 14 (rolled)
Dex 20 = 17 (rolled)+2 racial +1 lvl 8
Con 17 = 15 (rolled) +2 racial
Int 20 = 17 (rolled) +1 lvl 4 +2 enhancement
Wis 14 = 14 (rolled)
Cha 10 = 13 (rolled)
Feats:
Throw Anything (Bonus)
MWP (Longbow)
Point Blank Shot (1st),
Rapid Shot (3ed),
?Extra Discovery (???)/Brew Potion/Healer’s Hands? (7th)
Traits: Trapfinder (campaign), Entomophobe (drawback), Deathtouched (race)
Skills 8*(4+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception 8 ranks +3 trained +2 wis +5 eyes of the eagle
Spellcraft 8 ranks +3 trained +5 int,
Heal 8 ranks +3 trained +2 wis
Disable Device 8 ranks +3 trained +5 dex
Stealth 8 ranks +3 trained +5 dex +4 racial
K Arcana 8 ranks +3 trained +5 int,
K Nature 8 ranks +3 trained +5 int,
and 8 ranks more...
Fly
Survival
K Planes
UMD (headband) 8 ranks +3 trained +1 cha
Background Skills (8*2 = 16 ranks)
Craft (Alchemy) 8 ranks +3 trained +5 int (+8 crafting items)
Sleight of Hand 1 rank + 3 trained +5 dex
Appraise 1 rank + 3 trained +5 int
Handle Animal 1 rank +1 cha
and 5 ranks more – linguistics?
Languages: Common, Goblin, Draconic (int), Giant (int), Infernal (int), Dwarven (int)
FCB Extra bomb 0.5*8=4
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. 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.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su) (17/day, 4d6+5) : In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
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.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
Mutagen (Su) (+4 str -2 int +2 NA, 80 minutes): 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.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
2nd Sand Bombs
Bonus: Precise Bombs
4th Infusion
6th Tumor Familiar
8th Fast Bombs
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.
+2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy.
Goblinoid: Hobgoblins are humanoids with the goblinoid subtype.
Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hobgoblins have a base speed of 30 feet.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.
Hybridization Funnel (200 gp),
Formulae Alembic (200 gp)
Handy Haversack (2000 gp)
Extended Potion of Barkskin (12th level), (1800 gp)
Wand of Cure Light Wounds 50 charges (750 gp)
+1 adaptive Composite Longbow (3400 gp)
Headband of Intelligence +2 (4000 gp)
Eyes of the Eagle (2500 gp)
Cloak of Resistance +2 (4000 gp)
+1 mithral chain shirt (2250 gp)
Weapons (30gp): Spiked Gauntlet (5gp), Bombchucker (12 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp)
Armor (155 gp): MW Buckler (155 gp)
Equipment
Explorer’s outfit, 2 Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 10 day (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), Alchemy Crafting kit ( 25 gp), Formula Book, Healer’s kit (50 gp), MW Thieves Tools (100gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), , Inkpen (1 sp), Travelling Formula Book (10 gp), Portable Alchemy Lab (75 gp), Bottle of Whiskey, 68 gp
323.11 gp
Alchemical Items at 1/3 cost because of self crafting:
Acid flasks (5, 50gp), Alchemist’s Fire (4, 100 gp), Shard Gel (2, 50 gp), Unstable Accelerant (2, 100 gp), Vial of Ink 8 gp, Mineral Acid (2, 100 gp), Holy Weapon Balm (2, 60 gp), Tanglefoot Bag (2, 100 gp), Pellet Grenades (1, 50 gp), Dessicating Lubricant (30 gp), Bone Burn (2, 50gp), Smog Smoke Peller ( 2, 80gp), Buoyant Balloon (10 gp), Aboleth Mucus Etract – 6 Doses (100 gp), Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Smelling Salts (25 gp), Sunrod (5, 10 gp), Rhinarium Paste (75 gp), Vapors of Easy Breath (75 gp), Vermin Repellent (5, 25 gp), Silver Weapon Blanch (5, 25 gp), Twitch Tonic (45 gp), Sooth Syrup ( 25 gp), Bodybalm 25 gp. Ghast Retch Flask (2, 100 gp), Cytilesh Stun Vial (4, 300 gp), Perfect Ice (1500 gp), Soul Stimulant (300gp), Lantern Honey (150gp), Surgical Jelly (300 gp)
3958 / 3 = 1319.333 gp
L1: Shield, Cure Light Wounds, Longarm, Targeted Bomb Admixture, Crafter’s Fortune, True Strike, Touch of the Sea
L2: Alchemical allocation, full pouch, false life, invisibility
L3: Monstrous Physique, Heroism, Clay Skin,
Taya is ***’s tumor familiar
Hedgehog, Figment, Sage
N Diminutive animal
Init +3; Senses low-light vision; Perception +5
Speed 20 ft.
AC 20, touch 17, flat-footed 17 (+3 Dex, +3 natural, +4 size)
Hp 22
Fort +3, Ref +8, Will +3
Str 1, Dex 16, Con 6, Int 13, Wis 12, Cha 7
Base Atk +5; CMB +1; CMD ??? (+4 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5,
24 additional ranks 8*(2+1int)
Perception 1 rank +3 trained+1 wis
K(Arcana) 1 rank +3 trained+1 int+4 Sage Knowledge
K(Nature) 1 rank +3 trained+1 int+4 Sage Knowledge
Heal 1 rank +1 wis
Spellcraft 1 rank +1 int
K(engineering) 1 rank +3 trained+1 int+4 Sage Knowledge
K(geography) 1 rank +3 trained+1 int+3 Sage Knowledge
K(History) 1 rank +3 trained+1 int+4 Sage Knowledge
K(Nobility) 1 rank +3 trained+1 int+4 Sage Knowledge
K(Religion) 3 rank +3 trained+1 int+4 Sage Knowledge+8 racial
K(Local) 3 rank +3 trained+1 int +4 Sage Knowledge
K(Planes) 3 rank +3 trained+1 int+4 Sage Knowledge +8 racial
K(Dungeoneering) 3 rank +3 trained+1 int+4 Sage Knowledge
+3 ranks
Special Abilities
Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has. This replaces improved evasion.
Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions. This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.
Skilled : K(Religion)
Skilled: K(Planes)
Sage Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.
Currently, among other things, the equipment section is quite incomplete; I have some questions for Rizzenmagus:
1) Crafting and equipment. I propose to have a bunch of alchemical gear, which I can craft myself. Can I buy it at craft your own prices (1/3 cost)?
2) Similarly, but with magic items, if we can craft our own, do we get them at reduced price (1/2 cost)?
3) Are we using the Spontaneous alchemy rules from the Alchemy manual?
I would also like to note that this build is currently intended as a general purpose alchemist. It could be adapted to be a party healer, but that would require some editing...
Kolaiah |
A towering figure steps forward, her hooves striking the stone floor with deliberate purpose. Standing just over seven feet tall, the minotaur’s presence is both imposing and captivating. Her coat is a patchwork of rich brown and creamy white, the colors flowing in natural patterns across her powerful arms and her broad, expressive snout. Her mane, a mix of coarse and curling hair, cascades over her shoulders, framing her face and accentuating the large, silver earring adorning her left ear.
Kolaiah’s armor gleams in the light—polished mithral plates that cover her broad shoulders and muscular frame. The craftsmanship is remarkable, the golden-trimmed edges speaking to a combination of practicality and pride. Around her neck hangs an amulet of faintly glowing green stone, resting against the mithral as if drawing strength from its wearer. Strapped across her back is an enormous greatsword, its hilt wrapped in worn leather, with labyrinthine patterns engraved into the steel of its guard. A well-maintained dagger hangs at her side, alongside scroll cases and small pouches secured to her belt. Her red cloak, trimmed with subtle gold thread, flows behind her, clasped at her neck with a harp-shaped pin—a clear symbol of her association with the Harpers.
She halts in the center of the room, surveying those gathered with calm intensity. Her dark eyes carry a quiet confidence, and the occasional twitch of her ears betrays her alertness. When she speaks, her voice is deep, melodic, and carries the commanding tone of a practiced orator.
“Greetings. I am Kolaiah, daughter of the Labyrinth.” She inclines her head slightly in respect before continuing. “Undermountain calls to me, not as a dungeon to be plundered, but as a labyrinth to be understood. My people see the maze as more than a physical challenge—it is a test of strength, wisdom, and will. When I first heard the Harpers’ tales of its twisting corridors and untold dangers, I knew it was meant to be my proving ground.”
Her powerful arms cross briefly over her chest, the polished gauntlets of her armor clinking faintly. “I am not here for greed or glory. I am here because I must be. I carry the strength of my blade, the resilience of steel, and the gift of song. My blade will carve a path through whatever stands in our way, and my song will lift us up when the darkness presses close. I will not falter, and I will not leave my allies behind.”
Kolaiah shifts her weight slightly, resting a gauntleted hand on the hilt of her greatsword. “If you seek a companion who will face the unknown without fear, who will bear the weight of her companions when they stumble, and who will rise to every challenge Undermountain offers, then I am here for you. This place and I—we are fated to meet. Let us face its trials together, and write a story worth telling.”
With that, she straightens her posture, the red cloak settling lightly over her mithral-clad shoulders. Her gaze holds steady, and her expression remains one of quiet determination. This minotaur is not here by chance—she has chosen this path, and she fully intends to see it through.
ElbowtotheFace |
TheWaskally |
1 person marked this as a favorite. |
RIZZENMAGNUS, at the advice my Rules Lawyer, Grumbaki; I have made these two changes to Vondal "Silvertongue" Goldbeard
1. I have changed the Persuasive Feat with the Emergent Divinity Divine Portfolio I: Lore - Sidestep Secret (Su) Feat.
Sidestep Secret (Su) Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
2. I have also changed the Dwarf Trait Goldsniffer for the Combat Trait Dwarven Weapon Trained.
RIZZENMAGNUS |
This look right?
yup, thats it.
i modded the languages and skills to better reflect their nature as they are found roaming the underdark.
Ability Score Adjustments:
- Strength: +4
- Dexterity: -2
- Intelligence: -2
- Charisma: -2
Size and Speed:
- Size: Medium
- Speed: 30 feet
Racial Traits:
- Natural Armor: +2 natural armor bonus due to their thick hide.
- Natural Weapons: Minotaurs possess a gore attack with their horns, dealing 1d6 points of damage plus their Strength modifier. They can use this attack as a secondary attack when wielding weapons.
- Keen Senses: +2 racial bonus on Perception checks related to smell.
- Darkvision 60’
- Skill Bonuses: +2 racial bonus on Intimidate, Knowledge dungeoneering, survival.
Languages:
- Automatic Languages: Common
- Bonus Languages: dwarven, svirfneblin, drow or goblin. choose 2
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |