Difference between revisions of "Midge"

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(Class Abilities: Kineticist)
(Class Abilities: Kineticist)
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====Class Abilities: Kineticist====
 
====Class Abilities: Kineticist====
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'''Basic Pyrokinesis'''
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Element(s) fire<br>
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Type utility (Sp)<br>
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Level 1<br>
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Burn 0
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You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
  
 
'''Simple Blast''' Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
 
'''Simple Blast''' Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
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'''Burning Infusion'''
 
'''Burning Infusion'''
Element(s) fire;
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Element(s) fire<br>
Type substance infusion;
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Type substance infusion<br>
Level 1;
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Level 1<br>
Burn 1
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Burn 1<br>
 
Saving Throw Reflex negates
 
Saving Throw Reflex negates
  

Revision as of 15:17, 28 February 2016

I'm an adventurer, looking for treasure.” ― Paulo Coelho, The Alchemist

An elf, a human and a dwarf are all enjoying drinks in a tavern when each notices a fly in their glass.
The elf places his napkin over the glass and pushes it off to the side.
The human removes the fly and keeps drinking.
The dwarf pulls out the fly and starts yelling, "Spit it out, ya bastard! Spit it out!"


Midge's Formula and Spell List

Midge
Midgepicfinal.jpg
Class Alchemist 5/Kineticist 1
Archetype Beastmorph/Pyrokinetic
Level 6
Race Gnome
Experience Points 3300
Details
Full Name Midge
Age 38
Alignment Neutral Good
Homeland Turquoise Shire
Favored Class Alchemist

Background

In the Turquoise Shire sat a little Halfling village. It was a quiet, provincial village. Nothing exciting happened all that often, unless you counted the annual festivals to celebrate the seasonal holidays. For a young gnome girl it wasn’t the most fun place to grow up, but for Midge it was the only home she knew.

She was raised by a gnome woman, who she was pretty sure was her birth mother, a man who she knew wasn’t her birth father but treated her like a daughter anyway, and an elderly gnome woman who she called Granny, there exact blood relationship was in question. With gnomes it really didn’t matter. They are firm believers in the ‘it takes a village’ theory. In this case it was a halfling village.

Midge’s parents were landowners, with a large farm that sustained most of the village with produce. They were quite well off, able to provide for their only daughter easily. What they couldn’t provide however was adventure. Adventure was something that the young gnome Midge was always on the lookout for adventure. And oft times this lead to trouble and one time death…or pretty close to it. It was this near-death experience that put her on the path to becoming an alchemist and also lead Midge to her greatest regret.

|| Homeland: Unusual - Plains (Halfling Village in Turquoise Shire || Family: Mother Living - No Siblings ||
|| Circumstance of Birth: Heir to a Legacy (Influence) || Parents Profession: Yeoman ||
|| Major Childhood Event: Nearly Died (Fearless Defiance) || Adolescence & Training: Accidental Discovery (Alchemical Intuition) ||
|| Influential Assoc: The Mentor || Conflict: Destroyed a Reputation, Subject: Close Friend, Motivation: Jealousy, Resolution: Sincere Regret ||
|| Romantic Relationships: Nope || Drawback: Attachment (Alchemy Heirloom) ||


Character Sheet

Attributes

STR 15 (+2) • DEX 15 (+2) • CON 14 (+2) • INT 16 (+3) • WIS 12 (+0) • CHA 13 (+1)


Hit Points 48 • Initiative +2 • Speed 20 ft (land) • Stamina Points: 5

Defenses & Attacks

Armor Class 19 • Touch 13 • Flat-Footed 11 • CMD 16 • Flat-Footed CMD 14

  • Armor: Hide Shirt • AC Bonus +3 • Max DEX +4 • Armor Check Penalty -1 • Spell Failure 15%

Fortitude Save +8 • Reflex Save +8 • Will Save +2
+2 for saves vs poison


Base Attack Bonus +3 • Melee Attack +5 • Ranged Attack +5 • CMB +3

  • SickleAttack Bonus +5 • Damage 1d4 + STR • Crit 20/x2 • Type Slashing
  • DaggerAttack Bonus +5 • Damage 1d3 + STR • Crit 19-20/x2 • Type Piercing or Slashing
  • BombAttack Bonus +5 • Damage 2d6 + 4 • Crit 20/x2 • Range 20 ft • Type Fire
  • Light CrossbowAttack Bonus +5 • Damage 1d6 • Crit 19-20/x2 • Range 80 ft • Type Piercing

Trained Skills

4 skill ranks per level (alchemist class), + 3 per level (Intelligence), +1 per level (Focus class bonus): 8

Acrobatics +2 (Dex) +4 (+2 w/ Armor Check Penalty)

Appraise © +1 (Int) +7

Bluff +1 (Cha) +3

Craft/Alchemy © +10 (Int) +13 (additional +1 [CHA] once per day)

Craft/Brewing +3 (Int)

Diplomacy © +2 (Cha) +8

Escape Artist +2 (Dex) +4 (+1 w/ Armor Check Penalty)

Fly © +1 (Dex) +6 (+5 w/ Armor Check Penalty)

Handle Animal +1 (Cha) +2

Intimidate +2 (Cha) +3

Knowledge/Arcana © +3 (Int) +9

Knowledge/Nature © +3 (Int) +8

Linguistics +3 (Int)

Lore/Alchemy +5 (Int) +8

Perception +5 (Wis)

Spellcraft © +3 (Int) +8

Stealth +3 (Dex) +9 (+6 w/ Armor Check Penalty)

Swim +1 (Str) +3 (+2 w/ Armor Check Penalty)

Ride +1 (Dex) +3 (+2 w/ Armor Check Penalty)

Use Magic Device +1 (Int) +4 TRAINED ONLY

Untrained Skills

  • Disable Device (Dex) +2 TRAINED ONLY
  • Disguise (Cha) +1
  • Heal (Wis) +0
  • Intimidate (Cha) +1
  • Perform (Cha) +1
  • Profession (Wis) +0 TRAINED ONLY
  • Sense Motive (Wis) +0
  • Sleight of Hand (Dex) +2 TRAINED ONLY
  • Survival (Wis) +0

Languages: Amethystish, Turquoisish, Topazian, Peridotish, Citrine and Sapphirish

Proficiencies

  • Weapons: Simple Weapons, Bombs
  • Armor/Shields: Light Armor

Traits, Drawbacks and Feats

  • Influence (Trait): You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.
  • Fearless Defiance (Trait): You gain a +1 trait bonus on saving throws vs fear effects.
  • Alchemical Intuition (Trait): Once per day as a free action you gain a trait bonus equal to your CHA modifier (+1) on a Craft (Alchemy) check. You may add this bonus after you roll.

  • Attachment (Drawback): Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Alchemy Heirloom: Small silver measuring spoon passed down from Alchemist Mentor to Alchemist Apprentice for countless generations. Worn on a chain around the neck.


  • Craft Potion (Class Bonus Feat): You can brew potion of any formula you know (up to 3rd level). Your caster level is equal to your alchemist level.
  • Throw Anything (Class Bonus Feat): You can throw anything as a weapon without suffering an improvised weapon penalty.
    • Stamina Trick: Spend 2 stamina points to increase the range increment for thrown weapons by 10 feet until the beginning of your next turn.
  • Dodge (Feat): You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

  • Skill Focus (Craft (Alchemy)) (Feat): You gain +3 on checks involving Craft (Alchemy). If you have 10 ranks of Craft (Alchemy) the bonus increase to +6.
  • Extra Discovery (3rd Lvl Feat): You get a alchemical discovery!

Racial Abilities

  • Small: You are a small creature. You gain a +1 size bonus to AC and to your attack bonus and a -1 size penalty to your CMB and CMD. You also receive a +4 size bonus to Stealth.
  • Low-Light Vision: You can see twice as far as a human in dim light.
  • Keen Senses: You gain a +2 racial bonus on Perception checks.
  • Gift of Tongues: You gain a +1 racial bonus on Bluff and Diplomacy checks and learn one additional language for each rank in Linguistics you take.
  • Obsessive (Alchemy): You receive a +2 racial bonus to your Craft (Alchemy) checks.
  • Pyromaniac: You count as one level higher when casting spells with a Fire descriptor or when determining the damage of fire bombs. You also gain the access to the each of the base abilities of the fire branch of the Nature Sphere once per day.

Class Abilities: Alchemist

  • Alchemy (Su): You add your Alchemist level to Craft (Alchemy) checks to make alchemical items. You can use Craft (Alchemy) to identify potions as if using detect magic. You can create extracts (specialized potion that act like spells in liquid form). Mixing an extract take 1 minute of work and remains potent for 1 day. At present, you know 6 extract formula and can prepare 4 1st level extracts per day and 2 2nd level per day. The DC for a saving throw vs an extract effect is 10 + the extract level + your Intelligence modifier.
  • Bomb (Su): You can create a bomb. Creating and throwing a bomb takes a standard action and provokes an attack of opportunity. The bomb is a splash weapon that inflicts 2d6+INT(3) modifier fire damage with a direct hit and an amount equal to the bomb's minimum damage in splash damage. Anyone hit with splash damage can make a Reflex save against a DC equal to 10 + 1/2 your alchemist level + your INT modifier. You can make a number of bombs each day equal to your alchemist level + your INT bonus.
  • Brew Potion (Ex): You receive Brew Potion as a bonus feat and can brew potion of any formula you know (up to 3rd level). Your caster level is equal to your alchemist level. (Extracts/day 1st lvl=4; 2nd Lvl=2)
  • Discoveries (Su): You have made the following Alchemical Discoveries:
    • Feral Mutagen: Whenever you imbibe a mutagen, you gain two claw attacks and a bite attack. These are primary attacks and are made using your full base attack bonus. The claw attacks deal 1d4 points of damage and the bite attack deals 1d6 points of damage. While the mutagen is in effect, you gains a +2 competence bonus on Intimidate skill checks.
    • Precise Bomb: When you throw one of your bombs, you can pick a number of squares equal to your INT modifier. Those squares aren't affected by splash damage.
    • Infusion: Anyone can use the extracts she creates.
  • Mutagen (Su): You can create a mutagen that heightens your physical abilities at the cost of your mental ones. It takes 1 hour to brew a mutagen and it remains potent until used. An alchemist can only maintain one dose of mutagen at a time. The mutagen increase one physical ability by +4 (giving a +2 bonus to all related traits) and decreases a corresponding mental ability by -1 (giving a -1 penalty to all related traits). Once imbibed, the mutagen effect last for 10 minute per alchemist level. If STR is enhanced, INT is diminished. If DEX is enhanced, WIS is diminished. If CON is enhanced, CHA is diminished.
  • Beastform Mutagen (Su): Enables her 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 this mutagen, she 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. She may select a different ability each time he creates a mutagen. (darkvision 60 feet, low-light vision, scent, or swim 30 feet)
  • Poison Resistance (Ex): At 2nd level, you gain a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, you become completely immune to poison.
  • Poison Use (Ex): You are trained in the use of poison and starting at 2nd level, cannot accidentally poison yourself when applying poison to a weapon.
  • Throw Anything (Ex): You receive the Throw Anything feat as a bonus feat.

Class Abilities: Kineticist

Basic Pyrokinesis

Element(s) fire
Type utility (Sp)
Level 1
Burn 0

You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

Simple Blast Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor

Burn At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. 1 pt burn=1 pt non-lethal damage; 1 pt burn/round; Max burn 3+CON

Gather Power If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Counts as move action. Reduces burn cost by 1 pt in same round. Full round action reduce burn by 2 pts next round.

Burning Infusion Element(s) fire
Type substance infusion
Level 1
Burn 1
Saving Throw Reflex negates

Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

Magical Abilities

  • Spell Points: 1
  • Caster Level: +0
  • Casting Ability Modifier: INT (+3)
  • Saving Throw DC: 13 (10 + 1/2 caster level + INT modifier)
  • Magical Skill Bonus: +0
  • Magical Skill Defense: 11
Nature (Fire) Sphere
Naturesphere.png
Through your gnomish blood, you have an instinctive connection to the fire branch of the Nature Sphere and can perform each of these talents once per day.

Manipulate Lava

  • Spell Point Cost: 1
  • Action: Standard
  • Duration: Intantaneous or Concentration
  • Range: Close (25 ft)

You can either create a vortex in lava or freeze it.

If you create a vortex it is 5 ft wide at its base, is 10 feet high and 2 and a 1/2 ft wide at the top. Any creature entering this area must pass a Reflex save (DC 10 + 1/2 caster level + INT modifier) or suffer fire damage equal to 1d8. If the creature is smaller than the vortex they must pass a second Reflex save or be pulled into the middle of the vortex. Each round a creature is within the vortex they take 1d8 additional damage and must make a Reflex save to escape. The vortex cannot contain more than one creature. You may move the vortex up to 30 ft per round with a concentration check. The vortex lasts so long as you continue to spend a Standard action to concentrate on it.

If you are freezing the lava, it becomes obsidian with a hardness of 5 and 3 hit points in a 5 ft by 5 ft area.

This ability requires lava to be present and does not create it.


Create Fire

  • Spell Point Cost: 0
  • Action: Standard
  • Duration: Concentration
  • Range: Close (25 ft)

You can create a fire either the size of a tindertwig fire (fine), the size of a torch (diminutive) or the size of a small campfire (tiny). The fire burns without fuel and is sustained for as long as you concentrate on it (spending one standard action per round to do so). You may spend a spell point to continue the fire without concentration for one round. Flammable item can be ignited by the fire. If a target is in the area where the fire begins they will suffer damage based on the fire size (1 HP for fine fires, 1d3 for diminutive fires, 1d6 for tiny fires) and possible catch fire. A successful Reflex save (DC 10 + 1/2 caster level + INT modifier) halves the damage and the target avoids catching fire.


Affect Fire

  • Spell Point Cost: 0
  • Action: Standard
  • Duration: Concentration
  • Range: Close (25 ft)

You may increase or decrease the size of a normal, non-magical fire of tiny (small campfire) size or smaller by 1 category. The change is temporary and the fire will return to normal after the effect ends. To continue the effect you must spend a standard action to Concentrate on it. You may also spend a spell point to continue the effect for 1 round without concentrating. A person on fire counts as a tiny fire for the purposes of this ability.

Gear

  • Supplies
    • alchemy crafting kit
    • backpack
    • bedroll
    • belt pouch
    • flint and steel
    • ink
    • inkpen
    • iron pot
    • mess kit
    • soap
    • torches (10)
    • trail rations (4 days)
    • waterskin
    • bag of marbles
    • Book: Punny Bones Guide to Punny Groans
    • Spoon Necklace (See Attachment above)
    • Everburning Torch
    • Simple map of Vesicule
    • Street atlas of Vesicule
    • Crow Bar
    • Common Dungeoneering kit
    • Magic Goggles Identify 3x day, Detect Secret Door at will
    • Ancient Gold Coin
    • Coffee Pot
    • Canteen
    • Gear Maintenance Kit
    • Small Tent
    • Cold-Weather Outfit
    • Blanket
    • Playing Cards
    • Flask
    • Twine
    • Blanket for Porridge
    • Dog Grooming kit
    • Fire Walkers walk on magma/lava and gives fire resistance of 10
  • Weapons
    • sickle
    • dagger
    • crossbow
  • Ammunition
    • 20 bolts
  • Armor
    • Quilted cuirass with teardrop shaped groin guard (+2 +1 staunching padded armor/+3 insight bonus to your Initiative check once per day)
  • Alchemical Items
    • 3 sunrods
    • Used - 1 flasks of alchemical acid - 1d6/×2/10 ft./Acid/Splash
    • 6 flasks of Alchemists Fire - 1d6/×2/10 ft./Fire/Splash
    • Dust Knuckles
    • 8 vials of standard dust knuckle dust (DC 15 to avoid being blinded for 1 round)
    • Flash Powder - Blindess/10 ft./Light
    • Burst Jar
    • Thunderstone
    • Ghast Retch Flask
    • Alchemical Glue
    • Alchemical Glue Accelerant
    • 2 Alchemical Solvent
    • 6 Bloodblock
    • Impact Foam
    • Nushadir
    • 2 Troll Oil
    • 2 Chill Cream
    • 1 Healing Potions
    • 3 Cure Moderate Wounds
    • Twitch Tonic
    • Antidote Kit
    • 10 Vials
    • 5 Iron Vials
    • 2 doses of sea serpent venom.
    • One vial liquid rainbow
    • One Opal
    • One vial troll goo

Gold: 38
Silver: 4

Gallery


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