Difference between revisions of "Midge"

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The human removes the fly and keeps drinking.<br>
 
The human removes the fly and keeps drinking.<br>
 
The dwarf pulls out the fly and starts yelling, "Spit it out, ya bastard! Spit it out!"
 
The dwarf pulls out the fly and starts yelling, "Spit it out, ya bastard! Spit it out!"
 
+
{{KrysInfo
 
+
[[Midge's Formula and Spell List]]
+
{{CharInfo
+
 
|Title=Midge
 
|Title=Midge
 
|Image=[[image:Midgepicfinal.jpg|thumb|250px]]
 
|Image=[[image:Midgepicfinal.jpg|thumb|250px]]
|Class=Alchemist 5/Kineticist 1
 
|Archetype=Beastmorph/Pyrokinetic
 
|Level=6
 
|Race=Gnome
 
|XP=3300
 
 
|Full Name=Midge
 
|Full Name=Midge
|Age=38
+
|Sentence=''Mad Gnome Alchemist Who Plays With Fire''
|Alignment=Neutral Good
+
|Tier=2
|Homeland=Turquoise Shire
+
|Age=36ish
|Favored Class=Alchemist
+
|XP=16 Spent/16 Total
|Height=2'5"
+
|Weight=Nope!
+
 
|}}
 
|}}
 +
 
===Background===
 
===Background===
 
          
 
          
Line 39: Line 30:
  
  
===Character Sheet===
+
=Cypher System Character Sheet=
====Attributes====
+
<div style="width:32%;float:left;">
'''STR''' 15 (+2) • '''DEX''' 15 (+2) • '''CON''' 14 (+2) • '''INT''' 16 (+3) • '''WIS''' 12 (+0) • '''CHA''' 13 (+1)
+
==Pools==
<hr>
+
'''MIGHT''' 14 &middot; '''SPEED''' 11 &middot; '''INTELLECT''' 21 &middot; <br/>
'''Hit Points''' 48 • '''Initiative''' +2 • '''Speed''' 20 ft (land) • '''Stamina Points''': 5
+
'''Armor''' 0
 +
</div>
 +
<div style="width:32%;float:left;">
  
====Defenses & Attacks====
+
==Edge & Effort==
'''Armor Class''' 19 • '''Touch''' 13 • '''Flat-Footed''' 11 • '''CMD''' 16 • '''Flat-Footed CMD''' 14
+
'''MIGHT''' 1 • '''SPEED''' 0 • '''INTELLECT''' 2<br/>
* '''''Armor''''': Hide Shirt • '''AC Bonus''' +3 • '''Max DEX''' +4 • '''Armor Check Penalty''' -1 • '''Spell Failure''' 15%
+
'''EFFORT''' 3
'''Fortitude Save''' +8 • '''Reflex Save''' +8 • '''Will Save''' +2<br>
+
</div>
'''''+2 for saves vs poison'''''
+
<div style="width:32%;float:left;">
<hr>
+
'''Base Attack Bonus''' +3 • '''Melee Attack''' +5 • '''Ranged Attack''' +5 • '''CMB +3
+
* '''''Sickle''''' • '''Attack Bonus''' +5 • '''Damage''' 1d4 + STR • '''Crit''' 20/x2 • '''Type''' Slashing
+
* '''''Dagger''''' • '''Attack Bonus''' +5 • '''Damage''' 1d3 + STR • '''Crit''' 19-20/x2 • '''Type''' Piercing or Slashing
+
* '''''Bomb''''' • '''Attack Bonus''' +5 • '''Damage''' 2d6 + 4 • '''Crit''' 20/x2 • '''Range''' 20 ft • '''Type''' Fire
+
* '''''Light Crossbow''''' • '''Attack Bonus''' +5 • '''Damage''' 1d6 • '''Crit''' 19-20/x2 • '''Range''' 80 ft • '''Type''' Piercing
+
  
====Trained Skills====
+
==Skills==
4 skill ranks per level (alchemist class), + 3 per level (Intelligence), +1 per level (Focus class bonus): '''8'''
+
* '''Alchemy & Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy & potions
 +
* '''Bluff''' ''(Trained/-1 Difficulty)''
 +
* '''Brewing''' ''(Trained/-1 Difficulty)''
 +
* '''Magic Lore''' ''(Trained/-1 Difficulty)''
 +
* '''Linguistics''' ''(Trained/-1 Difficulty)''
 +
* '''Low Light Perception''' ''(Trained/-1 Difficulty)''
 +
* '''Stealth''' (Trained/-1 Difficulty)''
 +
* '''Combat Skill:''' Fire Blast
 +
</div>
 +
<br style="clear:both;" />
  
Acrobatics +2 (Dex) +4 (+2 w/ Armor Check Penalty)
+
==Languages==
+
Amethystish, Turquoisish, Topazian, Peridotish, Citrine and Sapphirish
Appraise © +1 (Int) +7
+
  
Bluff +1 (Cha) +3
+
==Special Abilities==
 +
*'''Beast Form:''' (4 Intellect points): You can use your weird abilities to become a beast. While in beast form you gain +4 to your Might Pool and +1 to your Might Edge. You have claws which inflict 4 points of damage per attack. You can remain transformed for up to 10 minutes before you revert back to your normal shape.
 +
*'''Resilience''': Your beast form has bled into your normal form and you always have +1 Armor against physical attacks.
 +
*'''Bomb:''' (2 Intellect points): You can throw bombs at enemies. The attack is based on Intellect and must be centered on an area within 30 feet. Anything within 10 feet of the explosion whose defense you beat takes 1 damage. For each level of Effort applied the explosion deals 2 additional points of damage to each target hit.
  
Craft/Alchemy ©  +10 (Int) +13 (additional +1 [CHA] once per day)
 
 
Craft/Brewing +3 (Int)
 
  
Diplomacy © +2 (Cha) +8
+
*'''Random Inspiration''': The GM can give you random inspiration and knowledge which seems to strike from nowhere.
 +
*'''Scan:''' (2 Intellect points): You scan an area equal in size to a 10 foot cube. The area must be within 30 feet of you. Scanning reveals a creature or object’s level and might reveal additional facts such as composition, the presence of energy, or anything the GM feels is pertinent.
 +
*'''Sense for the Weird:''' You can sense odd, strange, unusual things at up to long distance (100 feet). This is not a precise sense but a combination of intuition and odd flashes of insight.
 +
*'''Stress''': In times of stress, the GM can perform an intrusion without giving you a brownie point.
  
Escape Artist +2 (Dex) +4 (+1 w/ Armor Check Penalty)
 
  
Fly © +1 (Dex) +6 (+5 w/ Armor Check Penalty)  
+
*'''Flash:''' You create an explosion of fire at a point within close range, affecting an area up to immediate range from that point.
 +
*'''Hurl Flame:''' (2 Intellect points): While your halo of flame is active you can hurl fire at targets up to 30 feet away, dealing 4 points of damage if you hit.
 +
*'''Shroud of Fire:''' (1 Intellect point): Your entire body becomes shrouded in flame for up to 10 minutes. The fire doesn’t burn you but automatically inflicts 2 points of damage to anyone who tries to touch you. You gain +2 Armor against outside fire.
 +
*'''Fiery Hand of Doom''' (3 Intellect): When your Shroud of Fire is active, you can reach into your halo and produce a hand made of animate flame that is twice the size of your own hand. The hand acts as you direct, floating in the air. The hand can perform one action per round at your command but commanding it does not take an action for you. It can move up to long distance in a round but never farther away from you than that. The hand can grab, move, and carry things but does 1 point of damage per round from the heat. The hand can also attack and is treated as a level 3 creature which deals 1 extra point of damage from fire when it attacks. The hand lasts up to 10 minutes when summoned.
  
Handle Animal +1 (Cha) +2
+
==Cyphers & Artifacts (up to 4)==
 +
*'''Firewalking Boots''' (Artifact) Level 3 / Depletion N/A These boots allow the wearer to walk on lava/magma and provide 5 points of Armor against any fire based attacks of effects.<br>
 +
*'''Alchemical Quill''' (Cypher) / Level 1. You can inject yourself, or someone else, with the liquid contained inside this quill. For one hour you sweat 1d6 doses of a valuable liquid. The liquid remains viable for one week once sweated out.<br>
  
Intimidate +2 (Cha) +3
+
==Projects==
 
+
Zeppelin and Zeppelin Tower<br>
Knowledge/Arcana © +3 (Int) +9
+
Sharkjumper Repellent (spend 1 of your points on this to represent "buying it" for the barony in future)<br>
 
+
'Bottomless' mug of ale
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
+
 
+
<hr>
+
'''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.
+
 
+
<hr>
+
* '''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.<br>
+
Alchemy Heirloom: Small silver measuring spoon passed down from Alchemist Mentor to Alchemist Apprentice for countless generations. Worn on a chain around the neck.
+
<hr>
+
* '''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.
+
 
+
<hr>
+
* '''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<br>
+
Type utility (Sp)<br>
+
Level 1<br>
+
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<br>
+
Type substance infusion<br>
+
Level 1<br>
+
Burn 1<br>
+
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=====
+
[[Image:naturesphere.png|right|150px]]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.
+
<hr>
+
'''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.
+
<hr>
+
'''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.
+
<hr>
+
'''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.
+
  
 +
==Weapons and Armor==
 +
* '''Crossbow''' (Medium Ranged Weapon / 100 foot range / 4 damage)
 +
* '''Dagger''' (Light Melee Weapon / 2 damage)
 +
* '''Sickle''' (Light Melee Weapon / 2 damage)
 
====Gear====
 
====Gear====
 
* Supplies
 
* Supplies
Line 238: Line 107:
 
** Book: Punny Bones Guide to Punny Groans
 
** Book: Punny Bones Guide to Punny Groans
 
** Spoon Necklace (See Attachment above)
 
** Spoon Necklace (See Attachment above)
** Everburning Torch
 
 
** Simple map of Vesicule
 
** Simple map of Vesicule
 
** Street atlas of Vesicule
 
** Street atlas of Vesicule
 
** Crow Bar
 
** Crow Bar
 
** Common Dungeoneering kit
 
** Common Dungeoneering kit
** Magic Goggles Identify 3x day, Detect Secret Door at will
 
 
** Ancient Gold Coin
 
** Ancient Gold Coin
 
** Coffee Pot
 
** Coffee Pot
Line 256: Line 123:
 
** Blanket for Porridge
 
** Blanket for Porridge
 
** Dog Grooming kit
 
** Dog Grooming kit
** Shoes of the FireWalker (They give her fire resistance 10 (meaning she can now handle most mundane fire without fear of injury) and allow her to walk on top of magma/lava as if it were solid ground.)
+
** 3/4 lb of candy.
 +
** magic water samples (from gravity defying circle stream)
 +
** black, glass jar filled with black cream which tastes like paper
 +
 
 
* '''Weapons'''
 
* '''Weapons'''
 
** sickle
 
** sickle
 
** dagger
 
** dagger
 
** crossbow
 
** crossbow
 +
 
* '''Ammunition'''
 
* '''Ammunition'''
 
** 20 bolts
 
** 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
+
* '''Brewing'''
** Used - 1 flasks of alchemical acid - 1d6/×2/10 ft./Acid/Splash
+
enough supplies to make 12 barrels of beer/ale/stout/etc.  
** 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
+
 
<hr>
 
<hr>
  
'''Gold''': 500<br>
+
'''Gold''': 299<br>
 
'''Silver''': 4<br>
 
'''Silver''': 4<br>
 
'''Temperance Store Credit:''' 200 GP
 
'''Temperance Store Credit:''' 200 GP

Latest revision as of 00:59, 15 February 2018

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
Midgepicfinal.jpg
Full Name Midge
Mad Gnome Alchemist Who Plays With Fire
Tier 2
Age 36ish
Homeland {{{Homeland}}}
Favored Totem {{{Totem}}}
XP' 16 Spent/16 Total

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) ||


Cypher System Character Sheet

Pools

MIGHT 14 · SPEED 11 · INTELLECT 21 ·
Armor 0

Edge & Effort

MIGHT 1 • SPEED 0 • INTELLECT 2
EFFORT 3

Skills

  • Alchemy & Potions (Trained/-1 Difficulty) Note the ability to create one-shot assets as-needed based on alchemy & potions
  • Bluff (Trained/-1 Difficulty)
  • Brewing (Trained/-1 Difficulty)
  • Magic Lore (Trained/-1 Difficulty)
  • Linguistics (Trained/-1 Difficulty)
  • Low Light Perception (Trained/-1 Difficulty)
  • Stealth (Trained/-1 Difficulty)
  • Combat Skill: Fire Blast


Languages

Amethystish, Turquoisish, Topazian, Peridotish, Citrine and Sapphirish

Special Abilities

  • Beast Form: (4 Intellect points): You can use your weird abilities to become a beast. While in beast form you gain +4 to your Might Pool and +1 to your Might Edge. You have claws which inflict 4 points of damage per attack. You can remain transformed for up to 10 minutes before you revert back to your normal shape.
  • Resilience: Your beast form has bled into your normal form and you always have +1 Armor against physical attacks.
  • Bomb: (2 Intellect points): You can throw bombs at enemies. The attack is based on Intellect and must be centered on an area within 30 feet. Anything within 10 feet of the explosion whose defense you beat takes 1 damage. For each level of Effort applied the explosion deals 2 additional points of damage to each target hit.


  • Random Inspiration: The GM can give you random inspiration and knowledge which seems to strike from nowhere.
  • Scan: (2 Intellect points): You scan an area equal in size to a 10 foot cube. The area must be within 30 feet of you. Scanning reveals a creature or object’s level and might reveal additional facts such as composition, the presence of energy, or anything the GM feels is pertinent.
  • Sense for the Weird: You can sense odd, strange, unusual things at up to long distance (100 feet). This is not a precise sense but a combination of intuition and odd flashes of insight.
  • Stress: In times of stress, the GM can perform an intrusion without giving you a brownie point.


  • Flash: You create an explosion of fire at a point within close range, affecting an area up to immediate range from that point.
  • Hurl Flame: (2 Intellect points): While your halo of flame is active you can hurl fire at targets up to 30 feet away, dealing 4 points of damage if you hit.
  • Shroud of Fire: (1 Intellect point): Your entire body becomes shrouded in flame for up to 10 minutes. The fire doesn’t burn you but automatically inflicts 2 points of damage to anyone who tries to touch you. You gain +2 Armor against outside fire.
  • Fiery Hand of Doom (3 Intellect): When your Shroud of Fire is active, you can reach into your halo and produce a hand made of animate flame that is twice the size of your own hand. The hand acts as you direct, floating in the air. The hand can perform one action per round at your command but commanding it does not take an action for you. It can move up to long distance in a round but never farther away from you than that. The hand can grab, move, and carry things but does 1 point of damage per round from the heat. The hand can also attack and is treated as a level 3 creature which deals 1 extra point of damage from fire when it attacks. The hand lasts up to 10 minutes when summoned.

Cyphers & Artifacts (up to 4)

  • Firewalking Boots (Artifact) Level 3 / Depletion N/A These boots allow the wearer to walk on lava/magma and provide 5 points of Armor against any fire based attacks of effects.
  • Alchemical Quill (Cypher) / Level 1. You can inject yourself, or someone else, with the liquid contained inside this quill. For one hour you sweat 1d6 doses of a valuable liquid. The liquid remains viable for one week once sweated out.

Projects

Zeppelin and Zeppelin Tower
Sharkjumper Repellent (spend 1 of your points on this to represent "buying it" for the barony in future)
'Bottomless' mug of ale

Weapons and Armor

  • Crossbow (Medium Ranged Weapon / 100 foot range / 4 damage)
  • Dagger (Light Melee Weapon / 2 damage)
  • Sickle (Light Melee Weapon / 2 damage)

Gear

  • Supplies
    • alchemy crafting kit
    • backpack
    • bedroll
    • belt pouch
    • flint and steel
    • ink
    • inkpen
    • iron pot
    • mess kit
    • soap
    • torches (10)
    • trail rations (12 days)
    • waterskin
    • bag of marbles
    • Book: Punny Bones Guide to Punny Groans
    • Spoon Necklace (See Attachment above)
    • Simple map of Vesicule
    • Street atlas of Vesicule
    • Crow Bar
    • Common Dungeoneering kit
    • 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
    • 3/4 lb of candy.
    • magic water samples (from gravity defying circle stream)
    • black, glass jar filled with black cream which tastes like paper
  • Weapons
    • sickle
    • dagger
    • crossbow
  • Ammunition
    • 20 bolts


  • Brewing

enough supplies to make 12 barrels of beer/ale/stout/etc.


Gold: 299
Silver: 4
Temperance Store Credit: 200 GP

Gallery


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