Difference between revisions of "Midge"

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[[Midge's Formula and Spell List]]
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'''I'm an adventurer, looking for treasure.'''” ― Paulo Coelho, The Alchemist<br><br>
{{CharInfo
+
An elf, a human and a dwarf are all enjoying drinks in a tavern when each notices a fly in their glass.<br>
 +
The elf places his napkin over the glass and pushes it off to the side.<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!"
 +
{{KrysInfo
 
|Title=Midge
 
|Title=Midge
 
|Image=[[image:Midgepicfinal.jpg|thumb|250px]]
 
|Image=[[image:Midgepicfinal.jpg|thumb|250px]]
|Class=Alchemist
 
|Archetype=Beastmorph
 
|Level=1
 
|Race=Gnome
 
|XP=500
 
 
|Full Name=Midge
 
|Full Name=Midge
|Age=XX
+
|Sentence=''Mad Gnome Alchemist Who Plays With Fire''
|Alignment=Neutral Good
+
|Tier=2
|Homeland=XX
+
|Age=36ish
|Favored Class=Alchemist
+
|XP=16 Spent/16 Total
 
|}}
 
|}}
 +
 
===Background===
 
===Background===
Midge background here.
+
       
===Character Sheet===
+
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.
====Attributes====
+
 
'''STR''' 15 (+2) '''DEX''' 15 (+2) '''CON''' 14 (+2) '''INT''' 16 (+3) '''WIS''' 11 (+0) '''CHA''' 13 (+1)
+
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 ||<br>
 +
|| Circumstance of Birth: Heir to a Legacy (Influence) || Parents Profession: Yeoman ||<br>
 +
|| Major Childhood Event: Nearly Died (Fearless Defiance) || Adolescence & Training:  Accidental Discovery (Alchemical Intuition) ||<br>
 +
|| Influential Assoc: The Mentor || Conflict: Destroyed a Reputation, Subject: Close Friend, Motivation: Jealousy, Resolution: Sincere Regret ||<br>
 +
|| Romantic Relationships: Nope || Drawback: Attachment (Alchemy Heirloom) || <br>
 +
 
 +
 
 +
 
 +
=Cypher System Character Sheet=
 +
<div style="width:32%;float:left;">
 +
==Pools==
 +
'''MIGHT''' 14 &middot; '''SPEED''' 11 &middot; '''INTELLECT''' 21 &middot; <br/>
 +
'''Armor''' 0
 +
</div>
 +
<div style="width:32%;float:left;">
 +
 
 +
==Edge & Effort==
 +
'''MIGHT''' 1 • '''SPEED''' 0 • '''INTELLECT''' 2<br/>
 +
'''EFFORT''' 3
 +
</div>
 +
<div style="width:32%;float:left;">
 +
 
 +
==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
 +
</div>
 +
<br style="clear:both;" />
 +
 
 +
==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.<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>
 +
 
 +
==Projects==
 +
Zeppelin and Zeppelin Tower<br>
 +
Sharkjumper Repellent (spend 1 of your points on this to represent "buying it" for the barony in future)<br>
 +
'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.
 
<hr>
 
<hr>
'''Hit Points''' 11 • '''Initiative''' +2 • '''Speed''' 20 ft (land)
+
 
====Defenses & Attacks====
+
'''Gold''': 299<br>
'''Armor Class''' 13 • '''Touch''' 13 • '''Flat-Footed''' 11 • '''CMD''' 13 • '''Flat-Footed CMD''' 11
+
'''Silver''': 4<br>
* '''''Armor''''': XX • '''AC Bonus''' X • '''Max DEX''' X • '''Armor Check Penalty''' X • '''Spell Failure''' X
+
'''Temperance Store Credit:''' 200 GP
'''Fortitude Save''' +4 • '''Reflex Save''' +4 • '''Will Save''' +0<br>
+
 
<hr>
+
====Gallery====
'''Base Attack Bonus''' +0 • '''Melee Attack''' +3 • '''Ranged Attack''' +3 • '''CMB +1
+
<gallery style="margin-left:auto;margin-right:auto;">
* '''''Bomb''''' • '''Attack Bonus''' +3 • '''Damage''' 1d6 + 3 • '''Crit''' 20/x2 • '''Range''' 20 ft • '''Type''' Fire
+
File:InspforPorridge.png|What Porridge looks like.
* '''''XX''''' • '''Attack Bonus''' +X • '''Damage''' xdy • '''Crit''' X/xY • '''Range''' X ft • '''Type''' XX
+
File:Midge-Disguise.jpg|Midge's Casino Garb
====Skills====
+
File:Midges_Goggles.jpg|Midge's Goggles
* Appraise +7
+
File:fire.jpg|Fire
* Craft (Alchemy) +9 (+10 when creating alchemical items)
+
</gallery>
* Diplomacy +6
+
 
* Fly +6
+
 
* Knowledge (Arcana) +7
+
* Knowledge (Nature) +7
+
* Perception +2
+
* Spellcraft +7
+
* Stealth +6
+
<hr>
+
'''Languages''': Amethystish, Turquoisish, Topazian, Peridotish 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.
+
<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.
+
* '''Craft Potion''' ''(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''' ''(Feat)'': You can throw anything as a weapon without suffering an improvised weapon penalty.
+
====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 following spells as spell-like abilities once per day: Dancing Lights, Flare, Prestidigitation and Produce Flame.
+
====Class Abilities====
+
* '''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. Extracts only work for you. At present, you know 5 extract formula and can prepare 2 extracts 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 1d6 + INT 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.
+
* '''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.
+
* '''Throw Anything (Ex)''': You receive the Throw Anything feat as a bonus feat.
+
 
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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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