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Timuat, Goloma Alchemist


codexgigas

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Timuat



 

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"Are you t-talking to me? P-perhaps you made a m-mistake."


Level: 1
Class: Alchemist
Archetype: Wizard
Background: Sponsored by Village 
Deity: 
Mazludeh
Alignment: Neutral Good

Height: 6'11"
Weight: 240 lbs
Eyes: Red-Orange
Skin: White
Hair: White

Ancestry: Goloma
Gender: Male
Age: 20 yrs

Abilities
Ability | Modifier
STR: 10 | +0
DEX: 14 | +2
CON: 12 | +1
INT: 18 | +4
WIS: 14 | +2
CHA: 10 | +0

Hit Points: 17
HP/Level: 8
Armor Class: 17
Size: Medium
Speed: 30 ft

Perception: +5 ◆
Fort Save: +6 ◆◆
Ref Save: +7 ◆◆
Will Save: +5 ◆

 

 


Abilities


Ancestry

 GolomaRarity: Rare
Hit Points: 8
Size: Medium
Speed: 30 ft.
Ability Boosts: Wisdom, Free (Intelligence)
Ability Flaw: None
Racial Languages: Common (Mwangi); Goloma
Bonus Languages: Sylvan, Draconic, Elven, Orcish
Traits: Goloma, Humanoid
 

Heritage

Farsight GolomaYour eyes have adapted to see more in less than favorable conditions. You gain low-light vision.

Background

TinkerCreating all sorts of minor inventions scratches your itch for problem-solving. Your engineering skills take a particularly creative bent, and no one know what you’ll come up with next. It might be a genius device with tremendous potential... or it might explode.

Choose two ability boosts. One must be to Dexterity or Intelligence (Intelligence), and one is a free ability boost (Dexterity).

You're trained in the Crafting skill, and the Engineering Lore skill. You gain the Specialty Crafting skill feat.

Ancestry Features

Eyes in BackYou have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30- foot cones or 15-foot bursts within line of sight instead of one.

 

Class Features

 Class ProficienciesPerception: Trained (◆)
Saves: Fortitude: Expert (◆◆), Reflex: Expert (◆◆), Will: Trained (◆)
Skills: Trained in Crafting, Acrobatics, Arcana, Medicine, Nature, Occultism, Society, Stealth,
Attacks: Simple Weapons: Trained (◆), Alchemical Bombs (◆), Unarmed Attack:Trained (◆)
Defenses: Light Armor: Trained (◆), Medium Armor: Trained (◆)Unarmed Defense: Trained (◆)
Class DC (Intelligence): Trained (◆)
 | AlchemyYou understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.

You gain the Alchemical Crafting feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. Alchemical Items can be found here. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.

 Infused ReagentsYou infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
 | Advanced AlchemyDuring your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first. 

Quick AlchemyIf you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

Quick Alchemy (1 Action)
Alchemist Manipulate
Cost 1 batch of infused reagents
Requirements You have the formula for the alchemical item you're creating, and you're either holding or wearing alchemist's tools.

You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
 | 
Formula BookAn alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field. Alchemical Items can be found here.

Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat.

Research Field: BomberYou specialize in explosions and other violent alchemical reactions. You start with the formulas for two common 1st-level alchemical bombs, in addition to your other formulas.

When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.

 


Feats


Skill Feats Class & Archetype Feats Ancestry & General Feats

Alchemical CraftingGeneral Skill
Source Core Rulebook pg. 258 4.0
Prerequisites trained in Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

 Speciality Crafting (Alchemy)Prerequisites trained in Crafting
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

 Far LobberYou’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.


 

Pierce the DarknessPrerequisites low-light vision
Your eyes have adapted to see in all circumstances, even without the assistance of light. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness you see in black and white only.

Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.

Skills 

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Acrobatics: +4 ◆
Arcana: +7 ◆ 
Athletics: +0
Crafting: +7 ◆
Deception: +0

Diplomacy: +0
Intimidation: +0 
Lore (Engineering) +7 ◆
Medicine: +5 ◆
Nature: +5 ◆
Occultism: +7 ◆

Performance: +0
Religion: +2
Society: +7 ◆
Stealth: +4 ◆
Survival: +5◆
Thievery: +2 

 


Attacks


MELEE RANGE

Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +5 1d4 P

Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +5, 1d4 P

Crossbow, Reload 1, Range 120 ft ◆, +5, 1d8 P


SPELLBOOK

Spell Tradition: Arcane | Arcane Save DC:  | Arcane Spell Attack Modifier


Cantrips Level 1 Level 2 Level 3 Level 4

-

- - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -

  


Formula Book


Level 1 Acid Flask (lesser), Alchemist's Fire (lesser)*, Bottled Lightning (lesser)*, Eagle Eye Elixir (lesser), Elixir of Life (minor), Spear Frog Poison

Inventory

Platinum Gold   Silver Copper
0 4   2 0

Weapons & Armor


Studded Leather Armor

 

 

Dagger

Crossbow (20 bolts)


Adventuring Gear


Worn Stowed

Alchemists' Tools, Basic Crafter's Book, Backpack  

Bedroll, Chalk (10), Flint and Steel, Rations (2), Rope, Soap, Torch (5), Waterskin

Current Bulk: 3.0 Encumbered: 5.0 Maximum:  10.0

Edited by codexgigas (see edit history)
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