Tailspinner, here is what I have thus far, more to come .. .. .. [sblock=Mad jeenyuss' lab: {{{TOP SECRET!! KEEP OUT!!!}}} work in progress]
Everyone gets three character tokens (henceforth tokens) to spend on any of the following when creating your character.
Professor Randolf Smarz - Mycologist Ability Scores:
1 token: 36 point buy .....
STR -12 +1 [2 pt] .....
DEX - 15* +2 [7 pt] .....
CON - 12 +1 [2 pt] .....
INT - 16* +3 [10 pt] +2 [race] to 18 +4 .....
WIS - 16* +3 [10 pt] .....
CHA - 14* +2 [5 pt]
Race: Half-Elves
Languages: Common, Elvin
Alingment: Neutral Good
Standard traits
Age: 30
Height: 6' 2"
Weight: 160 lbs
Defenses:
immune to magic
sleep effects and gain a +2 racial saving throw bonus against
enchantment spells and effects.
Feat and skills:
Skill Focus as a bonus feat at 1st level.
+2
racial bonus on
Perception
Senses:
Low-Light Vision
Other:
count as both elves and
humans for any effect related to race;
two favored classes at first level and gain +1 hit point or +1 skill point
Class:
Alchemist
- bab +0; Fort, Refl +2; Will +0;
Alchemy,
bomb 1d6,
brew potion,
mutagen,
throw anything
- Extracts: 1st: 1
Feats: Character level 1:
EXTRA BOMBS ! ! !
Step 5—Buy Equipment: see trait
1. Time Lost
[sblock] You’ve always felt separated from the era into which you were born. You might be suffering from missing time—whether a few hours, a few weeks, or even several months—for which you have no memories. You might instead receive brief visions of friends or enemies much older or younger than their actual age. You’ve long since grown used to this strange condition, but have not yet determined why you suffer from it. Your GM will be provided with additional information about this trait’s strange nature in the third adventure of Return of the Runelords.
You have a knack for knowing when to act a few instants in advance and gain a
+2 trait bonus on Initiative checks.
Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll. [/sblock] .....
2. Lost time:
was experimenting with a potion given to him by a new client to identify, only to discover it was cursed to activate upon divination magic of any sort: time freeze, teleportation and forget magics were cast upon it to cause the victim to forget where they are from, to be transported to a specific city and to put them in a suspended state for an unknown time.
He woke in a wizard's school assembly hall, in a town of no idea and body frozen in time. The wizards did what they could do, but nothing worked, so when he spontaneously awoke 6 months later, he restarted with a new life with his alchemy skills, teaching. His knowledge of fungi and their use as reagent made him popular, despite his youthful age, however after a couple of years of life in academia, his wanderlust kicked in and the need to explore the fauna and mycology of this new land got him to point of needing a sabbatical.
With journal and travel gear in hand he settled on Rodrick's cove with an assistant from the academy to act as messenger and research assistant. There was supposedly a coastal algae that was to be used in a special tattoo ink for inducing a spell into one's skin .. .. ..
suggestion to @
Tailspinner: The new client was actually the intended target of the curse, but he, the client, suspected something was amiss.
B. Trait [poss: well provisioned adventurer [lore seeker package] ] The lore seeker has the equipment necessary to delve into ancient ruins searching for lost knowledge
Weapons: Light crossbow with 10 bolts,
quarterstaff, silver
dagger.
Combat Gear:
Alchemist’s fire (3),
antitoxin, oil of
erase,
potions of
cure light wounds (2),
potion of protection from evil,
tanglefoot bag,
thunderstone.
Other Gear:
Backpack,
bedroll,
belt pouch, candles (5),
chalk (5 pieces),
compass, crowbar, everburning
torch,
flint and steel,
grappling hook,
ink, inkpens (2), journals (2), magnifying glass,
mapmaker’s kit,
mess kit,
sack,
signal whistle, silk
rope (50 ft.),
trail rations (5 days),
traveler’s any-tool,
waterskin, 8 gp.
Total Weight: 44 lbs. (27-3/4 lbs. for a Small character).
C. Max gold for your class. 3d6 × 10 gp In addition, each character begins play with an outfit worth 10 gp or less.
[this is moot as it is covered by the trait] [/sblock]
Skill points: 4 [class] + 4/lv [int] + 1/ lv [fav class]
Code:
Skill ranks attrib race magic other class total
[URL="https://www.d20pfsrd.com/skills/appraise"][COLOR=red]Appraise[/COLOR][/URL][COLOR=red] (Int) +1 +4 +0 +0 +0 +3 +8 [/COLOR] [URL="https://www.d20pfsrd.com/skills/craft"][COLOR=red]
Craft[/COLOR][/URL][COLOR=red] (any) (Int) +1 +4 +x +0 +0 +3 +8 [alchemy]
[/COLOR][URL="https://www.d20pfsrd.com/skills/disable-device"][COLOR=red]Disable Device[/COLOR][/URL][COLOR=red] (Dex) [COLOR=#ff0000]+0 [/COLOR] +2 +0 +0 +0 +3 +x
[/COLOR][URL="https://www.d20pfsrd.com/skills/fly"][COLOR=red]Fly[/COLOR][/URL][COLOR=red] (Dex) +0 +2 +0 +0 +0 +3 +x [/COLOR] [URL="https://www.d20pfsrd.com/skills/heal"][COLOR=red]
Heal[/COLOR][/URL][COLOR=red] (Wis) [COLOR=#ff0000]+1[/COLOR] +3 +0 +0 +0 +3 +6
[/COLOR][URL="https://www.d20pfsrd.com/skills/knowledge"][COLOR=red]Knowledge[/COLOR][/URL][COLOR=red] (Int) +1 +4 +0 +0 +3 +3 +10 (arcana) [feat]
[/COLOR][URL="https://www.d20pfsrd.com/skills/knowledge"][COLOR=red]Knowledge[/COLOR][/URL][COLOR=red] (Int) +1 +4 +0 +0 + +3 +8 (nature)
[/COLOR][URL="https://www.d20pfsrd.com/skills/perception"][COLOR=red]Perception[/COLOR][/URL][COLOR=red] (Wis) +1 +3 +2 +0 +0 +3 +9 [1/2 elf]
[/COLOR][URL="https://www.d20pfsrd.com/skills/profession"][COLOR=red]Profession[/COLOR][/URL][COLOR=red] (Wis) +0 +3 +0 +0 +0 +3 + x
[/COLOR][URL="https://www.d20pfsrd.com/skills/sleight-of-hand"][COLOR=red]Sleight of Hand[/COLOR][/URL][COLOR=red] (Dex) [COLOR=#ff0000]+0[/COLOR] +3 +0 +0 +0 +3 +x
[/COLOR][URL="https://www.d20pfsrd.com/skills/spellcraft"][COLOR=red]Spellcraft[/COLOR][/URL][COLOR=red] (Int) +1 +4 +0 +0 +0 +3 +8
[/COLOR][URL="https://www.d20pfsrd.com/skills/survival"][COLOR=red]Survival[/COLOR][/URL][COLOR=red] (Wis) +1 +3 +0 +0 +0 +3 +6 [/COLOR] [URL="https://www.d20pfsrd.com/skills/use-magic-device"][COLOR=red]
Use Magic Device[/COLOR][/URL][COLOR=red] (Cha) +1 +2 +0 +0 +0 +3 +6 [/COLOR]
9 used; available : 9 [lv 1]+?
2 [lv 1] +4 [int]
Formula book:
Body Capacitance Store electricity attacks used against you and release the energy as a
touch attack.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Firebelly A magical fire warms your belly, granting you
fire resistance 5 and as a
standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (
Ref half, SR applies).
Targeted Bomb Admixture Empowers bombs you throw to deal more damage to a single creature
Tears to Wine This spell turns non-magic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into
mead or
wine of average quality
True Strike +20 on your next
attack roll.
[sblock=Alchemist extract list]
Adhesive Spittle you spit a
tanglefoot bag at a creature.
Adjuring Step You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Ant Haul Triples carrying capacity of a creature.
Anticipate Peril Target gains a bonus on one
initiative check.
Blend Gain a bonus to
Stealth and make checks without
cover or
concealment.
Elf only
Blurred Movement As
blur, but only while you are moving.
Body Capacitance Store electricity attacks used against you and release the energy as a
touch attack.
Bomber’s Eye Increases thrown weapon range; +1 attack.
Bouncy Body The target’s flesh becomes flexible and rubbery.
Comprehend Languages You understand all spoken and written languages.
Crafter’s Fortune Subject gains +5 on next
Craft check.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Detect Metal You detect any metal objects or creatures within a 60-foot cone.
Detect Secret Doors Reveals hidden doors within 60 ft.
Detect Undead Reveals
undead within 60 ft.
Disguise Self Changes your appearance.
Endure Elements Exist comfortably in hot or cold regions.
Enlarge Person Humanoid creature doubles in size
Expeditious Retreat Your base speed increases by 30 ft
Fabricate Disguise Create a disguise in an instant.
Firebelly A magical fire warms your belly, granting you
fire resistance 5 and as a
standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (
Ref half, SR applies).
Fool’s Gold Those who possess gold pieces you have cast this spell on are more vulnerable to your magics.
Heightened Awareness Your recall and ability to process information improve.
Illusion of Calm You appear to be standing still, even when you take some actions.
Identify Gives +10 bonus to identify magic items.
Invisibility Alarm As
alarm, but reacting only to
invisible creatures.
Jump Subject gets bonus on
Acrobatics checks.
Keen Senses Gain +2
Perception and
low-light vision.
Line breaker Gain +20 foot bonus to speed when charging and a +2 bonus to
bull rush or
overrun.
Long Arm Your arms lengthen, giving you extra reach.
Longshot Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Monkey Fish Gain a climb speed and a swim speed of 10 ft. for a time.
Negate Aroma Subject cannot be tracked by
scent
Obscure Poison Make it harder to detect a
poison or a venomous creature.
Phantom Blood Gain
temporary hp if
Con loss would
knock you out or kill you
Polypurpose Panacea Gain a relaxing or entertaining effect.
Recharge Innate Magic Regain one use of all 0 and 1st-level
spell-like abilities of a racial trait.
Reduce Person Humanoid creature halves in size.
See Alignment Pick an
alignment; in your sight, creatures and items with that
alignment emit a ghostly radiance.
Shield Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield A shield of force protects you until you dismiss it in an explosion of electricity
Stone Fist Your unarmed strikes are lethal.
Targeted Bomb Admixture Empowers bombs you throw to deal more damage to a single creature
Tears to Wine This spell turns non-magic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into
mead or
wine of average quality
Touch of the Sea Swim speed becomes 30 ft.
True Strike +20 on your next
attack roll.
Vocal Alteration Disguise target’s voice.
Wizened Appearance Make a target appear as an older version of itself.
Youthful Appearance Target appears younger. [/sblock] .
[sblock= feat wish list]
point blank shot
- Far shot
associate with wizard's guild - looking for rare algae or mushroom needed to make magical tattoo ink
- guild partner
Alertness
Cat's fall
eagle-eyes keen senses from half elf
splash wpnmastery
ricochet splash wpn
prodigy
magical aptitude
field repair
point blank shotdirect hits only
eagle-eyedrequires 3 ranks in perception
dilettante requires 2 ranks in 5 knowledge skills
xenoglossy requires 3 ranks in liguistics
splintering weapon requires BAB +1
remote bomb requires delayed bomb discovery - 2nd lvl
Master Alchemist requires 5 ranks in craft alchemy
inspired alchemy Ability to create 2nd-level extracts
implant bomb requires heal 5 ranks; discovery: delayed bomb . [/sblock]