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Freebooters and Powder Monkeys (Skull & Shackles AP) - RG
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<blockquote data-quote="kinem" data-source="post: 5678187" data-attributes="member: 24234"><p><strong>Jabe Cooper, Alchemist</strong></p><p></p><p>[sblock=Jabe Cooper, Alchemist]</p><p>[sblock=Game Info]</p><p>Race: human</p><p>Class: alchemist</p><p>Level: 1</p><p>Alignment: N</p><p>Languages: Common, Elven, Draconic, Infernal, Goblin</p><p>Deity: none[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 14/+2 cost 5</p><p>DEX: 14/+2 cost 5</p><p>CON: 10/+0 cost 0</p><p>INT: 18/+4 cost 10 (+2 human)</p><p>WIS: 12/+1 cost 2</p><p>CHA: 8/-1 cost -2[/sblock]</p><p>[sblock=Combat]</p><p>HP: 9 = [1d8=8] + 0 (CON) + 0 (misc) + 1 (favored class)</p><p>AC: 16 = 10 + 4 (armor) + 2 (DEX)</p><p>AC Touch: 12 = 10 + 2 (DEX)</p><p>AC Flatfooted: 14 = 10 + 4 (armor)</p><p>INIT: +2 = +2 (DEX) + 0 (misc)</p><p>BAB: +0 = +0 (alchemist)</p><p>CMB: +2 = +2 (STR) + 0 (BAB)</p><p>CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 0 (BAB)</p><p>Fort: +2 = +2 (base) + 0 (CON)</p><p>Reflex: +4 = +2 (base) + 2 (DEX)</p><p>Will: +1 = +0 (base) + 1 (WILL)</p><p>Speed: 30'</p><p>Damage Reduction: n/a</p><p>Spell Resistance: n/a</p><p>Spell Failure: n/a[/sblock]</p><p>[sblock=Weapon Stats]</p><p>morningstar (melee) +2 = +2 (STR) / DMG = 1d8+3(B+P), CRIT 20/x2</p><p></p><p>bomb: 5/day, 20' range increment, attack +3 ranged touch (+0 BAB, +2 DEX, +1 Throw Anything)</p><p>1d6+4 fire damage, CRIT 20/x2, splash (5 damage, Reflex half DC 14)</p><p></p><p>note: Point Blank Shot (+1 to attack and damage within 30', not included above), Splash Weapon Mastery (only -1 / range increment, adjust miss direction)[/sblock]</p><p>[sblock=Racial Traits]</p><p>human: bonus feat, +2 to one ability score, +1 skill point / level[/sblock]</p><p>[sblock=Class Features]</p><p>Alchemy +1, bomb 1d6, brew potion, mutagen, throw anything; proficient with light armor & simple weapons & bombs</p><p></p><p>bomb: 5/day, 20' range increment, attack +3 ranged touch (+0 BAB, +2 DEX, +1 Throw Anything)</p><p>1d6+4 fire damage, CRIT 20/x2, splash (5 damage, Reflex half DC 14)</p><p></p><p>note: Point Blank Shot (+1 to attack and damage within 30', not included above), Splash Weapon Mastery (only -1 / range increment, adjust miss direction)</p><p></p><p>extracts (2/day):</p><p>known formulae: crafter's fortune (+5 to one craft check within day), cure light wounds (1d8+1), disguise self (10 min), identify (3 rounds), shield (1 min, +4 AC), touch of the sea (1 min, 30' swim speed) </p><p></p><p>Typically, Jate prepares 1 each of Cure light wounds and Shield extracts, and a dose of Dex-enhancing mutagen.</p><p></p><p>mutagen (10 min): </p><p>At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.</p><p></p><p>When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.</p><p>[/sblock]</p><p></p><p>[sblock=Feats & Traits]</p><p>1st lvl- Throw Anything<strong>, Brew Potion<strong>, Point Blank Shot, Splash Weapon Mastery</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Splash Weapon Mastery: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Far Shot: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Traits:</strong></strong></p><p><strong><strong>a) Armor Expert (reduce ACP by 1)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>b) not allowed yet[/sblock]</strong></strong></p><p><strong><strong>[sblock=Skills]</strong></strong></p><p><strong><strong>Skill Ranks: 9 = [4 (class) + 4 (INT)] x 1 (LvL) + 1 (human) + 00 (Favored Class)</strong></strong></p><p><strong><strong>Max Ranks: 1</strong></strong></p><p><strong><strong>ACP: -1 with Armor Expert</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Skills: ^ = trained only</strong></strong></p><p><strong><strong>[code]</strong></strong></p><p><strong><strong>Total Stat Rank CS Misc ACP</strong></strong></p><p><strong><strong>+ 8 = Appraise +04 +01 +3 +00 INT</strong></strong></p><p><strong><strong>- 1 = Bluff -01 +00 +0 +00 CHA</strong></strong></p><p><strong><strong>+ 1 = Climb +02 +00 +0 +00 -1 STR</strong></strong></p><p><strong><strong>+ 9 = Craft:Alchemy +04 +01 +3 +01 INT</strong></strong></p><p><strong><strong>- 1 = Diplomacy -01 +00 +0 +00 CHA</strong></strong></p><p><strong><strong>+ 5 = Disable Device^ +02 +01 +3 +00 -1 DEX</strong></strong></p><p><strong><strong>- 1 = Disguise -01 +00 +0 +00 CHA</strong></strong></p><p><strong><strong>+ 1 = Escape Artist +02 +00 +0 +00 -1 DEX</strong></strong></p><p><strong><strong>+ 5 = Heal +01 +01 +3 +00 WIS</strong></strong></p><p><strong><strong>- 1 = Intimidate -01 +00 +0 +00 CHA</strong></strong></p><p><strong><strong>+ 5 = Perception +01 +01 +3 +00 WIS</strong></strong></p><p><strong><strong>+ 1 = Sense Motive +01 +00 +0 +00 WIS</strong></strong></p><p><strong><strong>+ 5 = Sleight of Hand^ +02 +01 +3 +00 -1 DEX</strong></strong></p><p><strong><strong>+ 8 = Spellcraft^ +04 +01 +3 +00 INT</strong></strong></p><p><strong><strong>+ 1 = Stealth +02 +00 +0 +00 -1 DEX</strong></strong></p><p><strong><strong>+ 5 = Survival +01 +01 +3 +00 WIS</strong></strong></p><p><strong><strong>+ 1 = Swim +02 +00 +0 +00 -1 STR</strong></strong></p><p><strong><strong>+ 3 = Use Magic Device^ -01 +01 +3 +00 CHA</strong></strong></p><p><strong><strong>[/code][/sblock]</strong></strong></p><p><strong><strong>[sblock=Equipment]</strong></strong></p><p><strong><strong>[code]</strong></strong></p><p><strong><strong>(180 gp total value)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Equipment Cost Weight</strong></strong></p><p><strong><strong>chain shirt 100 gp 25 lbs</strong></strong></p><p><strong><strong>morningstar 8 gp 6 lbs</strong></strong></p><p><strong><strong>kit, alchemists' 25 gp 5 lbs</strong></strong></p><p><strong><strong>formula book 15 gp 3 lbs</strong></strong></p><p><strong><strong>6 vials 6 gp 0 lbs</strong></strong></p><p><strong><strong>backpack 2 gp 2 lbs</strong></strong></p><p><strong><strong>lantern, hooded 7 gp 2 lbs</strong></strong></p><p><strong><strong>oil, lamp (6 hr, x2) 0.2 gp 2 lb</strong></strong></p><p><strong><strong>flint & steel 1 gp 0 lbs</strong></strong></p><p><strong><strong>waterskin 1 gp 4 lbs</strong></strong></p><p><strong><strong>bedroll 0.1 gp 5 lbs</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Total weight carried: 54.42 lbs</strong></strong></p><p><strong><strong>[/code]Treasure: 14 gp, 7 sp, 0 cp</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><u>Carrying Capacity:</u></strong></strong></p><p><strong><strong>light- 58 lbs</strong></strong></p><p><strong><strong>medium- 116</strong></strong></p><p><strong><strong>heavy- 175[/sblock]</strong></strong></p><p><strong><strong>[sblock=Details]</strong></strong></p><p><strong><strong>Size: M</strong></strong></p><p><strong><strong>Gender: M</strong></strong></p><p><strong><strong>Age: 28</strong></strong></p><p><strong><strong>Height: 5' 9"</strong></strong></p><p><strong><strong>Weight: 175 lbs</strong></strong></p><p><strong><strong>Hair Color: black</strong></strong></p><p><strong><strong>Eye Color: black</strong></strong></p><p><strong><strong>Skin Color: light brown</strong></strong></p><p><strong><strong>Appearance: Jate wears his hair in dreadlocks</strong></strong></p><p><strong><strong>Demeanor: grim[/sblock] </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[sblock=Background]</strong></strong></p><p><strong><strong>Jabe Cooper is seeking his fortune. Of course, that's what he was doing a few years ago when he stole a magic ring from his alchemical mentor, Rodun. That earned him three years in the local prison; it could have been more but Rodun was not a vengeful man. He picked up some strange tales from his fellow prisoners, which he sometimes likes to retell. But now he's out, on the straight and narrow, has learned to value loyalty, and is determined not to repeat his mistakes (like getting caught).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Aside from the other benefits of his trade, Jabe secretly hopes to discover a way to prevent himself from growing old.</strong></strong></p><p><strong><strong>[/sblock]</strong></strong></p><p><strong><strong>[sblock=Adventure Notes] None yet[/sblock]</strong></strong></p><p><strong><strong>[sblock=Level Ups]</strong></strong></p><p><strong><strong>Level 2</strong></strong></p><p><strong><strong>Class:</strong></strong></p><p><strong><strong>BAB:</strong></strong></p><p><strong><strong>Fort:</strong></strong></p><p><strong><strong>Ref: </strong></strong></p><p><strong><strong>Will:</strong></strong></p><p><strong><strong>Feat:</strong></strong></p><p><strong><strong>Class Features:</strong></strong></p><p><strong><strong>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</strong></strong></p><p><strong><strong>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</strong></strong></p><p><strong><strong>Skills:</strong></strong></p><p><strong><strong>Favored Class Bonus:[/sblock] [/sblock]</strong></strong></p></blockquote><p></p>
[QUOTE="kinem, post: 5678187, member: 24234"] [b]Jabe Cooper, Alchemist[/b] [sblock=Jabe Cooper, Alchemist] [sblock=Game Info] Race: human Class: alchemist Level: 1 Alignment: N Languages: Common, Elven, Draconic, Infernal, Goblin Deity: none[/sblock] [sblock=Abilities] STR: 14/+2 cost 5 DEX: 14/+2 cost 5 CON: 10/+0 cost 0 INT: 18/+4 cost 10 (+2 human) WIS: 12/+1 cost 2 CHA: 8/-1 cost -2[/sblock] [sblock=Combat] HP: 9 = [1d8=8] + 0 (CON) + 0 (misc) + 1 (favored class) AC: 16 = 10 + 4 (armor) + 2 (DEX) AC Touch: 12 = 10 + 2 (DEX) AC Flatfooted: 14 = 10 + 4 (armor) INIT: +2 = +2 (DEX) + 0 (misc) BAB: +0 = +0 (alchemist) CMB: +2 = +2 (STR) + 0 (BAB) CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 0 (BAB) Fort: +2 = +2 (base) + 0 (CON) Reflex: +4 = +2 (base) + 2 (DEX) Will: +1 = +0 (base) + 1 (WILL) Speed: 30' Damage Reduction: n/a Spell Resistance: n/a Spell Failure: n/a[/sblock] [sblock=Weapon Stats] morningstar (melee) +2 = +2 (STR) / DMG = 1d8+3(B+P), CRIT 20/x2 bomb: 5/day, 20' range increment, attack +3 ranged touch (+0 BAB, +2 DEX, +1 Throw Anything) 1d6+4 fire damage, CRIT 20/x2, splash (5 damage, Reflex half DC 14) note: Point Blank Shot (+1 to attack and damage within 30', not included above), Splash Weapon Mastery (only -1 / range increment, adjust miss direction)[/sblock] [sblock=Racial Traits] human: bonus feat, +2 to one ability score, +1 skill point / level[/sblock] [sblock=Class Features] Alchemy +1, bomb 1d6, brew potion, mutagen, throw anything; proficient with light armor & simple weapons & bombs bomb: 5/day, 20' range increment, attack +3 ranged touch (+0 BAB, +2 DEX, +1 Throw Anything) 1d6+4 fire damage, CRIT 20/x2, splash (5 damage, Reflex half DC 14) note: Point Blank Shot (+1 to attack and damage within 30', not included above), Splash Weapon Mastery (only -1 / range increment, adjust miss direction) extracts (2/day): known formulae: crafter's fortune (+5 to one craft check within day), cure light wounds (1d8+1), disguise self (10 min), identify (3 rounds), shield (1 min, +4 AC), touch of the sea (1 min, 30' swim speed) Typically, Jate prepares 1 each of Cure light wounds and Shield extracts, and a dose of Dex-enhancing mutagen. mutagen (10 min): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. [/sblock] [sblock=Feats & Traits] 1st lvl- Throw Anything[B], Brew Potion[B], Point Blank Shot, Splash Weapon Mastery Splash Weapon Mastery: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons. Far Shot: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Traits: a) Armor Expert (reduce ACP by 1) b) not allowed yet[/sblock] [sblock=Skills] Skill Ranks: 9 = [4 (class) + 4 (INT)] x 1 (LvL) + 1 (human) + 00 (Favored Class) Max Ranks: 1 ACP: -1 with Armor Expert The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). Skills: ^ = trained only [code] Total Stat Rank CS Misc ACP + 8 = Appraise +04 +01 +3 +00 INT - 1 = Bluff -01 +00 +0 +00 CHA + 1 = Climb +02 +00 +0 +00 -1 STR + 9 = Craft:Alchemy +04 +01 +3 +01 INT - 1 = Diplomacy -01 +00 +0 +00 CHA + 5 = Disable Device^ +02 +01 +3 +00 -1 DEX - 1 = Disguise -01 +00 +0 +00 CHA + 1 = Escape Artist +02 +00 +0 +00 -1 DEX + 5 = Heal +01 +01 +3 +00 WIS - 1 = Intimidate -01 +00 +0 +00 CHA + 5 = Perception +01 +01 +3 +00 WIS + 1 = Sense Motive +01 +00 +0 +00 WIS + 5 = Sleight of Hand^ +02 +01 +3 +00 -1 DEX + 8 = Spellcraft^ +04 +01 +3 +00 INT + 1 = Stealth +02 +00 +0 +00 -1 DEX + 5 = Survival +01 +01 +3 +00 WIS + 1 = Swim +02 +00 +0 +00 -1 STR + 3 = Use Magic Device^ -01 +01 +3 +00 CHA [/code][/sblock] [sblock=Equipment] [code] (180 gp total value) Equipment Cost Weight chain shirt 100 gp 25 lbs morningstar 8 gp 6 lbs kit, alchemists' 25 gp 5 lbs formula book 15 gp 3 lbs 6 vials 6 gp 0 lbs backpack 2 gp 2 lbs lantern, hooded 7 gp 2 lbs oil, lamp (6 hr, x2) 0.2 gp 2 lb flint & steel 1 gp 0 lbs waterskin 1 gp 4 lbs bedroll 0.1 gp 5 lbs Total weight carried: 54.42 lbs [/code]Treasure: 14 gp, 7 sp, 0 cp [U]Carrying Capacity:[/U] light- 58 lbs medium- 116 heavy- 175[/sblock] [sblock=Details] Size: M Gender: M Age: 28 Height: 5' 9" Weight: 175 lbs Hair Color: black Eye Color: black Skin Color: light brown Appearance: Jate wears his hair in dreadlocks Demeanor: grim[/sblock] [sblock=Background] Jabe Cooper is seeking his fortune. Of course, that's what he was doing a few years ago when he stole a magic ring from his alchemical mentor, Rodun. That earned him three years in the local prison; it could have been more but Rodun was not a vengeful man. He picked up some strange tales from his fellow prisoners, which he sometimes likes to retell. But now he's out, on the straight and narrow, has learned to value loyalty, and is determined not to repeat his mistakes (like getting caught). Aside from the other benefits of his trade, Jabe secretly hopes to discover a way to prevent himself from growing old. [/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level 2 Class: BAB: Fort: Ref: Will: Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus:[/sblock] [/sblock][/B][/B] [/QUOTE]
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Freebooters and Powder Monkeys (Skull & Shackles AP) - RG
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