Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
Frequent Bathing Required Rogues' Gallery
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JustinCase" data-source="post: 7844356" data-attributes="member: 6776182"><p><strong><span style="font-size: 18px">Maddie Green</span> </strong></p><p></p><p>[ATTACH=full]115363[/ATTACH]</p><p></p><p><strong>Ancestry/Heritage</strong>: Irongut Goblin</p><p><strong>Background</strong>: Prisoner</p><p><strong>Class/Level</strong>: Alchemist 2</p><p><strong>Size</strong>: Small</p><p><strong>Alignment</strong>: Chaotic Good</p><p><strong>Traits</strong>: Goblin, Humanoid, Alchemist</p><p><strong>Deity</strong>: </p><p></p><p><strong>Abilities</strong></p><p><strong>STR</strong> 10 (+0) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 18 (+4) <strong>WIS</strong> 8 (-1) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>AC:</strong> 17 (10 +2 Dex +4 Prof +1 Item)</p><p></p><p><strong>Fort:</strong> +8 (+2 Con +6 Prof +0 Item)</p><p><strong>Reflex:</strong> +8 (+2 Dex +6 Prof +0 Item)</p><p><strong>Will:</strong> +3 (-1 Wis +4 Prof +0 Item)</p><p></p><p><strong>HP:</strong> 26/26</p><p><strong>Resistances/Immunites:</strong></p><p><strong></strong></p><p><strong>Perception:</strong> +3 (-1 Wis +4 Prof +0 Item)</p><p><strong>Senses:</strong> Darkvision</p><p></p><p><strong>Class DC:</strong> 18 (10 +4 Int +4 Prof +0 Item)</p><p></p><p><strong>Speed:</strong> 25'</p><p>Movement Types/Notes:</p><p></p><p>[Spoiler=Strikes]</p><p><strong>Melee:</strong></p><p>Fist (unarmed) +6 (1d4 B) (nonlethal)</p><p>Dagger +6 (1d4 P) (thrown 10ft, verstatile S)</p><p></p><p><strong>Ranged:</strong></p><p>Sling +6 (1d6 B) (range 50ft, reload 1, propulsive)</p><p>Alchemical bomb +6 (varies) (range 20ft)</p><ul> <li data-xf-list-type="ul">alchemist's fire, lesser: 1d8+1 fire damage, 1+1 persistent fire damage, 1 fire splash damage (Burn It! feat)</li> <li data-xf-list-type="ul">frost vial, lesser: 1d6 cold damage, 1 cold splash damage, target gets -5 speed until end of its turn</li> <li data-xf-list-type="ul">acid flask, lesser: 1 acid damage, 1d6 persistent acid damage, 1 acid splash damage</li> </ul><p>[/spoiler]</p><p>[Spoiler=Skills]</p><p><strong>Acrobatics +6</strong> (+2 Dex +4 Prof +0 Item)</p><p><strong>Arcana +4</strong> (+4 Int +0 Prof +0 Item)</p><p><strong>Athletics +4</strong> (+0 Str +4 Prof +0 Item) </p><p><strong>Crafting +8</strong> (+4 Int +4 Prof +0 Item)</p><p><strong>Deception +6</strong> (+2 Cha +4 Prof +0 Item)</p><p><strong>Diplomacy +2</strong> (+2 Cha +0 Prof +0 Item)</p><p><strong>Intimidation +6</strong> (+2 Cha +4 Prof +0 Item)</p><p><strong>Lore (Underworld) +8</strong> (+4 Int +4 Prof +0 Item)</p><p><strong>Lore (Cooking) +8</strong> (+4 Int +4 Prof +0 Item)</p><p><strong>Medicine -1</strong> (-1 Wis +0 Prof +0 Item)</p><p><strong>Nature -1</strong> (-1 Wis +0 Prof +0 Item)</p><p><strong>Occultism +4</strong> (+4 Int +0 Prof +0 Item)</p><p><strong>Performance +2</strong> (+2 Cha +0 Prof +0 Item)</p><p><strong>Religion -1</strong> (-1 Wis +0 Prof +0 Item)</p><p><strong>Society +8</strong> (+4 Int +4 Prof +0 Item)</p><p><strong>Stealth +6</strong> (+2 Dex +4 Prof +0 Item)</p><p><strong>Survival -1</strong> (-1 Wis +0 Prof +0 Item)</p><p><strong>Thievery +6</strong> (+2 Dex +4 Prof +0 Item)</p><p></p><p><strong>Languages</strong>: Common, Goblin, Orcish, Gnoll, Aklo, Jotun</p><p>[/spoiler]</p><p>[Spoiler=Feats & Abilities]</p><p><strong>Ancestry Feats/Abilities</strong></p><p>Heritage 1st: <strong>Irongut Goblin</strong> - You can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. Gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested. </p><p>Feat 1st: <strong>Burn It!</strong> - Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal. </p><p></p><p><strong>Skill Feats</strong></p><p>Background: <strong>Experienced Smuggler </strong> - You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income. </p><p>2nd: <strong>Pickpocket</strong> - You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty. </p><p></p><p><strong>General Feats</strong></p><p>3rd:</p><p></p><p><strong>Class Feats/Abilities</strong></p><p>Feature 1st: <strong>Alchemy </strong>- You 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 (page 258), even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book. </p><p>Feature 1st: <strong>Research Field: Bomber </strong>- You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, 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. </p><p>Feature 1st: <strong>Infused Reagents </strong>- You 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. </p><p>Feature 1st: <strong>Advanced Alchemy</strong> - During 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. </p><p>Feat 1st: <strong>Quick Alchemy</strong> - 1 Action - Cost: 1 batch of infused reagents - Requirements: You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand. - You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical 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. </p><p>Feat 1st: <strong>Alchemical Crafting </strong>- 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. </p><p>Feat 1st: <strong>Quick Bomber</strong> - 1 Action - You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it. </p><p>Feat 2nd: <strong>Smoke Bomb</strong> - Reaction - Frequency: once per round - Trigger: You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. - You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. </p><p>[/spoiler]</p><p>[Spoiler=Equipment & Wealth]</p><p>leather armor</p><p>dagger</p><p>sling with 20 bullets</p><p>adventurer's pack</p><p>alchemist's tools</p><p>bandolier</p><p>basic crafter's book</p><p>2 sets of caltrops</p><p>sheath</p><p></p><p>6 gp</p><p>4 sp</p><p></p><p><strong>Bulk:</strong> 4 bulk, 6 light[/spoiler]</p><p>[Spoiler=Alchemical Recipes]Although this book looks like nothing more than an ordinary cookbook, the recipes within are mostly of an alchemical nature...</p><p></p><p><em>level - recipe - type</em></p><p>1st - alchemist's fire, lesser - bomb</p><p>1st - frost vial, lesser - bomb</p><p>1st - acid flask, lesser - bomb</p><p>1st - antidote, lesser - elixer</p><p>1st - antiplague, lesser - elixer</p><p>1st - cognative mutagen - elixer, mutagen</p><p>1st - elixer of life, lesser - elixer</p><p>1st - snake oil - tool</p><p>2nd - bravo's brew - elixer</p><p>2nd - infiltrator's elixer - elixer[/spoiler]</p><p></p><p>[Spoiler=Daily Preperations]</p><p>Create 6 (level + Int) batches of infused reagents per day, to be used for Advanced Alchemy or Quick Alchemy.</p><p></p><p><strong>Advanced Alchemy</strong> - 1 batch creates 2 of the same items, ignoring time and material requirements.</p><p>[spoiler]During 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. [/spoiler]</p><p><strong>Quick Alchemy</strong> - 1 Action - 1 batch creates 1 item, usable only on that turn.</p><p>[spoiler]Cost: 1 batch of infused reagents - Requirements: You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand. - You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical 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. [/spoiler]</p><p></p><p><strong>Today's batches:</strong></p><p>4 batches used (Advanced Alchemy) to create: </p><ul> <li data-xf-list-type="ul">alchemist's fire, lesser x4</li> <li data-xf-list-type="ul">frost vial, lesser x2</li> <li data-xf-list-type="ul">acid flask, lesser x2</li> </ul><p>2 batches available for Quick Alchemy</p><p>[/spoiler]</p><p></p><p><strong>Backstory:</strong></p><p>The chubby female goblin known to as Maddie lived many years as a prisoner to the vile hag Black Angie. Maddie was the lucky one, however, both because the hag was even more abusive to her other minions, and for letting the goblin learn the very basics of alchemy and cooking.</p><p></p><p>And, of course, because Maddie was the only survivor after a group of adventurers killed Black Angie and all the other prisoners. </p><p></p><p>After wandering on her own for a while, Maddie finally found a place to stay in a small tavern in the Puddles section of Absalom, working in the kitchen for who knows how long. Her skill at turning even the most unpleasant ingredients available into a delectable meal made the tavern far more popular than anything in that section ought to be. When it blew up in a large explosion, people mused that such was the way in the Puddles; it must've been a competitor or a bar brawl gone bad.</p><p></p><p>But it was, in fact, a deliberate accident by the deceptively cunning goblin, meant to destabilize the local crime syndicate that had been using the tavern as a front for increasingly vile practices, including slave trafficking. The goblin, deeply ingrained with loathing at slavery from her time as a hag's servant, had the local authorities move in to apprehend the slavers.</p><p></p><p>Meanwhile she had an excuse to join an adventuring party, both to earn her keep after losing her job (not many innkeepers are willing to let a goblin from the Puddles into their kitchen), and to continue fighting against those who would keep people as nothing more than pets...</p></blockquote><p></p>
[QUOTE="JustinCase, post: 7844356, member: 6776182"] [B][SIZE=5]Maddie Green[/SIZE] [/B] [ATTACH type="full" width="150px"]115363[/ATTACH] [B]Ancestry/Heritage[/B]: Irongut Goblin [B]Background[/B]: Prisoner [B]Class/Level[/B]: Alchemist 2 [B]Size[/B]: Small [B]Alignment[/B]: Chaotic Good [B]Traits[/B]: Goblin, Humanoid, Alchemist [B]Deity[/B]: [B]Abilities STR[/B] 10 (+0) [B]DEX[/B] 14 (+2) [B]CON[/B] 14 (+2) [B]INT[/B] 18 (+4) [B]WIS[/B] 8 (-1) [B]CHA[/B] 14 (+2) [B]AC:[/B] 17 (10 +2 Dex +4 Prof +1 Item) [B]Fort:[/B] +8 (+2 Con +6 Prof +0 Item) [B]Reflex:[/B] +8 (+2 Dex +6 Prof +0 Item) [B]Will:[/B] +3 (-1 Wis +4 Prof +0 Item) [B]HP:[/B] 26/26 [B]Resistances/Immunites: Perception:[/B] +3 (-1 Wis +4 Prof +0 Item) [B]Senses:[/B] Darkvision [B]Class DC:[/B] 18 (10 +4 Int +4 Prof +0 Item) [B]Speed:[/B] 25' Movement Types/Notes: [Spoiler=Strikes] [B]Melee:[/B] Fist (unarmed) +6 (1d4 B) (nonlethal) Dagger +6 (1d4 P) (thrown 10ft, verstatile S) [B]Ranged:[/B] Sling +6 (1d6 B) (range 50ft, reload 1, propulsive) Alchemical bomb +6 (varies) (range 20ft) [LIST] [*]alchemist's fire, lesser: 1d8+1 fire damage, 1+1 persistent fire damage, 1 fire splash damage (Burn It! feat) [*]frost vial, lesser: 1d6 cold damage, 1 cold splash damage, target gets -5 speed until end of its turn [*]acid flask, lesser: 1 acid damage, 1d6 persistent acid damage, 1 acid splash damage [/LIST] [/spoiler] [Spoiler=Skills] [B]Acrobatics +6[/B] (+2 Dex +4 Prof +0 Item) [B]Arcana +4[/B] (+4 Int +0 Prof +0 Item) [B]Athletics +4[/B] (+0 Str +4 Prof +0 Item) [B]Crafting +8[/B] (+4 Int +4 Prof +0 Item) [B]Deception +6[/B] (+2 Cha +4 Prof +0 Item) [B]Diplomacy +2[/B] (+2 Cha +0 Prof +0 Item) [B]Intimidation +6[/B] (+2 Cha +4 Prof +0 Item) [B]Lore (Underworld) +8[/B] (+4 Int +4 Prof +0 Item) [B]Lore (Cooking) +8[/B] (+4 Int +4 Prof +0 Item) [B]Medicine -1[/B] (-1 Wis +0 Prof +0 Item) [B]Nature -1[/B] (-1 Wis +0 Prof +0 Item) [B]Occultism +4[/B] (+4 Int +0 Prof +0 Item) [B]Performance +2[/B] (+2 Cha +0 Prof +0 Item) [B]Religion -1[/B] (-1 Wis +0 Prof +0 Item) [B]Society +8[/B] (+4 Int +4 Prof +0 Item) [B]Stealth +6[/B] (+2 Dex +4 Prof +0 Item) [B]Survival -1[/B] (-1 Wis +0 Prof +0 Item) [B]Thievery +6[/B] (+2 Dex +4 Prof +0 Item) [B]Languages[/B]: Common, Goblin, Orcish, Gnoll, Aklo, Jotun [/spoiler] [Spoiler=Feats & Abilities] [B]Ancestry Feats/Abilities[/B] Heritage 1st: [B]Irongut Goblin[/B] - You can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. Gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested. Feat 1st: [B]Burn It![/B] - Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal. [B]Skill Feats[/B] Background: [B]Experienced Smuggler [/B] - You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income. 2nd: [B]Pickpocket[/B] - You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty. [B]General Feats[/B] 3rd: [B]Class Feats/Abilities[/B] Feature 1st: [B]Alchemy [/B]- You 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 (page 258), even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book. Feature 1st: [B]Research Field: Bomber [/B]- You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, 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. Feature 1st: [B]Infused Reagents [/B]- You 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. Feature 1st: [B]Advanced Alchemy[/B] - During 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. Feat 1st: [B]Quick Alchemy[/B] - 1 Action - Cost: 1 batch of infused reagents - Requirements: You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand. - You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical 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. Feat 1st: [B]Alchemical Crafting [/B]- 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. Feat 1st: [B]Quick Bomber[/B] - 1 Action - You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it. Feat 2nd: [B]Smoke Bomb[/B] - Reaction - Frequency: once per round - Trigger: You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. - You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. [/spoiler] [Spoiler=Equipment & Wealth] leather armor dagger sling with 20 bullets adventurer's pack alchemist's tools bandolier basic crafter's book 2 sets of caltrops sheath 6 gp 4 sp [B]Bulk:[/B] 4 bulk, 6 light[/spoiler] [Spoiler=Alchemical Recipes]Although this book looks like nothing more than an ordinary cookbook, the recipes within are mostly of an alchemical nature... [I]level - recipe - type[/I] 1st - alchemist's fire, lesser - bomb 1st - frost vial, lesser - bomb 1st - acid flask, lesser - bomb 1st - antidote, lesser - elixer 1st - antiplague, lesser - elixer 1st - cognative mutagen - elixer, mutagen 1st - elixer of life, lesser - elixer 1st - snake oil - tool 2nd - bravo's brew - elixer 2nd - infiltrator's elixer - elixer[/spoiler] [Spoiler=Daily Preperations] Create 6 (level + Int) batches of infused reagents per day, to be used for Advanced Alchemy or Quick Alchemy. [B]Advanced Alchemy[/B] - 1 batch creates 2 of the same items, ignoring time and material requirements. [spoiler]During 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. [/spoiler] [B]Quick Alchemy[/B] - 1 Action - 1 batch creates 1 item, usable only on that turn. [spoiler]Cost: 1 batch of infused reagents - Requirements: You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand. - You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical 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. [/spoiler] [B]Today's batches:[/B] 4 batches used (Advanced Alchemy) to create: [LIST] [*]alchemist's fire, lesser x4 [*]frost vial, lesser x2 [*]acid flask, lesser x2 [/LIST] 2 batches available for Quick Alchemy [/spoiler] [B]Backstory:[/B] The chubby female goblin known to as Maddie lived many years as a prisoner to the vile hag Black Angie. Maddie was the lucky one, however, both because the hag was even more abusive to her other minions, and for letting the goblin learn the very basics of alchemy and cooking. And, of course, because Maddie was the only survivor after a group of adventurers killed Black Angie and all the other prisoners. After wandering on her own for a while, Maddie finally found a place to stay in a small tavern in the Puddles section of Absalom, working in the kitchen for who knows how long. Her skill at turning even the most unpleasant ingredients available into a delectable meal made the tavern far more popular than anything in that section ought to be. When it blew up in a large explosion, people mused that such was the way in the Puddles; it must've been a competitor or a bar brawl gone bad. But it was, in fact, a deliberate accident by the deceptively cunning goblin, meant to destabilize the local crime syndicate that had been using the tavern as a front for increasingly vile practices, including slave trafficking. The goblin, deeply ingrained with loathing at slavery from her time as a hag's servant, had the local authorities move in to apprehend the slavers. Meanwhile she had an excuse to join an adventuring party, both to earn her keep after losing her job (not many innkeepers are willing to let a goblin from the Puddles into their kitchen), and to continue fighting against those who would keep people as nothing more than pets... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Frequent Bathing Required Rogues' Gallery
Top