Highwind Adventures on the-Cloudsea:Toubib

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Toubib

File:Toubib.jpg


Toubib
Hume Chemist (Doctor) 1
NG Medium Humanoid (Hume)
Init +2; Perception +6


Defense


AC 12, touch 12, flat-footed 10
HP 9 (1d8+1);
Fort +3, Ref +4, Will +2


Offense


Speed 30 ft.
Melee Strike, Unarmed +0 (1d3-1 X2)

Ranged Bombs +2 (1d6+4 fire) or Improvised Thrown object +2 (Varies)


Statistics


Str 8, Dex 14, Con 12, Int 18, Wis 14, Cha 10
Base Atk +1; CMB -1; CMD 12
Feats First Aid Training, Improvisational Healer, Craft Alchemical Item, Throw Anything
Traits
Skills

Acrobatics: +2
Appraise: +8
Bluff: +1
Climb: +-1
Craft (alchemy): +8
Craft (glass): +8
Diplomacy: +0
Disguise: +1
Escape Artist: +2
Fly: +2
Heal: +6
Intimidate: +0
Knowledge (geography): +9
Knowledge (history): +10
Knowledge (local): +10
Linguistics: +5
Perception: +6
Perform: +0
Profession (doctor): +6
Ride: +2
Sense Motive: +2
Stealth: +2
Survival: +2
Swim: +-1

Languages Common, Al Bhed, Viera, x, y, z,
Other Gear Outfit (explorers​)alchemy crafting kit​, backpack​, bedroll​, belt pouch​, flint and steel, ink, inkpen​, iron pot​, mess kit​, soap​, torches (10)​, trail rations (5 days)​, waterskin, gil (0)​


Special Abilities


Curiosity: Humes naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Integrated: Humes gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

Comprehensive Education: Humes raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on all Knowledge skill checks. This racial trait replaces skilled.

Sociable: When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Bomb (Su): In addition to magical extracts, chemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a chemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the chemist’s Intelligence modifier. The damage of a chemist’s bomb increases by 1d6 points at every odd-numbered chemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a chemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + half of the chemist’s level + his Intelligence modifier. Chemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. A chemist’s bomb becomes inert if used or carried by anyone else.

Craft Alchemical Item (Ex): At 1st level, chemists receive Craft Alchemical Item as a bonus feat. The chemist does not need to meet the prerequisites for this feat. The chemist uses their own chemist levels for the purpose of qualifying for caster level requirements when crafting alchemical items. Starting at 1st level, the chemist may also ignore 1st level spell requirements when crafting alchemical items. At 3rd level and every two chemist levels thereafter, the chemist ignores the spell level requirements (2nd at 3rd chemist level, 3rd at 5th chemist level, etc.) Additionally, the saving throw DCs of alchemical items made by the chemist are always 10 + spell level of item’s required spell + the chemist’s Intelligence modifier.

Throw Anything (Ex): All chemists gain the Throw Anything feat as a bonus feat at 1st level. A chemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Favored Class Chemist, +1 skill point


Limit Breaks


Mega-Item (Su): This Limit Break transforms a single alchemical item into a very potent version. All variable, numeric effects are maximized. It lasts for the duration of 1 round + 1 round per four chemist levels after 1st before it loses all potency. This limit break requires only a swift action.

Perfect Bomb (Su): This Limit Break allows the chemist to create the perfect bomb. For the duration of 1 round + 1 round per four chemist levels after 1st, the chemist creates one of these bombs which he can throw at double the normal range and deals maximum damage. This limit break requires only a swift action.

Highwind_Adventures_on_the-Cloudsea