Living Pathfinder RPG Wiki
Advertisement

Basic Information[]

Bipper
      Race: Half-orc
     Class: Alchemist
     Level: 1
Experience: 588
 Alignment: Chaotic Good
 Languages: Orc, Common, Gnome, Elven, Draconic, Dwarven
     Deity: Annaya
First Seen: The Dunn Wright Inn
  Location: The Kidnappers' Trail
Background: Open


Abilities[]

  • Please indicate Racial and Level Adjustments
STR: 14 +2 (+5 pts)
DEX: 14 +2 (+5 pts)
CON: 12 +1 (+2 pts)
INT: 18 +4 (10 pts) (+2 race)
WIS: 07 -2 (-4 pts)
CHA: 12 +1 (+2 pts)

Combat Statistics[]

  • Please specify the nature of Special and Miscellaneous Adjustments
(HP Max -2)   HP:   9 = [1d08 + CON (01) + FC (00)] (Alchemist)
                        [0d00 + CON (00) + FC (00)] (Class 02)
              AC:  15 = [10 + DEX (02) + Armor (03) + Misc (00)]
        AC Touch:  12 = [10 + DEX (02) + Misc (00)]
   AC Flatfooted:  13 = [10 + Armor (03) + Misc (00)]
            INIT: +02 = [DEX (02) + Misc (00)]
             BAB: +00 = [Alchemist (00) + Class 02 (00)]
             CMB: +02 = [BAB (00) + STR (02) + Misc (00)]
             CMD:  14 = [10 + BAB (00) + STR (02) + DEX (02) + Misc (00)]
       Fortitude: +03 = [Alchemist (02) + Class 02 (00) + CON (01) + Misc (00)]
          Reflex: +04 = [Alchemist (02) + Class 02 (00) + DEX (02) + Misc (00)]
            Will: -02 = [Alchemist (00) + Class 02 (00) + WIS (-2) + Misc (00)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon Statistics[]

  • Please specify the nature of Special and Miscellaneous Adjustments
    Bombs: Attack: +02 = [BAB (00) + DEX (02) + Misc (00) + Magic (00)]
           Damage: 1d6+4 (fire), Crit: 20/x2, Range: 20'
           Special: Splash dmg = 5 pts fire dmg
 
 Greataxe: Attack: +02 = [BAB (00) + STR (02) + Misc (00) + Magic (00)]
           Damage: 1d12+3(S), Crit: 20/x3

 Javelins: Attack: +02 = [BAB (00) + DEX (02) + Misc (00) + Magic (00)]
           Damage: 1d6+2 (P), Crit: 20/x2, Range: 30'

   Dagger: Attack: +02 = [BAB (00) + STR (02) + Misc (00) + Magic (00)]
   (melee) Damage: 1d4+2 (P or S), Crit: 19/x2

   Dagger: Attack: +02 = [BAB (00) + DEX (02) + Misc (00) + Magic (00)]
  (thrown) Damage: 1d4+2 (P), Crit: 19/x2, Range: 10'

Racial Features[]

Ability Adjustments: +2 (Intelligence)
               Size: Medium
              Speed: 30'
      Favored Class: Alchemist (bomb damage at all levels, total = 0.5)
             Vision: Darkvision 60 feet
       Intimidating: +2 Intimidate
          Orc Blood: Half-orcs count as both humans and orcs for any racial
                     effect.
       Orc Ferocity: 1/day, if brought below 0 hp but not killed, a half-orc
                     can act normally for one further round before dropping.
 Weapon Familiarity: Prof. w/greataxes and falchions. Any weapon with 
                     'orc' in its name is treated as a martial weapon.

Class Features[]

Alchemist

 Weapons and Armor: Light Armor, All simple weapons and bombs

Alchemy (Su)

A number of transmutation spells can be made into tasty extracts for myself.
Knowledge of those extracts requires a formula book.

Bomb (Su)

I can make and throw bombs as a standard action.
Direct hits are d6+4 damage, splash damage is 5 damage with a Reflex for half.

Mutagen (Su)

Once per day, I can have +2 to a physical stat and +2 natural armor for an hour.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. 

Feats[]

     Extra Bombs: You can throw two additional bombs per day.
                  Special: You can gain Extra Bombs multiple
                  times. Its effects stack.

Point Blank Shot: You get a +1 bonus on attack and damage
                  rolls with ranged weapons at ranges of up
                  to 30 feet.

Traits[]

     Fashionable (equip): Intim class skill, +1 diplo/bluff/intim with clothes
Tricksypants Adept (LPF): +1 to Acrobatics and becomes a Class skill.

Skills[]

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 08 = [(Base (4) + INT (4))/Level; FC (00), Misc (00)] (Alchemist)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              5     1       3       2     -1   +0
Appraise                4     0       *       4          +0
Bluff                   1     0       0       1          +0
Climb                   1     0       0       2     -1   +0
Craft(alchemy)          4     0       *       4          +0
Diplomacy               6     1       3       2          +0
Disable Device          5     1       3       2     -1   +0
Disguise                1     0       0       1          +0
Escape Artist           1     0       0       2     -1   +0
Fly                     1     0       *       2     -1   +0
Handle Animal                 0       0       1          +0
Heal                   -2     0       *      -2          +0
Intimidate              8     1       3       1          +3 racial, trait 
Knowledge (Arcana)      8     1       3       4          +0
Knowledge (Dngnrng)           0       0       4          +0
Knowledge (Engnrng)           0       0       4          +0
Knowledge (Geography)         0       0       4          +0
Knowledge (History)           0       0       4          +0
Knowledge (Local)             0       0       4          +0
Knowledge (Nature)            0       0       4          +0
Knowledge (Nobility)          0       0       4          +0
Knowledge (Planes)            0       0       4          +0
Linguistics                   0       0       4          +0
Perception              2     1       3      -2          +0
Perform(Singing)        1     0       0       1          +0
Ride                    1     0       0       2     -1   +0
Sense Motive           -2     0       0      -2          +0 
Sleight of Hand         5     1       3       2     -1   +0
Spellcraft                    0       *       4          +0
Stealth                 1     0       0       2     -1   +0
Survival               -2     0       *      -2          +0
Swim                    2     0       0       2      0   +0
Use Magic Device        6     1       3       2          +0

* Class skills without ranks yet
ACP from armor is 1. ACP from encumbrance is  0

Formula Lists (Known)[]

1 Level
 * Enlarge Person
 * Shield
 * Disguise Self
 * Cure Light Wounds
 * Bomber's Eye
 * Expeditious Retreat

Extracts Per Day[]

1 Level
  2 (DC 15)

Equipment[]

Equipment                        Cost     Weight
Explorer's Outfit                         --  lb
Wooden Armor                      20 gp   25  lb
Greataxe                          20 gp   12  lb
Javelin x5                         5 gp   10  lb
Dagger by order of Satin Knights   2 gp    1  lb
Pants & Jacket Pockets            -- gp   --  lb
  Fife(small)                      5 gp   2.25lb
  Ukulele(small)                   5 gp   2.25lb
Masterwork Backpack               50 gp    4  lb
  Rations x2                       1 gp    2  lb
  thieves tools                   30 gp    1  lb
  formulae book                    0 gp    3  lb


                         Totals: 138 gp  62.50lb
                                         Light Load
            Light  Medium  Heavy    
Max Weight: 0-58   59-116  117-175
with MW BP: 0-66   67-133  134-200

Finances[]

PP: 00
GP: 12
SP: 00
CP: 00

Gems/Jewelry/Other:
0000

Details[]

      Size: Medium
    Gender: Male
       Age: 20
    Height: 5' 10"
    Weight: 207 lb
Hair Color: Mahogany
 Eye Color: Black
Skin Color: A tanned skin tone with hints of green in the shadows and gray,
            almost silvery highlights. He gets plenty of cardio & sunshine.

Appearance: Hanging off him awkwardly is a massive orc axe stolen from his
            biological "family" by his true, gnomish family. His spell
            component pouches bear the logo of a somewhat well-known bardic
            college. The next thing that catches your eye is a brutal set 
            of tusks, making fearsome a face that might otherwise be 
            ruggedly dashing.
            
            His clothing is practical, loose travel wear that looks a mite
            faded and worn in spots. A healthy assortment of pockets sport,
            among other things, a shiny, well-kept marching fife and a
            ukelele that appears to have been broken and repaired a few
            times.

  Demeanor: He's usually lost in thought or observing people nearby. Some
            mistake this for the typical brusque or antisocial behavior of
            a less sociable half-orc. When he does interact more directly,
            he has a deep, hearty chuckle and a sunny disposition.
            
            He has a gnome-like curiosity as well as passion for learning and
            wordplay. Practical jokes, however, provoke a wrath more worthy
            of his blood heritage - he was always barred from using his size
            advantage for acts of vengeance, making him resentful. For 
            anyone smaller than him who does NOT play pranks on him, however,
            he has friendship, assistance, and knowledge to spare.

Background[]

  • Raised by gnomes, and taught by his adoptive parents in particular to appreciate the values of Annaya and Ral
  • Orcs raided a gnome settlement for slaves and sacrifices. Unable to face the orcs in open combat, the gnomes instead snuck off with some of the orc children for a hostage exchange. Unimpressed, the orcs executed the captives and ate the gnomish diplomat. The gnomes moved to a new location, and some of the bereaved parents raised the orc and half-orc children as their own.
  • Bipper was the best behaved of these orphans, and became somewhat of a community mascot, giving weight to the community's belief that good can come of tragedy. Embracing his role as mascot, Bipper developed a rich, baritone singing voice, and was accepted to a bardic college almost instantly when he came of age.
  • The study of Alchemy was irresistibly alluring, and Bipper quickly began flunking out of any classes that didn't relate to science! He broke into restricted areas to further his own studies. As a potential danger to himself and other students, he was kicked out of the college.
  • He went out into the world both to continue his pursuit of chemical and magical knowledge, and also for a change of scenery: it's not just the appeal of practical experience, but also the idea of no longer being the only medium-sized guy around, which drew him away from home. Being the center of a village's attention was fun in many ways for Bipper, but also a high-pressure role that he feared he'd fail, much like college.

Adventure Hooks[]

  • Anything involving the racial identity of orcs, gnomes, or displaced/adoptive upbringings is of interest and helps me further flesh out Bipper's backstory.
  • Ol' Bips would be especially happy if there was a way to eradicate or make peace with the orcs who ravaged his adoptive parents' former village.
  • Further on down the line in the future, he might be looking at using the rebuild option to switch to Grenadier, Mindchemist, or Vivisectionist. For him, it'll be not just a feat-esque "option", but more of an eventful change in philosophy and/or combat style. Like a prestige class, sorta. This is dependent on how well "vanilla" alchemist plays out for me and how much Bipper's personality changes over time, but I'd love for it to be part of his story and not just a number tweak.
  • Adventures about freedom and the downtrodden are good. He's quite happily CG, a liberator and hero of the common man. Laws are meant to be bent or broken in pursuit of progress and liberty. Alternatively, adventures where a choice must be made between the C and the G, or an unjust and draconian lawfulness are better than the alternative, could be interesting to test his beliefs.
  • Old buddies from the bard college might have some disdainful laughs at his expense, or try to urge him away from the dangerous path of alchemy.

Adventure Log[]

The Kidnapper's Trail GM: Toasterferret; July 2nd, 2012 to Sept. 24th, 2012

      XP Received: 588 XP = 161 EXP + (84 days * 7/day)
Treasure Received: 755 GP = 240 EGP + (84 days * 6/day)

Level Ups[]

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) 
                +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .

Approvals[]

  • Approval (July 4th, 2012) (HolyMan) level 1
  • Approval (July 4th, 2012) (Satin Knights) level 1
Advertisement