Kit Crenshaw
“Wait, I don’t know if I would do that. Maybe you should -” Kit raised a quick warning, but her words simply couldn’t spill out fast enough to prevent Connor from dipping his lolling tongue into the uncertain vials. “Oh, okay then. I guess we’re just tasting things. Gosh, I hope none of those are poisonous. ”
Kit glanced toward John, looking for some sense of confirmation or validation. She did not necessarily anticipate his assertion of his own expertise in all matters mystical, but chose to interpret that rather liberally as its own form of support for her position. “Well, yeah, I guess that sort of know-how could definitely come in handy. I’ve dabbled a tiny bit in magicky-type stuff, but I’m really more of an engineer - mostly mechanical, a little bit of chemical - but I kinda feel like maybe either of our ways of sussing things out mighta been a teensy bit safer than just drinking stuff we found in the garbage.”
Finally, she turned to Joya, nodding enthusiastically at the still-slightly-scary cat’s suggestion. “Yes. Yes!” Kit blurted out before catching herself self-consciously, then continuing in a more measured attempt to sound logical and in-control. “That is, if you’re planning to get outta here and go somewhere else, then I am one-hundred-and-ten-percent in favor of that plan. … I mean, that is, if you’re okay with me tagging along. Dang it, Kit. You shoulda asked that part first. ”
She glanced from one face to the next with wide, beseeching eyes. The truth was, the only reason she hadn’t left days ago was her uncertainty about traveling on her injured leg, but thanks to Connor that was all taken care of. She could probably strike out on her own if she needed to, but the idea of having some friendly faces around her seemed like it would make travel a lot more safe and secure.
“If it helps, I’ve already gathered most of the salvageable stuff I could find. I’ve got it all loaded up on a cart back there behind the treeline, y’know, just in case more bandits came, and I know I just met you guys, but I feel like I can trust you, y’know?”
OOC
Current Conditions : none
Kit Crenshaw Ratfolk Alchemist (Mortal Chemist ) lvl 1Technician (Rigger ) lvl 5Attribute Mod Str 10(0) Int 21(+5) Dex 19(+4) Wis 12(+1) Con 13(+1) Cha 15(+2) Sheet
Defenses HP 39 /39CMD 16 AC +4 Armor (Improved Mithril Shirt) +4 DEX +1 Size additional +1 vs traps
16 Fort 5 Tch 15 Ref +1 v traps 11 Flat 15 Will 6
Field Darkvision 60' Percep +6 Init +4 Speed 20 Gadgets 7 /7Charges 10 /10
Key Skills Craft(Alc) 15 Craft(Mech) 14 Bluff 6 Diplo 7 Fly 8 SenseMotive 5 Stealth 8 Other Skills Acro 4 Appraise 9 Climb 4 Disable 13 Heal 5 Know(Arc) 10 Know(Eng) 14 Know(Dun) 9 Know(Geo) 9 Know(His) 7 Know(Loc) 9 Know(Nat) 9 Know(Nob) 6 Know(Rel) 6 Know(Planes) 6 Know(Clock) 14 Know(Steam) 14 Know(Engines) 14 Ling 9 Prof(Tinker) 5 SOH 9 Survival 6 Swim 4 UMD 7
etc
Attacks Detonator Mod: +9 dmg: 5d6+INT Crit: 20x2 range: 10 ammo: (gadgets) Type: 1/2BPS; 1/2fire 5' radius, 1 round delay; ref 1/2dmg
Detonators Improved Fuse Grenade Mod: +9 dmg: 4d6B/4d6F(+INT) Crit: x2 range: 60 ammo: 6/6(+10stable) Type: B/fire 20' radius; Ref DC18 for half
Grenades Masterwork Battle Wrench Mod: +5 dmg: 1d6 Crit: x2 range: melee Type: B Special Disarm, can be used as MW mechanics tools
Wrench Alchemist's Bombs Mod: +9 dmg: 1d6+5 Crit: x2 range: 20 ammo: 6/6 Type: fire splash; Ref DC15 for half
Bombs
Equipment Invention: Improved Mithril Shirt Aided Flight; Fire Resistance (12) Headband of Vast Intelligence (+2) Formula Alembic Hybridization Funnel Bag of Holding Wand of Create Water 50 charges Traveler’s Any-Tool Alchemy Crafting Kit Engineering Kit Masterwork Mechanic's Tools Alchemist's lab Bombchucker Masterwork Backpack Bedroll Flint & Steel Crowbar Pitons 5 Chalk 3 Caltrops 1 bag Bandolier A LOT of coal Rations 7 days Gas mask Gas mask cannister (x2) Cavas (oil-treated) 2 sq yrds Candles (10) Candle lamp Hammock Waterproof bag Soap Leather (1 sq yd cut into strips) Carpentry saw Wire saw Twine (50') Hand mirror Inkpen Glowing ink Traveling Formula book Schematic journal Needle & thread Fishing Tackle Bag of marbles Hammer & nails Drill Shears Animal glue Oil flasks (5) Emtpy flasks (10) Signal whistle Silent whistle Mess kit Earplugs Glass Cutter Smoked Goggles 934 gp 3 sp 8 cp
Equipment Feats and Abilities Rodent Empathy +4 Handle Animal with rodents Brew Stable Formulae as Brew Potion for Spheres Brew Potion craft alchemical potions Craft Widgets and Gizmos for Tech Sphere gadgets Mutagen +2 natural armor and +4 to physical stat; -2 to mental stat; 10min duration Throw Anything +1 atk with splash; +int dmg Recharging Gadgets expend a technician gadget to recharge charge pool by INT+1/4 lvl Jury-Rigged Device 30 minutes (15 with kit) to craft any gadget talent that meet prereqs for; does not count against max # gadgets; can prepare up to 2 at one time Trapfinding +1/2 lvl to Percep and DD vs traps; can disarm magic traps Tech Minded +1/2 lvl to Engineering and Craft Checks to repair; reduce DD time by one step Danger sense +1 to Reflex and AC v. traps; +1 Percep vs surprise Tech Insights Mechanical, Chemical, Steam
Abilities Sphere Abilities DC 18 Fast Draw draw a weapon as part of the action to atk w/ it; counts for splash, but not potions, scrolls, or wands Techmaniac prof. with all technological weapons; +2 competence to Craft (mech) checks made to activate gadgets (at +10BAB, bonus increases to +4). Heightened Awareness Can use Percep to detect magic auras (DC10+spell lvl +caster's ability mod); as long as have martial focus, make passive percep checks for traps or magical effects within 10' ALCHEMY SPHERE 5 ranks in Craft +5 per Talent Improved Fuse Grenade 60' range 2d6B + 2d6fire; +1d6 each per 3 ranks craft; ref for 1/2 Fuse Master set randomized fuse timers to a specific amount (including immediate); grenades deal additional 1d6B and 1d6F for every 10 ranks in Craft Controlled Rupture select #of squares equal to INT not affected by splash dmg Anesthetic Dosage convert 2HP +2/rank in craft from lethal to nonlethal; +2 (+1/4 ranks) vs pain effects; move action to create, standard action to deliver LEADERSHIP SPHERE 5 ranks in Know(Engineering) +5 per Talent Constructor recruit a construct as a cohort
Sphere Abilities Gadgets standard action to construct (expend martial focus to construct as move action); must be used in rd created or fall apart; up to half lvl +INT per day Save DC 17 (10+1/2lvl+INT) Improvised Tools expend a gadget to have the tools for any one skill check Constructed Weapons improvised weapon functions as simple weapon of choice for 1 minute Hook and Pulley counts as thrown weapon with a range increment of 20 ft; ranged touch attack against an unattended object that can be held in one hand. If successful, move that object to your hand as a free action. Targets whose reach is within the line of effect can make a REF save as an immediate action to attempt to grab the object as it flies by; Alternately, can use this gadget to attempt a drag, trip, disarm, or steal maneuver at a distance without provoking an AoO, but requires the technician to succeed on a ranged touch attack against the target first before the maneuver. Launcher throw an object 10 ft. + 5 ft. per technician level before adding range penalties or calculating its maximum range; can be used at the same time as another gadget to hurl that first gadget a greater distance. This expends a gadget for the launcher as well as for the hurled gadget. Grapple Gun range: (25 ft. + 5 ft. per two levels); range atk against creature deals 1d6P dmg. If target is same size or smaller, may make a drag combat maneuver at range against the target as a free action without provoking, with INT mod bonus; target cannot move further away than the length of the rope without first breaking it, or making a drag combat maneuver against the technician to pull him along. If attack a larger target, or a wall, floor, or ceiling, move to that spot, provoking AoO as normal, except for the space in which movement began. If movement ends in the air (dangling from wall or ceiling), may end turn hanging in place, or grab a ledge or even let go and fall to the ground; cannot remain hanging for more than 1 round, or grapple gives way (fall); expend 2 uses of a gadget to increase range to medium (100' + 10'/lvl). Steam Release jet of steam deals 1d6 fire dmg per 2 lvls to all creatures in 15' cone (Reflex half); may increase the cone size by 5' per 5 lvls; obscures all sight, including darkvision, beyond 5 feet within its AoE for 1 rd; creatures 5' away have concealment (20% miss). Creatures farther have total concealment (50% miss); can function underwater but cannot ignite flammable substances.
Gadgets Can choose any one on creation SAVE DC: 17 Powerful increase radius from 5' to 10' Foam 10' radius (+5 per 5lvls); invisible creatures revealed for 1 min/lvl or spend full-round to wipe off; invisible creatures entering foam leave footprints; can forego dmg to entangle and Ref save or stuck in place; can be burned or slashed - each sq has 5hp/lvl Flare bright light for 30' (+5 per 2lvls); increase light by one step for 30' (+5 per 2lvls) beyond that; lasts 1 min/lvl; can forego dmg to force Fort save each round or be blinded Incendiary all dmg is fire; flammable materials and creatures who fail Ref catch on fire Smoke 5' radius (+5 per 5lvls); obscures all sight, including darkvision; creatures within 5' have concealment (20% miss), creatures farther away have total concealment (50% miss); duration: 1 min/lvl; may forego dmg to force Fort save each rd or sickened 1d4+1rds; if already sickened, save or nauseated 1rd Land Mine Tripwire causes detonator to explode when creature enters its square Remote Place detonator as standard action, then trigger as swift from anywhere in medium range Timed detonate anytime up to 1 hr/lvl
Detonators* Potions Crafter's Fortune +5 luck bonus to next Craft check 5 Cure Light Wounds 1d8+1 heal (or harm undead) 4
Potions
Tech Devices Item Description Qty Charges Evac Pack When activated with 1 or more charges, the gadget will remain dormant until a special set of actions that will trigger once the attached creature drops to 0 hit points (or when ordered by its creator as an immediate action). Once the gadget has been triggered, it will expend charges at the rate of 1 per minute. On the round that the evac pack is first triggered, the gadget will during your next round pick the attached creature up (if prone), and take a double movement toward a designated extraction point (using the attached creature’s movement speed, minimum 30 ft.) which a wearer may designate as a free action during their turn as a space within long range (400 ft. + 40 ft. per rank in Craft (mechanical)). Each round following the triggered round, the evac pack will take the withdrawal action until it reaches the designated extraction point. The gadget will then set the attached creature down in a safe space and deactivate. This augment occupies the legs slot. Failing a Reflex save against remote control, allows the controller to determine the designated extraction point and force the Evac pack to withdraw towards it (using the attached creature’s movement speed, minimum 30 ft.) for 1 round. 1 3 Auto Injector You create an auto injector. This gadget can inject 1 potion or potion-like substance (such as formulae from the Alchemy sphere) into the user as a swift action without provoking attacks of opportunity using up 1 charge to do so. For every additional 10 ranks of Craft (mechanical) the auto injector can store an additional potion. It occupies any 1 slot of choice. Inserting or removing a potion from an auto injector requires a minute. If used in conjunction with the Evac Pack, the Evac Pack will activate the auto injector after withdrawing. 2 2 Sensory Set(Microvision) As a free action during their turn the user spend a charge to make their vision microscopic for 1 hour. The user cannot see further than 30 feet away, but gains a +1 insight bonus to Appraise checks made to determine an item’s value, Craft checks made to create an item, all Disable Device checks, and Survival checks made to follow tracks. This bonus increases by +1 for every 3 ranks in Craft (mechanical) you possess. 1 2 Clamp Boots This gadget takes the form of advanced boots that allow a user to climb on walls and vertical ceilings without requiring the use of their hands. The boots grant a climb speed equal to (1/2) the creatures base movement speed, and do not require the user to attempt Climb checks when traversing a vertical or horizontal surface (including ceilings). The boots require 1 charge for every minute in use. As an immediate action the wearer can have the boots clamp the wearer to their current location, granting a circumstance bonus to combat maneuver defense and saving throws to resist being forcibly moved from the spot (such as to resist bull rush attempts or telekinesis) equal to half your ranks in Craft (mechanical) (minimum 1). While clamped in place, the user cannot move from his current position until the boots unclamp from their current position as a free action. Clamp boots occupy the legs slot or can be combined with an extendo limb to allow it to plant itself on any surface (including ceilings). 1 3 Battery You create a gadget which can be used to power other technological devices you possess (including other gadgets you or someone else creates). Unlike other gadgets, a battery does not need to be activated to be used or have charges allocated to it from a charge pool. Instead, the battery is crafted already containing a number of charges equal to 1 per 5 ranks used to craft it . You may completely recharge a battery as part of the time used to replenish charges by spending an additional minute to recharge the battery itself. You may attach this battery to a technological device (such as a gadget) as a swift action. Batteries may not be attached to other batteries. Once attached, charges are first drained from the battery before draining any remaining charges from the attached device. No more than a single battery may be attached to device at a time. Charging Batteries - While batteries do not require activation or have charges allocated to it from a pool, a battery can be recharged as such. However, an individual battery cannot hold more charges than the creator's practitioner modifier. Attempting to put more charges into a battery over this maximum causes the extra charges to be wasted. This also holds true for the Plasma Creation talent from the Creation sphere.
4 (stores 1) WIDGETS
cannot be recharged; become permanently inoperable once run out of charges (1/2 ranks used to craft them) Camera You create a gadget that when activated is able to take still photographs. The gadget can take up to 10 still photographs for each charge spent. These photos are high resolution, and may be taken at a rate designated by the user, but defaults to one photo every six minutes unless otherwise directed. Regardless of how many charges a photograph gadget has, it can only maintain 10 still photographs worth of data at a time per 4 ranks in Craft (mechanical) (minimum 1 photo). If you attempt to take photos that would push your total beyond this limit, your gadget will erase stored photo data sequentially from oldest to newest until the gadget’s total number of still photographs is low enough to permit the new taken photos. Stored still photographs taken may as a full-round action and be permanently imprinted upon a cloth or vegetable-based surface such as linen, paper, parchment, or wood. 2 3 each Chameleon Suit This gadget is attached to any kind of armor, and when activated with 1 or more charges, grants the user a circumstance bonus to Stealth checks equal to your ranks in Craft (mechanical). This does not stack with similar abilities such as invisibility or the Light sphere Chameleon talent. This requires 1 charge for every 10 minutes in use. In addition as a swift action (or as a free action by expending martial focus), the user may activate the suit’s deep stealth function. Deep stealth function grants the wearer concealment (20% miss chance), but also consumes an additional charge per minute in use, plus an additional charge for every round the user moves more than half their movement speed in a round. 2 3 each Chemalyzer You create a small extendable wand tipped with a sampling nozzle. When activated, the chemalyzer grants a +1 competence bonus to all Craft (alchemy) or Knowledge (engineering) checks to identify an unknown pharmaceutical, poison, chemical, or substance (such as alchemical items or formulae). It cannot aid in the identification of magical effects or items like potions. The chemalyzer uses up 1 charge per use. For every 5 ranks in Craft (mechanical) you possess, the competence bonus granted by the chemalyzer increases by 2. 2 3 each Jet-boosters Jet-boosters, once activated, grant a fly speed of 60 ft. with poor maneuverability. If the wearer successfully hovers near ground level, she obscures visibility as though she was Large size and had the Hover feat. The exhaust isn’t hot or concentrated enough to be used as a weapon. The jet-boosters use up 1 charge per per minute per rank of Craft (mechanical) . Jet-boosters can be operated in slow burn mode as a rote function, giving the wearer a fly speed of 30 ft. with clumsy maneuverability and consuming 1 charges per hour per rank . You cannot fly while carrying anything other than a light load while in this mode. Jet-boosters can be operated in overdrive, giving the wearer a fly speed of 90 ft. with clumsy maneuverability and consuming 2 charges per round (instead of the normal 1 per round). As a standard action, jet-booster canisters may be attached to an unwilling creature with a successful melee touch attack, and activated as part of the same action. At the end of each of your turns, the active jet-boosters will consume a charge and forcefully move the creature 30 feet in a direction of your choice (which can be changed as a movement action by Remote Control). This movement does not provoke attacks of opportunity. Target can make STR check vs. Tech Sphere DC to reduce movement by 5' +5' per 5 they exceed the DC. Creatures with attached jet-boosters can remove them from themselves by spending a standard action on their turn. As an alternative the jet-boosters can be designed to function underwater, and grant propulsion underwater the same way they can grant a flight speed above ground, except that creatures gain a swim speed instead of fly speed. When used underwater, creatures with ranks in the Swim skill may attempt a Swim check vs. your Tech sphere saving throw to reduce the forced movement by half.. The type of booster this talent functions as must be chosen at the time of creation.
2 3 each Mechanical Tool You create a gadget can be used as an advanced tool chosen at the time of the gadget’s creation. When crafting this gadget, pick a skill from the list: Acrobatics, Craft (any), Climb, Disable Device, Escape Artist, Fly, Heal, Perception, Profession (any), Ride, Sleight of Hand, Stealth, or the Swim skill. This gadget counts as masterwork tools for the purposes of that skill. Using the gadget this way requires 1 charge per 8 hours use as a rote function. Or you can spend a charge to have the tool grant a competence bonus to that skill for 1 specific use equal to 3 + 1/2 your ranks in Craft (mechanical). 2 3 each GIZMOS
cannot be recharged; become permanently inoperable once run out of charges (1/2 ranks used to craft them) Fire Extinguisher This cylindrical device has a nozzle at one end and a handle on one side. When activated, a fire extinguisher creates a 15-ft. cone of misty vapor that swiftly extinguishes fires within its area of effect. The fire extinguisher uses up 1 charge per use. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher’s area of effect. When used against a creature of the fire subtype, a blast from a fire extinguisher deals 1d6 points of cold damage per 2 ranks of Craft (mechanical) (minimum 1d6) (Reflex for half). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM’s discretion). 2 3 each Flashlight When activated, a flashlight creates a beam of normal light in a 60-ft. cone. You may attach the flashlight to an item slot as part of the same action used to activate the gadget, otherwise the gadget must be held until attached to an item slot as a move action. The direction of the cone is chosen once each round as a free action. It also increases the light level in the area beyond this initial cone by one step, out to a 120-ft. cone. It does not increase the light level in normal light or bright light. Against magical darkness, the flashlight may expend an additional charge to suppresses the magical darkness (turning it into regular darkness) for 1 minute before the darkness overwhelms the light. In normal conditions, the flashlight uses up 1 charge per 8 hours of use as a rote action and can be integrated into a drone without counting towards the maximum number of integrated gadgets it may possess. 2 3 each Respirator When activated, a respirator forms a mask over the face of the wearer which creates a vacuum seal, scrubbing the air which the wearer breathes out, allowing them to breathe in contaminated areas or oxygen deprived areas (including underwater environments) so long as the respirator has power. Variations of this gadget exist for creatures dependent on different environments. Aquatic creatures for example may have a respirator that allows them to “breathe” outside of water. Generally, the respirator gadget does not prevent the use of other head slot items such as circlets, crowns, hats, and hoods. The respirator uses up 1 charge per hour of use. Drones don’t usually need respirators, however a drone with a integrated respirator may activate theirs for willing adjacent creatures. 2 3 each
Alchemical Goodies Item Description Weight STOCK Acid neutralizer protect gear from acid (DR5); apply to ooze to prevent creature from using acid for 1rd 0 1 Alchemical Glue 1sqft or 20 2sqin; 1min to set, 1 hr to cure; DC20 STR to pull apart set, DC25 for fully cured 0.5 1 Alchemical Glue Accelerant sets/cures glue in 1round/1min 0 1 Alchemical Solvent instantly destroys normal adhesive; 1d4+1 for powerful adhesives 0.5 1 Alkali Flask 1d6 splash acid; x2dmg v oozes 1 1 Alkali Salt coat metals to protect 1d3 contacts with ooze/acid 0 1 Ambrosia +2 sacred bonus v neg energy, energy drain, and death effects for 1 hr 1.0 1 Antiplague +5 Fort save v disease. If already infected, 2 saves/day 0.0 2 Antitoxin +5 Fort save v poison for 1 hour 0.0 2 Blain bane chapstick; reduces nonlethal dmg from hot or cold environs by 1 for 6 hrs 0 1 Bloating solution splash; reduces an oozes save DC for constrict/engulf/entrap by 2, reduces reach by 5 0 1 Bloodvine Rope 50' of durable rope: hardness 5, 10HP, DC30 STR check to break or DC35 Escape Artist check 5.0 1 Bone Burn 1d6 splash acid; x2dmg v skeletal undead 1 1 Bone Paste if applied to unattended organic material (wood, hide, rope, etc) after 1 hr, will eat away at the material dealing 1d4 dmg/round for 1d6+1 rounds 1.0 1 Bottled Lightning ranged touch; 1d8 electric +1 sonic to anyone in line of fire 1 1 Boulderhead bock +1 to saves v dazed, staggered, stunned, and pain effects; 1d6 temp HP v nonlethal; multiple doses stack up to +5 and 20 temp HP 2 5 Brewed Reek splash weapon DC15 Fort save or sickened for 2d6 rounds, second save or nauseated for 1 round 1 1 Chameleon Pill +4 stealth for 4 hours 0 1 Congealer spray 15'cone oozes and plants make DC 15 Fort save or staggered for 1d4 rds, and cannot use split ability 0 1 Coral boulder exposure to 1 gall water causes to expand to 3' daimater boulder; hardness 7, 55HP, weighing 8 lbs 0 1 Deadground dust damages earth creatures and constructs made from earth, stone or metal as holy water v undead; reduces break DC of stone doors by 10; acts as rusting powder v stone or metal 1 1 Defoliant kills light brush and small trees in 50 5'squares; 1d6 splash v plant creatures 0 1 Desiccating lubricant splash - 1d4nonlethal; -2CMB and CMD for grapple, bullrush, or disarm. double dmg and penalties against oozes and water creatures 0 1 Dimmer Dust reduces bright light to dim 30'; light spells require DC15 CL check or fail 0.5 1 Ectoplasmic residue splash - DC13 will save or shaken 1d4 rds; creatures within 5' save or shaken 1 rd 2 1 Efreeti cord drape or wrap an object, activate to deal 3d6 dmg to object, ignoring hardness less than 10 and not halved, 2d6 and 1d6 on subsequent rds 0 5 Efreeti switch needed to acrivate cord, not consumed with cord 0 1 Elemental breath once inhaled, do not need to breathe for 10 rds 0.5 1 Essence of independence grant new save to break mind effects with +4 alch bonus 0 1 Firework (fire wheel) splash 30' range; all creatures in 20'radius take 3d6 fire dmg and blinded 1 rd (Reflex DC16 for 1/2 dmg and negate blindness) 1 1 Flash seeds set alarm filling 8 5'sqaures; when stepped on creates audible pop (Perception DC0) as warning; creatures within 5' must make DC11 Fort save or blind for 1 rd; seeds can be seen in light (Percetpion DC10), but hard to spot in dim or dark (DC20) 0.5 1 Foam, Impact spend 1 minute to apply to 10' area or throw as splash weapon. falling into foam ignores first 1d6 falling dmg and converts second 1d6 to nonlehtal 1 1 Fuel Pellet burns for 10 minutes with very little smoke, providing enough heat to boil water; can be lit as move action 0 1 Fungul Stun Vial bright flash Will DC 20 or stun within 10', with 20' confused 0.5 2 Fuse Grenade (Adamantine) splash; explodes 1d3 rounds after ligfhting; 1d6 bludgeon +1d6 pierce +1d6 fire in 10'radius (Ref DC15 for 1/2) 1 1 Fuse Grenade (Cold Iron) splash; explodes 1d3 rounds after ligfhting; 1d6 bludgeon +1d6 pierce +1d6 fire in 10'radius (Ref DC15 for 1/2) 1 1 Fuse Grenade (Dung) splash; explodes 1d3 rounds after ligfhting; 1d6 fire +1d4rds sickened in 10'radius (Ref DC15 for 1/2) 1 2 Fuse Grenade (silver) splash; explodes 1d3 rounds after ligfhting; 1d6 bludgeon +1d6 pierce +1d6 fire in 10'radius (Ref DC15 for 1/2) 1 1 Garlic tablets 1hr after eating, begin to stink for nect 4hrs; vampires must make DC25 Will save or be kept at bay - stay at least 5' away, unable to touch or make melee atks; -2 penalty on all CHA checks for duration 0.5 1 Gel, Fire Ward fire resistance 5 up to 20 pts for 1 hr 1 1 Gel, Frost Ward cold resistance 5 up to 20 pts for 1 hr 1 1 Ghast Retch Flask splash; target nauseated 1 rd, sickened 3rds (Fort DC12 negates nauseated, but not sickened); creatures within 5' sickened for 1 rd 1 1 Grapple Gun see description 12 1 Grease, alchemical +5 Escape Art, CMB/CMD to escape/avoid grapple 1 1 Hound's blood +2 Perception for 1 hr 0 1 Incendiary catalyst ranged touch 10' to give target vulnerability to fire 1 2 Instant Fertilizer 5' square becomes entangling (DC15 Ref save); heals plant creatures 1d6 4 1 Light-killer's grease negates dazzle; +1 saves v light spells; scent creatures can pinpoint at 10' instead of 5; lasts 1hr 0 1 Liquid Ice 1d6 cold splash weapon 2 1 Litmus strip detect toxins in water 0.0 2 Lyddric essence splash acts as acid but double dmg to plants and fungus 1.0 1 Mimic fibers mend object made of wood, paper, earth, or organic matter for 1d10+10 HP 0.0 2 Mineral Acid splash - 2d6/1; double v crystal, earth, metal 1.0 1 Necrosalt splash weapon 5'; 1d4 dmg to undead for 4 rounds 0.5 1 Noxious aromatic splash weapon 10'; creatures with scent make DC14 Fort save or be nauseated for 1d4+1 rounds; adjacent creatures with scent make DC12 Fort or sickened for 1 round; creatures w/o scent are not affected 1 1 Nushadir render 1 cubic ft of acid safe to touch after 1 min 1 1 Ointment, Armor reduces armor check penalty by 1 for 8 hrs 1 1 Ooze, grease +5 Escape Art, CMB/CMD to escape/avoid grapple; and +5Reflex to avoid ooze but -5 to disarm, grapple, pin 1 1 Parasol +1 fort vs environmental heat; reduces dmg on failed save by 1; keeps dry 3 1 Paste, mending DC 20 Craft to repair metals in 1d6+4 min; remove broken condition (+5 DC for magic or firearm) 0.5 4 Posion Ward Salve if applied within 1 round, poision victims get 2 saves 0 2 Powder, Foaming combine with water to create 50 cubic ft of foam (5x5x2); makes difficult terrain 1 1 Powder, Itching splash weapon Fort DC12 (DC8 if adjacent) or -2atk, saves, skills, ability checks 2 1 Powder, Rusting +5 DisableDev, 75%destroy mechanism 0 2 Powder, Sneezing splash weapon DC12 Fort save (DC8 adjacent) or for 1d4+1 rounds DC10Fort save or staggered 2 1 Purification pellet purifies 1 gallon of water; reduces save DC by 1 for poison and disease 0 2 Red flame torch sheds dim light in 10' radius; undetectable by normal, lowlight, or darkvision outside of radius 1 1 Repellant, Vermin swarms of vermin must make DC15 Fort save to enter your space, lasts 4 hrs 0 1 Salt tablets (10) +2 to saves v heatstroke and Con checks for thirst 0 1 Shard Gel splash, 1d4 pierce to target; target sq and adjacent sqs all caltrops 1 1 Shriek bomb splash - 1d3-1 fuse, 2d6 sonic dmg to all in 10' radius (Fort DC15 for 1/2) 1.0 1 Silence Dust +5 stealth for 1 min OR splash weapon, muffles sound in 15'radius; -10 percep on hearing. 1.0 2 Slime grenade splash 2d6acid; 3d6/1d6 damage to metal or wooden armor and shields, Reflex DC15 for 1/2 dmg to gear 3.0 1 Slime slow splash amorphous creatures make Fort DC20 or lose amorphous for 1d4 rds (1 round for indirect hits) 0.5 1 Smelling Salts grant new save vs effects for unconcious or staggered 0.0 1 Smoke Pellet 5' square of smoke lasts 1 round 0 2 Smoke Pellet, Pepper as smoke pellet, but Fort DC12 or sickened 1 rd 0 1 Smoke Pellet, Smog as smoke pellet, negates invis 1d4 rds 0 1 Smoke Stick 10'cube as per fog cloud 0.5 1 Soul Stimulant negates neg lvl penalties for 12hrs 0 1 Stable Formula Imp Fuse Grenade DC=10+ranks; cost=20*ranks 0 10 Stagnant Fog Sack 30' radius fog - 15' concealment, greater than 15' total conceal; creatures in fog make DC14 Fort or sickened for 1rd 1 1 Stillgut +5 on Fort saves to avoid nausea and sickness for 1hr; grants new save if already nauseous 0 1 Stormstone as Thunderstone, but 1d6 sonic dmg in addition to deafness. Fort DC15 for 1/2 dmg and 1 rd deafness 1 1 Sweet Rest advantage on next save v negative lvl 0 1 Tangleburn Bag ranged touch attack to entangle + 1d6 fire damage, Ref DC20 or catch on fire for 2 rounds, Ref DC25 to extinguish; using water to extinguish creates a burst of alchemists fire 5 1 Thunderclap charge 1d3 fuse; 2d6B and 2d6 sonic in 10' radius; creatures in area knocked prone and deafened (Reflex DC15 for 1/2 dmg, negate prone, and 1 rd deaf) 10 1 Troll Oil auto stabilize; 50% end bleed 1.0 2 Troll Styptic fast healing 2 for 2d4 rounds 0.0 3 Twitch Tonic +2 saves v sleep, paralysis, stagger; or immediate reroll if already affected 0.0 1
LUNK Construct Cohort Warrior Attribute Mod Str 19(+4) Int 9(-1) Dex 12(+1) Wis 10(0) Con --(0) Cha 11(0) Sheet
Defenses HP 34 /34CMD 20 AC +5Armor; +1Dex; +1Shield 17 Fort 4 Tch 11 Ref 2 Flat 11 Will 4
Field Low-light vision; Darkvision 60' Percep +5 Init +1 Speed 20 Immunities all mind-affecting disease death effects necromancy paralysis poison sleep ability dmg ability drain energy drain fatigue exhaustion non-lethal any effect requiring Fort save
construct DelayDmg 0 /15
Key Skills Climb 6 Craft(Mech) 4 Intim 4 Know(Eng) 0 Know(Dun) 3 Prof 4 Swim 5
Attacks Scorpion Whip Mod: +9 dmg: 1d4 Crit: x2 range: 15' Type: S Special Disarm, performance, reach, trip
Whip
Equipment Bag of Holding Alchemist's lab Bombchucker Bedroll Crowbar Pitons 5 A LOT of coal Rations 7 days
Equipment Feats and Abilities Construct Immunities see above Cannot heal on own but can be repaired massive damage No risk of death from massive damage; Immediately destroyed when reduced to 0HP Muscular Reflexes can make a number of AoOs per round equal to STR mod; can make AoO when flat-footed
Abilities Sphere Abilities Toolkit Training prof in battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip Whip Fiend Can deal lethal with whip; threaten all spaces within 5'; do not provoke when using whip; use whip to manipulate unattended object up to 15' away; at +10BAB, threaten all spaces within 10' GUARDIAN SPHERE Delayed Damage when taking dmg, cn redirect all or part of it to delayed dmg pool; apply DR and res first; may not exceed 3xBAB; pool empties at end of your turn, dealing dmg to you Patrol Package as long as you have martial focus, full round action to increase threatened area by 5' +addition 5' per 4BAB; applied after effects of reach; until start of next turn, can make AoO against any creature in threatened area that provokes; my move to bring provoking creature within reach as part of the atk; but may not exceed base speed within turn Defend Other immediate action to grant ally in threatened area targeted by atk a comp bonus of 1/2 your BAB; if the atk would still hit, you may take the dmg in your ally's place; may move to put ally in reach as per patrol Iron Wall allies in the area of your patrol gain 20% miss chance against melee atks from creatures you threaten Cold Iron Call may delay effects of spells or SLAs until end of next turn as per delayed dmg; effects are treated as if HP equal to caster lvl; can combo with Defend Other: spend AoO to put ally in reach and redirrect effect to self Endure Pain dmg received from delayed pool is taken as non-lethal, but ignores immunity Punishing Rebuke(Zone) when a creature atks an ally in your patrol other than you, they provoke AoO from you.
Sphere Abilities
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"He looked to the Kender for wisdom. If there was one thing she was good for, it was pearls of wisdom. Wisdom buried beneath twelve hours of stories about obscure relatives." -- Imveros
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Last edited by rhaiber; Mar 2nd, 2023 at 02:22 PM .