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    rough sketch of Medicant\Articier - scientist

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    Chris

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    rough sketch of MedicantArticier - scientist

    Post  Chris on Sun Oct 21, 2012 2:15 pm

    Name:
    Race: Slith

    Medicant\Artificer - scientist
    Lvl 2

    STR 10
    DEX 10
    CON 14
    INT 20
    WIS 15
    CHA 10

    Wound: 9
    Vitality: 14

    FORT:2 3 1 = 16
    REFL: 2 5 1 = 18
    WILL:2 1 2 =15 +2 vs magic

    Attacks: + 6
    can use firearms and will eventually work towards making steamgear\electrotech

    DR: +5
    Bullet proof vest, -2 dex

    Racial

    Racial: Bloodline: Choose the offshoot to which
    you belong. The malicious yansi prefer a baroque
    style of gear, architecture, and speech. They are
    matriarchal and obey an all-powerful queen. They eat only meat
    and sweet foods. In contrast, the monastic verrai prefer a minimalist
    style. They are patriarchal and swear loyalty to various lords.
    They eat only vegetables, minerals, and highly bitter foods. A slith
    immediately knows another slith’s lineage. The offshoots tend to be
    unfriendly or even hostile to each other. However, they cooperate
    against common enemies.

    Detect Astral PortalM: You instantly learn whether an
    extra-dimensional portal that leads to the Astral Realm is present
    within a 30-ft cone. If you scan the area again, you learn the exact
    space the portal lies. You cannot detect portals to any other realms.

    Strong Mind: Boost Will by +2 when resisting magic abilities

    Wall Walking: As part of a single move action, you walk up
    or down a vertical incline with ease at your normal speed. You must
    begin and end your move on a flat surface or else you fall as normal.
    Costs 1 vitality.

    Iron Will: You are mentally resilient. Boost your Will by +2.

    Core Abilities

    Medicants start with the following abilities at 1st level.

    Cure WoundsM: One touched ally heals 1d6 wound damage
    per 2 levels (max 5d6) as you magically knit its flesh and bones. A creature
    can benefit only once daily from this ability. Costs 1 vitality.

    Harvest Blood and Organs: You can harvest blood
    and organs. You can take a vial of blood from a patient after 1 round of
    work that inflicts 1 vitality damage. Removing a limb or organ takes 10
    minutes and inflicts 2d4 wound damage. You can harvest until a target
    dies. Removing sense organs causes blindness (eyes), deafness (ears) or
    such. Also, removing a brain, heart, liver or both lungs kills most creatures.
    You cannot harvest from a creature that has been dead more than
    2 minutes, or from a live creature that is not helpless or fully restrained.
    Blood and organs count as fresh for 1 hour unless you use Preserve.

    Core Abilities
    Artificers start with the following abilities at 1st level.

    Brew PotionC: You place an ability that you or an adjacent
    ally knows into a potion, salve, oil, pill or similar mix that delivers a
    single-use effect to a creature or object. The cost and time equal 50 gp
    and 1 hour for a basic ability or 300 gp and 2 hours for an intermediate
    ability. You or an adjacent ally pay any vitality cost when brewing the
    potion. See page 196 for details and a list of common potions.

    InfuseM: You spend 1 minute and 2 vitality to place any artificer
    basic magic ability—even one you haven’t mastered yet—into a manufactured
    object of up to 250 pounds such as a sword, belt, hat, vase or
    suit of armor. Anyone can wear or hold the item to release the ability
    by concentrating as a standard action. Use your attack roll and level to
    resolve the effect. The user must expend vitality to power the effect, as
    normal. The infusion remains until used or for 1 hour maximum.

    Magic WeaponM: As a move action, your
    touch grants a weapon a +1 bonus on attack rolls and a
    +2 bonus on damage rolls. The bonus damage is an energy
    type of your choice such as acid or fire and does not harm the
    wielder. For a ranged weapon, you augment its ammunition.
    The benefits last 5 minutes and aid anyone who
    uses the weapon. Costs 1 vitality.

    Theme
    Laboratory: By inheritance, gift or whatnot, you gain a scientific
    laboratory worth 1,000 gp. The basic lab structure is worth
    500 gp. The contents include 500 gp worth of toolkits, alchemical
    items, and/or steamgear and electrotech.

    Shocking GraspM: One adjacent foe suffers 1d6 electrical
    damage per level (max 5d6) and is dazed for 1 round unless Fortitude
    resists. Apply a +5 bonus on your attack against metal-clad foes.
    Costs 1 vitality.

    SKILLS:
    Gearhead: Apply a +5 bonus on Mechanics checks, or +10
    when using steamgear.

    Realms Lore: Boost Arcana checks by +2 regarding various
    realms of existence, or by +5 regarding the Astral Realm.

    Scavenge: Apply a +5 bonus on Appraise, Craft, and Perception
    checks when searching for, evaluating, and repairing used or
    broken gear. This ability offers no bonuses for new equipment, nor
    for gems, jewels, coins or magic items except if such items are damaged
    or nonfunctional.

    First Aid: Apply a +5 bonus on Heal checks, or +10 to halt
    bleeding. Normally, a DC 15 Heal check stabilizes a bleeding character.

    Artificer Training: Apply a +3 bonus on
    Arcana, Craft, and Mechanics checks. Also, you can read magic scrolls.

    Mechanics +8, +13 for steamgear
    Arcana +3, +5 realms, + 8 Astral Realm
    Craft +3


    Last edited by Chris on Mon Oct 22, 2012 9:21 am; edited 2 times in total
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    Robyo

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    Re: rough sketch of Medicant\Articier - scientist

    Post  Robyo on Sun Oct 21, 2012 2:20 pm

    pretty badass. Could you play him Good somehow or even Neutral?

    I think this system is pretty cool for character gen, once you get to know the flow of it...

    I've made a few characters and it goes quicker than 3.5... and it's nice that all the abilities are listed there on one or two pages.
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    Chris

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    Re: rough sketch of Medicant\Articier - scientist

    Post  Chris on Sun Oct 21, 2012 2:23 pm

    yeah, he would definitely be more neutral or good than evil

    to me:

    Evil would be cutting up townsfolk for fun\experiments and monsters for rare parts

    Neutral - cutting up monsters for their magical body parts, selling upgrades and healing townsfolks that can pay

    good - cutting up monsters for their magical body parts and healing locals for free as a good community member

    just off the top of my head.

    he would fit into a Monster Hunter Party too
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    Robyo

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    Re: rough sketch of Medicant\Articier - scientist

    Post  Robyo on Sun Oct 21, 2012 2:27 pm

    Chris wrote:yeah, he would definitely be more neutral or good than evil

    to me:

    Evil would be cutting up townsfolk for fun\experiments and monsters for rare parts

    Neutral - cutting up monsters for their magical body parts, selling upgrades and healing townsfolks that can pay

    good - cutting up monsters for their magical body parts and healing locals for free as a good community member

    just off the top of my head.

    he would fit into a Monster Hunter Party too


    I could see much of that. He might still might get in a tiff with a druid or cleric about it though...

    Definitely works for monster-hunter theme...
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    Chris

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    Re: rough sketch of Medicant\Articier - scientist

    Post  Chris on Sun Oct 21, 2012 2:33 pm

    Robyo wrote:

    I could see much of that. He might still might get in a tiff with a druid or cleric about it though...


    He could live with that Twisted Evil
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    Chris

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    Re: rough sketch of Medicant\Articier - scientist

    Post  Chris on Mon Oct 22, 2012 12:57 pm

    Civil War US ARMY issued surgical kit...... or my tool box?

    [img][Only admins are allowed to see this image][/img]
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    Robyo

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    Re: rough sketch of Medicant\Articier - scientist

    Post  Robyo on Mon Oct 22, 2012 6:21 pm

    Ha! Now I can't see the image.

    However, I do like the ex-surgeon/monster vivisectionist concept you are on to.

    And I do plan on posting an nice 2 page or so, introductory background of the campaign world for you guys soon... Still working on some details, though. For instance, for mixing D&D and Western, I think Deadlands has some good ideas, but I'm only pilfering some of their concepts. This will be a unique campaign world.

    It is called Aerth and it's structure and history is similar to our own planet, except that magic exists there, but it has been suppressed throughout most of human history. Creatures and wielders of magic have long learned to keep their activities secretive...

    The American Civil War went 10 years longer. It is finished by the time of the campaign. It is during the Civil War that a great many extra-dimensional rifts appeared, all over the planet. These rifts allowed access of a great many new and magical beings. However, the activities of these events are still considered to be rare, and governments of the world have been trying to keep them from public scrutiny.

    Player characters can choose to be from Aerth or another plane, if they are nonhuman. Some non-humans have lived on Aerth for a long time. They are the Asimar, Atlans, Halflings and Pygmys. Often intermingling or living in communities apart, they have existed on Aerth as long as Humans, or longer.

    Other races of a rarer quality will most likely be from another plane, having traveled to Aerth during the Civil War or since that time... Or possibly they arose from a result of "goblinization," either by association with Rift Radiation or some other magic...




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    Chris

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    Re: rough sketch of Medicant\Articier - scientist

    Post  Chris on Tue Oct 23, 2012 12:34 am

    good start to the story background

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