Campaign of the Month: September 2012
A Manifestation of Chaos
Kobold (P), Alchemist (P) 7th, Rogue (P) 2nd Comeliness: 15, -3 for Non-Kobolds Small Humanoid (Reptilian) Alignment: Neutral Hit Dice: 7d8, 2d8 (42 hp) Initiative: +3 Speed: 30' Space/Reach: 5 ft./5 ft. AC: 23 (+5 Armor, +3 Dex, +1 Size, +1 Dodge, +2 Natural Armor, +1 Deflection), Touch 16, Flat-Footed 19 Abilities: Str 10, Dex 16, Con 10, Int 17, Wis 12, Cha 10 Base Att/CMB/CMD: +6 / +5 / 24 Single Attack: Light Crossbow +1: +11 ranged (1d6+1/19-20) Dagger: +7 melee (1d3/19-20) Longspear: +7 melee (1d6/20/x3) Bomb: +13 thrown (4d6+3/20/x1) Full Attack: Light Crossbow +1: +11/+6 ranged (1d6+1/19-20) Dagger: +7/+2 melee (1d3/19-20) Longspear: +7/+2 melee (1d6/20/x3) Bomb: +11 thrown (4d6+3/20/x1) ────┤ FEATS ├──── Dodge, Rapid Reload: Light Crossbow, Mobility, Splash Weapon Mastery, Brew Potion, Throw Anything, Extra Discovery, Dirty Fighter Trait. ────┤ SKILLS ├──── Acrobatics +12, Appraise +8, Bluff +0, Climb +0, Diplomacy +0, Disable Dev +17+1, Disguise +0, Escape Art +10, Fly +3, Heal +5, Intimidate +0, Perception +15+1, Ride +3, Sense Mot +5, Slt of Hand +7+2, Spellcraft +11, Stealth +18, Survival +5, Swim +0, Use Mag Dev +4, Kn:Arcana +9, Cr:Trap +13, Cr:Alchemy +15+7, Kn:Dungeon +8, Kn:Eng +4, Kn:Religion +4. ────┤ Alchemist (P) Formulas ├──── Extracts per Day: (5/4/2; save DC 13+extract level): 1st Level: Bomber’s Eye, Cure Light Wounds, Detect Secret Doors, Expeditious Retreat, Identify, Shield, True Strike, Ant Haul, Enlarge Person, Reduce Person, Jump, Disguise Self, Crafter’s Fortune, Comprehend Languages, Endure Elements. 2nd Level: Alchemical Allocation, Alter Self, Blur, Bull’s Strength, Blood Transcription, Cure Moderate Wounds, Detect Thoughts, False Life, Fox’s Cunning, Invisibility, Owl’s Wisdom, Protection from Arrows, Resist Energy, See Invisibility, Spider Climb, Vomit Swarm, Aid, Delay Poison, Restoration (Lesser) 3rd Level: Amplify Elixir, Cure Serious Wounds, Fly, Gaseous Form, Heroism, Remove Blindness/Deafness, Remove Curse, Remove Disease, Haste ────┤ Racial Traits: Kobold (P) ├──── Armor: Kobolds have a +1 natural armor bonus +2 racial bonus on Craft: Trapmaking, Profession: Miner & Perception Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell ────┤ Vision & Senses ├──── Darkvision 60 ft. ────┤ Class Features: Alchemist (P) 7th ├──── Brew Potion (Ex): Gain 'Brew Potion' as a bonus feat Throw Anything (Ex): Gain the 'Throw Anything' feat as a bonus feat Alchemy (Su): Use Craft: alchemy to identify potions as if using detect magic • Allows for 3 types of magical items: Extracts, Bombs, and Mutagens Extracts (Su): Extracts behave like spells in potion form, as such they can be dispelled using the alchemist's level as spell level. • An extract immdiately becomes inert if it leaves the alchemist's possesion, reactivating as soon as it returns to his keeping • You can draw and drink an extract as a standard action • An extract, once created, remains potent for 1 day before becoming inert. • Mixing an extract takes 1 minute of work. Bombs (Su): 10/day < OOOOOOOOOO > • Bombs are unstable, must be used within 1 rnd of creation or they go inert • Creation requires a small vial with an ounce of liquid catalyst (created in alchemy lab, which can be restocked as per a spell component pouch) • Creating and Throwing a Bomb is a std action that provokes AoO • Detonation (throwing) is a std action that uses the 'Throw Splash Weapon' special attack (CRB p202), with a range increment of 20' • On a hit, the bomb inflicts 4d6+3 fire damage, and splash damage is 7 points of fire damage, REF DC16 for half Mutagen (Su): • Brewing time is 1 hour for a dose, can only have one dose active at once. • Imbibing the mutagen is a std action that lasts for 70 minutes • STR Mutagen: +4 to Strength, +2 Nat. Armor, -2 to Intelligence • DEX Mutagen: +4 to Dexterity, +2 Nat. Armor, -2 to Wisdom • CON Mutagen: +4 to Constitution, +2 Nat. Armor, -2 to Charisma Poison Use (Ex): Cannot accidentally poison yourself when applying poison to a weapon Swift Alchemy (Ex): You need half the normal amount of time to create alchemical items and you can apply poison to a weapon as a move action Swift Poisoning (Ex): Apply a dose of poison to a weapon as a swift action Discovery (Su): 4x discoveries • Smoke Bomb: Smoke in 2x Blast radius for 7 rnds, as 'Fog Cloud' • Infusion: Extracts persists if set down and other can imbibe it • Precise Bomb: Up to 3 squares are not affected by the Splash damage • Stink Bomb: Smoke in 2x Blast radius for 1 round, as 'Stinking Cloud' ────┤ Class Features: Rogue (P) 2nd ├──── Sneak Attack: +1d6 damage Evasion (Ex): Take no damage on successful Reflex save Rogue Talents: 1x talent available. *: Affects sneak att, max. one per sneak • Cunning Triggerer ────┤ Conditional Bonus - Alchemist (P) Class ├──── +1 to Craft (alchemy) to create an alchemical items [Alchemy] +4 on all saves vs poisons [Poison Resistance] ────┤ Conditional Bonus - Rogue (P) Class ├──── +1 to Perception to locate Traps [Trapfinding] +1 to Disable Device versus Traps [Trapfinding] ────┤ Languages (x4) ├──── Draconic, Common, Undercommon, Gnomish ────┤ EQUIPMENT ├──── ARMOR WORN: Easy Travel Mithril Shirt +1. Masterwork Thieves' Tools, Alchemist's Kit, Alchemist's Lab (portable), Travelling Spellbook, M/W Bandoleer, Potion Belt, Sundark Goggles, Light Crossbow +1, Dagger, Longspear, 5xCrossbow Bolt 5xAlchemist's Fire, 3xTanglefoot Bag, Caltrops, Marbles, 10xCrossbow Bolt Blanket, Waterskin, Twine (50'), 14xVial, 10xTindertwig ────┤ MAGICAL ITEMS WORN ├──── Amulet of Natural Armor +1 Handy Haversack Ring of Protection +1 Ring of Feather Falling Belt of Giant Strength +2 Cloak of Resistance +2 ────┤ Description for the Magical Items Worn ├──── Amulet of Natural Armor +1: +1 enhancement bonus to natural armor Handy Haversack: Backpack similar to a Bag of Holding Non-Detection Hand-Amulet: Non-detection, 4/Day change bomb element type Ring of Protection +1: +1 deflection bonus to armor class Ring of Feather Falling: Gains constant feather fall as the spell Belt of Giant Strength +2: +2 enhancement bonus to Strength score Cloak of Resistance +2: +2 resistance bonus on all saves ────┤ MONEY ├──── Platinum:0 Gold:5246 Silver:16 Copper:23. ────┤ TOTAL CHARACTER VALUE ├──── 25,406 gp.
Ossobucco was hatched from an egg in a hatchery deep within the kobold lair of Ithquantverthicha (divine mountain). He was cared for in the hatchery by several den mothers, each taking their turn in teaching him the Kobold’s way. This impressed upon him the importance and rewards of hard work, the importance of keeping the tribe’s needs above that of a single member’s, but not to the point of throwing one’s life away, and finally that of the kobold’s need for revenge.
From a young age, he always found an interest in the ingenious ways that the Kobold protected themselves, taking as much time as he could manage to tinker with traps, interested in how they were built and how they could be bypassed. He apprenticed under Krak, the tribe’s trapsmith, learning much about the stealthier arts of kobolds. During this time he also learned much about the art of alchemy, helping to create many of the poisons and bombs that were used for the tribe.
After a time of great prosperity in the tribe, it was determined time for the clan to split, taking on new lands. This was a joyous time for the tribe, with many days of celebrations, during which time Ossobucco was chosen among those who would scout out the location Maekrix, the All-Watcher selected.
As Ossobucco, Maekrix, and the rest of the group reached the designated location, they were suddenly attacked by a group of adventurers. Given little time to prepare for the encounter, several of the Kobolds fell quickly to their larger, better prepared, adversaries, giving the remaining little option, but to make a hasty retreat. Ossobucco watched from the shadows as the remaining of kobolds fled in several directions, Maekrix included, with the adventurers descending upon them.
Ossobucco’s anger grew as he watched the slaughter, but he held himself back, vowing that those who committed, but remembering his teachings that revenge was something that could not be rushed. After the adventurers left and he was sure it was safe, he emerged from his hiding spot and looked over the dead. As he saw to incinerating the dead, he was further torn between completing the task he was given and returning to his lair to report the slaughter.