domenica 30 ottobre 2022

The Flaming Chef, Level 7

 Here’s the second installment of the build.

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The Flaming Chef CR 8

Dwarf alchemist (Inspired Chemist, Royal Alchemist) 7/trickster 3

CG Medium humanoid (dwarf)

Init +7 (amazing initiative); Senses darkvision 60 ft., Perception +1


Defense

AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)

hp 82 (7d8+35+12)

Fort +9, Ref +8, Will +3. +6 vs. poison (+2 racial, +4 poison resistance); +2 vs. spells and spell-like abilities

Defensive Abilities desert delver, hard to kill, recuperation; Resist cold 1, fire 1


Offense

Speed 20 ft. (slow and steady)

Melee battlepot cauldron +6 (1d8+1 plus 1)

Ranged bomb 10/day +13 (4d6+7 fire, DC 17)

Special Attacks breath weapon 1/day (15 ft. cone, 4d4 fire damage, DC 17), fickle attack, mythic power 9/day, surge +1d6, surprise strike

Alchemist Extracts Prepared (CL 7th)

3rd Level- burrow, cure serious wounds

2nd Level- blistering invective (DC 15), curative distillation, cure moderate wounds, fire breath (DC 15)

1st Level- bomber’s eye, cure light wounds, firebelly (DC 14), polypurpose panacea, spirit share


Statistics

Str 11, Dex 18, Con 18, Int 17, Wis 12, Cha 10

Base Atk +5; CMB +5; CMD 18 (22 vs. bull rush or trip while standing on the ground)

Traits Focused Burn, Rough and Ready

Feats Breadth of Experience, Brew Potion*, Healing Potion, Inspired Alchemy, Throw AnythingM*, Weapon FocusM (bomb)

Skills Appraise +13, Craft (alchemy) +22, Disable Device +14, Escape Artist +11, Heal +11, Profession (cook) +13, Survival +8

Languages Common, Dwarven, Elven, Gnome, Undercommon

SQ alchemical antidote (6 points), alchemy (alchemy crafting +7, identify potions), assured drinker, discoveries (breath weapon bomb, infusion, inspired bomb), inspiring cognatogen (6 points, +2 dodge to AC, -2 Str/Con), path dabbling (remixer)

Gear alchemist’s fire (20 gp), alchemist’s kit (40 gp), alchemist’s lab (200 gp), apron of the careful chemist (5,200 gp), battlepot cauldron (9,312 gp), belt of mighty constitution +2 (4,000 gp), cheya dumplings (300 gp), cooking kit (3 gp), +2 studded leather armor (4,175 gp), traveler’s any-tool (250 gp)

sabato 29 ottobre 2022

Patron Request: Ogrun from Iron Kingdoms

 As requested by Ronald J Paris!

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Ogrun

Ogrun are a tamer and more lawful subrace of ogres. They form tribes in savage lands but are not hostile towards other humanoids and their great loyalty to friends and allies makes them very appreciated as bodyguards. Ogrun have the following racial traits.

Languages: Standard (0 RP) Ogrun begin play speaking Common, Giant, and Orc. Ogrun with high Intelligence scores can choose from the following: Dwarven, Gnoll, Goblin, Undercommon. This replaces the xenophobic language racial trait.

Advanced Strength (Advanced Trait, 4 RP): Ogrun receive a +2 racial bonus to Strength. This replaces advanced constitution.

Bound By Honor (1 RP): Ogrun gain Bound by Honor as a bonus trait at first level. This, craftsman, and imposing replace advanced wisdom.

Craftsman (1 RP): Ogrun gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Imposing (2 RP): Ogrun gain a +2 racial bonus on all Intimidate skill checks.

Weapon Familiarity (1 RP): Ogrun are always proficient with the butchering axe and the flambard, and treat any weapon with the word “ogrun”, “ogre”, or “orc” in its name as a martial weapon. This replaces reach.

mercoledì 26 ottobre 2022

The Flaming Chef (Dwarf Alchemist), Level 1

 After a long time, I have done some more conversions from my favored manga/anime, so I give you the most gluttonous of firebreathers...

(I tried to build him as "vanilla" as I could)

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The Flaming Chef CR 1

Dwarf alchemist (Inspired Chemist, Royal Alchemist) 1/trickster 1

CG Medium humanoid (dwarf)

Init +2; Senses darkvision 60 ft., Perception +1


Defense

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)

hp 17 (1d8+3+4)

Fort +4, Ref +4, Will +1. +2 vs. poisons, spells, and spell-like abilities

Defensive Abilities desert delver, hard to kill; Resist cold 1, fire 1


Offense

Speed 20 ft. (slow and steady)

Melee frying pan +1 (1d6 plus 1 fire [if hot])

Ranged bomb 4/day +4, (1d6+6 fire, DC 13)

Special Attacks breath weapon 1/day (15 ft. cone, 1d4 fire damage, DC 12), mythic power 5/day, surge +1d6, surprise strike

Alchemist Extracts Prepared (CL 1st)

1st Level- cure light wounds, firebelly (DC 14)


Statistics

Str 11, Dex 14, Con 14, Int 16, Wis 12, Cha 10

Base Atk +0; CMB +0; CMD 12 (16 vs. bull rush or trip while standing on the ground)

Traits Focused Burn, Rough and Ready

Feats Breadth of Experience, Brew Potion*, Throw AnythingM*

Skills Appraise +7, Craft (alchemy) +8, Disable Device +6, Escape Artist +3, Heal +5, Profession (cook) +7, Survival +2

Languages Common, Dwarven, Elven, Gnome, Undercommon

SQ alchemy (alchemy crafting +1, identify potions), assured drinker, inspiring cognatogen (3 points, +2 dodge to AC, -2 Str/Con)

Gear alchemist’s kit (40 gp), cooking kit (3 gp), leather armor (10 gp), waybread (50 gp), 2 gp

domenica 23 ottobre 2022

Alchemist Archetype: Blast Bomber

One archetype only in the game (the Havocker witch) grants kineticist’s abilities to another class. This is not fair, and in addition, the alchemist seems most fit for elemental power!

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Blast Bomber

A blast bomber recreates alchemically a kineticist’s elemental blasts instead of mixing explosives.

Blast Bomb: At 1st level, a blast bomber selects a kineticist element among the following: air, earth, fire, and water. He gains the elemental focus and kinetic blast class features with the associated element, using his alchemist level as her effective kineticist level. If the blast bomber takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change. Subject to GM discretion, the blast bomber can change her former elemental focus to make them conform. This replaces bomb.

Power Reserve (Ex/Su): A blast bomber gains the burn ability at 1st level, the gather power ability at 2nd level, and the elemental defense ability at 6th level. This replaces throw anything, poison use, and swift poisoning.

Blast Discovery: Whenever a blast bomber could gain a discovery, he can select an infusion or an utility wild talent from the list of options available based on her elemental focus, functioning as the kineticist ability of the same name. The blast bomber must meet the prerequisites of the wild talent. The following discoveries can be used to modify a blast bomb as if they were infusions: breath weapon bomb, demolition charge, ectoplasmic bomb, fast bombs.

Elemental Resistance (Ex): At 5th level, a blast bomber gains DR 5 vs. the energy type matching his elemental focus. This DR increases by 5 at 10th, 15th, and 20th level. This replaces poison resistance and poison immunity.

sabato 22 ottobre 2022

Patron request: Aventi race from Stormwrack

 As requested by Ronald J Paris!

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Aventi (Standard Race, 9 RP)

Aventi are the descendants of humans who were captured by sahuagin and adapted to live underwater. They could retain a bit of sahuagin blood, even if their servitude is now long finished.

Type: Humanoid (0 RP) Aventi are humanoids with the aquatic and human subtypes.

Ability Score Modifiers: Human Heritage (0 RP) +2 to any one ability score of the character’s choice.

Size: Medium (0 RP)

Speed: Normal (0 RP) 30 ft.

Languages: Standard (0 RP) Aventi begin game speaking Common. Aventi with high Intelligence scores can choose from the following: Aboleth, Aquan, Elven, and Sahuagin.

Magical Racial Traits

Water Spell Power (2 RP): Aventi add +1 to the saving throw DCs for their spells and spell-like abilities of the elemental water school. In addition, aventi with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user’s character level):

1/day- touch of the sea

Movement Racial Traits

Swim (2 RP): Aventi have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Other Traits

Amphibious (2 RP): Aventi are amphibious and can breathe both air and water.

Sense Racial Traits

Deepsight (2 RP): Aventi can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

Water Sense (1 RP): Aventi can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.


mercoledì 19 ottobre 2022

New Kineticist Utility Talent: Tunnel

 Why should a kineticist be able to tunnel through fire, but not through earth?!

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Tunnel

Element earth; Type utility (Sp); Level 5; Burn 1

Prerequisite earth glide

This functions as the fire corridor utility talent, except you create a passage through earth, lava, sand, or stone. You can also tunnel through metal, but height and width are halved. A tunnel through earth, metal, or stone is permanent, while a tunnel through lava or sand lasts for 1 hour, though you can end the effect at any time as a free action.

domenica 16 ottobre 2022

New Racial Feat: Dragonblood Dwarf (Normal and Mythic)

 And Dragon (2nd) Week resumes…

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Dragonblood Dwarf

You can use your draconic breath more often.

Prerequisites: dwarf, breath weapon racial trait

Benefit: You gain two additional uses of your breath weapon per day.

Special: You may take this feat multiple times. Each time you select it, you gain two additional uses of your breath weapon.

Dragonblood Dwarf (Mythic)

Your draconic nature is exalted by your mythic power.

Prerequisite: Dragonblood Dwarf.

Benefit: You add ½ your mythic tier to your breath weapon’s number of daily uses. This is in addition to the bonus uses of the breath weapon ability granted by the Dragonblood Dwarf feat. Your breath weapon also deals 1d4 points of damage + 1d4 for every 2 levels you possess beyond 1st, without limits.

sabato 15 ottobre 2022

My First Pathfinder Infinite Title: Mythic Alchemist Discoveries

 At last I published on Pathfinder Infinite. This is the 13-pages book that I worked on this whole summer, where I mythicize all the alchemist discoveries not mentioned in the Mythic Hero's Handbook.

Please enjoy it and please look at my Patreon page tomorrow for some exclusive related content!

Mythic Alchemist Discoveries



mercoledì 12 ottobre 2022

New Mythic Feat: Draconic Heritage

 Dragon Week (tenday?…) continues… and so does the “mythicize all feats” project!

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Draconic Heritage (Mythic)

Your draconic characteristics become stronger and mythic.

Prerequisite: Draconic Heritage.

Benefit: You add ½ your mythic tier to the number of times per day you can use the ability granted by your draconic heritage. In addition, if you are 3th tier or more, you gain an additional ability depending from your dragon type.

Chromatic: Your unarmed attacks’ damage is calculated in d8 rather than d6.

Esoteric: Your psychic barrage dazes an opponent for 1 round per 2 mythic tiers you possess.

Imperial: The radius of your aura of command increases by 5 ft. for every 2 mythic tiers you possess.

Metallic: Your resistance to your chosen element increases by 5 for every 2 mythic tiers you possess.

Outer: The radius of your alien aura increases by 5 ft. for every 2 mythic tiers you possess.

Primal: The radius of your elemental aura increases by 5 ft. for every 2 mythic tiers you possess.

Drake: Your bonus speed increases by 5 ft. for every 2 mythic tiers you possess.

Linnorm: The effects of your curse last for for 1 round per 2 mythic tiers you possess.

domenica 9 ottobre 2022

New Metamagic Feat: Dragon’s Breath Spell

 Is this Dragon Week? Yes, yes it is. And this was long due.

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Dragon's Breath Spell (Metamagic)

Your energy spells erupt as bursts from your mouth.

Prerequisite: Draconic Heritage (chromatic, metallic, or prima).

Benefits: Only an energy spell that has a line or burst area of effect can be cast as a dragon’s breath spell. The selected spell’s area of effect changes into a 30-foot cone that emanates from your mouth as a breath weapon. A dragon’s breath spell takes up a spell slot 2 levels higher than normal.

sabato 8 ottobre 2022

New Kinetic Infusion: Breath Weapon Blast

 If I can blast from my hands, why can’t I from my mouth?

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Breath Weapon Blast

Element air, fire, water; Type form infusion; Level 2; Burn 1

Associated Blasts blizzard, blue flame, cold, electric, fire

Saving Throw Reflex half

This is similar to fan of flames, except the blast erupts from your mouth and resembles a dragon’s breath weapon. You need not to have a free hand to deliver a breath weapon blast.


mercoledì 5 ottobre 2022

New Alchemist Discovery: Tunnel Breath

 It was about time there was something like this!

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Tunnel Breath (Su): The alchemist’s breath weapon bomb melts earth, sand and rock, allowing him to create a 10’ long tunnel. Repeated applications of a breath weapon bomb allow to tunnel for longer distances. The alchemist’s tunnel breath can also melt 10’’ of metal in a round. An alchemist must have the breath weapon bomb discovery before selecting this one.

domenica 2 ottobre 2022

Alternate Grand Mutagen Discoveries for Alchemists

True Mutagen is a neat Grand Discovery for alchemists, but there is no such thing for cognatogens and other mutagen types. This is not fair. So here they are. Enjoy!

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Grand Mutagen DIscoveries

True Cognatogen (Su): The alchemist’s cognatogen now grants a +8 natural armor bonus and a +8 alchemical bonus to Intelligence, Wisdom, and Charisma. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists. An alchemist must possess the grand cognatogen discovery before selecting this discovery.

True Fey Mutagen (Su): The alchemist’s fey mutagen now grants a +8 alchemical bonus to Dexterity and Charisma, a –2 penalty to his Strength, DR 15/cold iron, and the druid’s woodland stride class feature. In addition, he gains the Fey template and can choose not to allow spells and effects to affect him if they would not be capable of affecting both his original creature type and the fey creature type. An alchemist must possess the greater fey mutagen discovery before selecting this discovery.

True Inspiring Cognatogen (Su): The alchemist’s inspiring cognatogen now grants a +6 dodge bonus to AC and a +6 bonus to Reflex saving throws; a –8 penalty to Strength and Constitution; and the effects of having the combat inspiration, device talent, and greater combat inspiration investigator talents. An alchemist must possess the grand inspiring cognatogen discovery before select this discovery.

True Rasugen (Su): The alchemist’s rasugen now grants a +8 alchemical bonus on all saving throws, 6 temporary hit points per alchemist level, and immunity to death effects, disease, level drain, mind-affecting effects, and poison. The alchemist takes a –8 penalty to Intelligence and a –4 penalty to Charisma and Wisdom as long as the grand rasugen persists. An alchemist must possess the greater rasugen discovery before selecting this discovery.

sabato 1 ottobre 2022

Thank you to my patrons!

 First post of the month and thanks to Zabor and Ronald J Paris for their continued support! Tomorrow a new piece of exclusive content for patrons on my Patreon page. Keep following me please!