sabato 9 settembre 2023

The Flaming Chef (Flame Warrior/Martial Elementalist)

I didn’t use the Guile rules for this rebuild, since the Alchemy and Barroom combat spheres seemed more fit than Herbalism; however, I still hope to find a way to incorporate skill spheres in this character one day.

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The Flaming Chef (Culinary Elementalist)

Dwarf elementalist (Flame Warrior, Martial Elementalist) 1

CG Medium humanoid (dwarf)

Init +1; Senses darkvision 60 ft., Perception +1/+3


Defense

AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)

hp 10 (1d8+2)

Fort +4, Ref +3, Will +3. +2 racial bonus vs. spells, poison, and spell-like abilities

Resist fire 1


Offense

Speed 20 ft.

Melee large frying pan +1 (2d6+1, +1 fire if hot, 19-20, blocking)


Magic

Caster Level 1; MSB +1; MSD 12; Concentration +3

Tradition Flame-Blooded (Energy Focus [fire blast, Destruction], Limited Warp [requires fire, Warp], Focused Weather [heat, Weather]; CAM Cha

Spell Points 3

Destruction Sphere- DC 12; Duration instantaneous; Range Close (25 ft), touch; Talents Fire Blast; Drawbacks Energy Focus (fire blast)

- Destructive Blast (Fire Blast)

Nature Sphere- DC 12; Duration 1 round, Concentration; Range Close (25 ft); Talents Dragonlung (30 ft. cone); Drawbacks none

- Geomancing (fire: Affect Fire, Create Fire, Manipulate Lava)

- Spirit (Dragonlung)


Martial
Tradition Chemist (Alchemy sphere [formulae package]: Improved Alchemist’s Fire; Barroom sphere: Postprandial Maudlin; Equipment sphere: Fast Draw); PAM Cha
Alchemy sphere - DC 12, Packages formulae, Talents Improved Alchemist’s Fire, Drawbacks Alternative-Brew (Craft-Culinary)

- formulae (improved alchemist’s fire: create a flask of alchemist’s fire to use as a splash weapon)

Barroom sphere - DC 12, Talents Alchemical Dragon, Postprandial Maudlin, Drawbacks none
- brutal breaker (don't suffer penalties w/improvised weapons)
- hard drinker (move action, retrieve and drink an elixir, potion, or beverage; if alcoholic gain drunk status for 2 rounds)

- alchemical dragon (imbibe an alchemical weapon and spit it out)

- postprandial maudlin (eat food instead of drinking alcohol to use your drunk talents)

Equipment sphere - DC 12, Talents Fast Draw
- fast draw (draw a weapon as part of the action used to make an attack with it)


Statistics

Str 12, Dex 12, Con 15, Int 13, Wis 12, Cha 14

Base Atk +0; CMB +1; CMD 12 (16 vs. bull rush and trip when standing on the ground)

Traits Pyromancer, Tunnel Fighter

Feats Extra Combat Talent

Skills Bluff +6, Craft (culinary) +5, Escape Artist +5, Knowledge (nature) +2, Profession (cook) +5/+9, Stealth +5

Languages Common, Draconic, Dwarven

SQ greed, industrious urbanite, stonecunning, weapon familiarity, weave energy

Gear alchemist’s kit (40 gp), artisan’s outfit (1 gp), haramaki (3 gp), large frying pan (61 gp)


Special Abilities


Alchemy Sphere Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.

When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

In addition, choose one of the following packages:


Alternative-Brew [IHB2] Whenever this sphere uses or grants ranks in Craft (alchemy) or calls for a Craft (alchemy) check, you instead gain ranks in a Craft or Profession or attempt a Craft or Profession check. The particular skill used is determined by the GM when you first gain this drawback. You use your ranks in the chosen skill instead of Craft (alchemy) when determining saving throws and Alchemy sphere effects. It is also substituted for all checks made to craft the items in question. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use ranks in the chosen skill in place of Craft (alchemy) for prerequisites for feats and talents that require the Alchemy sphere.


Alchemy: Formulae Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot have more formulae prepared at one time than a number equal to ½ your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.

Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.

Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for.ù


Alchemy: Improved Alchemist Fire (formulae)

Craft DC: 20

You create a flask of alchemist’s fire that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 fire damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of fire splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). All targets closer than the furthest splash damage ring catch fire and suffer an additional 1d6 points of fire damage again on each subsequent round. Affected targets can use a full-round action to attempt to extinguish the flames before taking this additional damage with a successful Reflex save; rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).


Barroom Sphere Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.
Practitioners of the Barroom sphere gain the following ability:

Barroom: Brutal Breaker You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.
Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.
Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.
Note: Talents which would allow you to add the broken condition or destroy an improvised weapon cannot be used while using a creature as an improvised weapon.


Barroom: Hard Drinker Whenever you imbibe an alcoholic drink (normally a standard action), you gain the drunk status for a number of rounds equal to your Constitution modifier (minimum 1; creatures without a Constitution score cannot gain this status). As a move action, you may retrieve an alcoholic drink, elixir, or potion (but not extract) from your person or grab one within your natural reach and drink it, all without provoking an attack of opportunity. For every 4 points of base attack bonus you possess, the drunk status last for one additional round.

Some talents possess the (drunk) tag, requiring you to expend your drunk status to perform them. (Drunk) talents are a free action unless stated otherwise in their description.


Barroom: Alchemical Dragon

Prerequisites: Alchemy sphere, Barroom sphere.

You may choose to imbibe any liquid alchemical weapon you are currently holding (such as alchemist’s fire or liquid ice), treating it as though it was an alcoholic beverage. When you do, you may spit it out in a 10-ft. cone as a standard action as long as you do so within a number of rounds equal to your practitioner modifier (if you do not, the alchemical weapon is wasted), forcing all creatures within that cone to make a successful Reflex save or take damage as though they were directly hit by the alchemical item, taking ½ damage on a successful save. If you imbibe a new liquid alchemical weapon before spitting a previously imbibed one, the previously imbibed liquid alchemical weapon is wasted. For every 5 base attack bonus you possess, the area of this cone increases by 5 ft.


Barroom: Postprandial Maudlin [High. HB] You may eat a meal instead of imbibing an alcoholic drink to gain the drunk status, but you gain the status for double the duration (twice Constitution modifier rounds + 1 per 2 points of base attack bonus). When using hard drinker, you may as a move action, retrieve and eat a poor quality meal (or a meal created by an iron chef) instead of an alcoholic drink. If you possess the Iron Liver talent, you also double the number of meals you can consume before gaining the sickened condition.

Food: Just as a character can only consume a number of alcoholic beverages before being sickened, so too can one by eating too many meals. In general, a character can consume a number of poor quality meals equal to 1 plus double his Constitution modifier before being sickened for 1 hour per the number of meals above this maximum. Each common meal is the equivalent of 2 poor quality meals, good quality meals are the equivalent of 4 poor quality meals, and banquet quality meals are the equivalent of 8 poor quality meals.

The table below are suggestions for how long it takes to consume meals of various qualities:


Meal Quality

Consumption Time

Poor

Full-round action

Common

1 minute

Good

10 minutes

Banquet

1 hour


Destruction Sphere You can use destructive power.


Destruction: Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.

A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.


Table: Destructive Blast Damage

Level Damage

1st 1d6

3rd 2d6

5th 3d6

7th 4d6

9th 5d6

11th 6d6

13th 7d6

15th 8d6

17th 9d6

19th 10d6

21st 11d6

23rd 12d6

25th 13d6

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).


Energy Focus Choose a blast type group. You may only make destructive blasts from that blast type group. You must select a (blast type) talent from the chosen blast type group with the bonus talent granted by this drawback. You may not select any other (blast type) talents outside the chosen blast type group.

Author's Note: A blast type talent that is in multiple blast type groups counts as being outside your chosen blast type group and cannot be selected, even if one of the groups would match your chosen blast type group.


Destruction: Fire Blast (blast type, fire) Your destructive blast deals fire damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are extinguished. Each round the target may attempt another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.


Nature Sphere You can command the very terrain to do your bidding.

Nature: Geomancing As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within close range. Because geomancing manipulates natural elements, it is not subject to spell resistance, even if a geomancing ability targets a creature directly.

Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration effects persist as long as the caster concentrates or they may spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration.

When a caster gains the Nature sphere, he chooses and gains one of the following Nature packages, with its included abilities. A caster may gain the Expanded Geomancing talent to gain additional packages. (Package selected: Fire)


Nature: Affect Fire Concentration, requires fire. You may affect a normal, non-magical fire, increasing or decreasing its size by one category, plus one per 5 caster levels. This is only a temporary change; once the effect ends, the fire returns to its normal size. Reducing a fire smaller than Fine extinguishes it, in which case it does not return to normal size after the effect ends. The fire consumes fuel and deals damage as appropriate for its new size, according to Table: Maximum Fire Size. Creatures caught in the fire's area are allowed a Reflex save for half damage. The minimum caster level required to affect a fire is also given in the chart. If two casters are affecting the same fire in the same direction (increasing or decreasing) only the strongest change occurs. If two casters attempt to Affect Fire in opposite directions (one making it bigger, one making it smaller), the second caster must succeed at a magic skill check. On a success, their ability functions normally, overlapping the first caster’s effect. The fire counts as its altered size for determining if the second caster can affect it.

Note: If multiple fires overlap, or if a Large or larger creature is affected by multiple smaller fires within its area at once, these fires combine to determine the effective size of the fire when determining damage (2 Small fires make 1 Medium fire, 2 Medium fires make 1 Large fire, etc.).

If a creature has caught on fire, treat that fire as being Tiny-sized for the purpose of this effect. When you affect a fire on a creature, you also raise or lower the Reflex save DC to put the fire out by ½ your caster level (minimum 0).


Table: Maximum Fire Size

Minimum Caster Level

Fire Size

Example

Damage per Round

Space

1st

Fine

Tindertwig

1

1/2-ft. square

1st

Diminutive

Torch

1d3

1-ft. square

1st

Tiny

Small campfire

1d6

2.5-ft. square

3rd

Small

Large campfire

2d6

5-ft. square

5th

Medium

Forge

3d6

5-ft. square

8th

Large

Bonfire

4d6

10-ft. square

11th

Huge

Burning shack

5d6

15-ft. square

15th

Gargantuan

Burning tavern

6d6

20-ft. square

20th

Colossal

Burning inn

7d6

30-ft. square

25th

Colossal+

-

8d6

50-ft. square

30th

Colossal++

-

9d6

70-ft. square

35th

Colossal+++

-

10d6

100-ft. square

Nature: Create Fire Concentration, no requirements. You may produce a Diminutive-sized magical fire that burns without fuel. This fire may be 1 size category larger per 5 caster levels, and may be used to ignite flammable materials to create self-sustaining, non-magical fire. If a target is within the area of the created fire, they suffer damage as normal for that fire’s size and catch fire. A successful Reflex save halves the damage and negates catching fire.


Nature: Manipulate Lava Instantaneous or concentration, requires lava. You may manipulate lava. This is exactly the same as the Freeze and Vortex powers from the (water) package, except you must spend an additional spell point for each ability, and you must target lava. Frozen lava becomes obsidian, with a hardness of 5 and 3 hit points per caster level and does not deal damage per round to trapped creatures.


Nature: Dragonlung (spirit) You gain a breath weapon as a supernatural ability when you gain this talent. This breath weapon is either a 60-foot line or a 30-foot cone, chosen the first time this talent is gained. This talent may be taken twice to gain both options. This breath weapon deals 1d8 damage per 2 caster levels (minimum 1d8), and allows a Reflex save for half damage. Using this breath weapon is a standard action, but you must wait at least 1d4 rounds between uses.

Whenever you use this breath weapon, you may choose a damage type from among those available to you based on your packages, as outlined below:

  • Air: sonic damage

  • Earth: bludgeoning/slashing/piercing damage

  • Fire: fire damage

  • Metal: electricity damage

  • Plant: acid damage

  • Water: cold damage

Weave Energy An elementalist gains the Destruction sphere as a bonus magic talent and uses his class level as his caster level with the Destruction sphere. This stacks normally with caster levels gained from other sources.


Build

The Flaming Chef is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +1 resistance to acid, cold, electricity, fire, or sonic. If using a lower or higher point buy, try however to keep all attributes balanced. Charisma is your casting statistic, affects the save DCs of all your magic and martial talents and your spell pool, and is useful for public relations; Wisdom increases your survival and profession skills and bolsters your Will save; Strength is your combat statistic, Dexterity increases your Armor Class and Ref saves, and Constitution gives you more hit points and increases your Fort save. Lastly, Intelligence gives you a lot of useful skill points to spend in various Knowledge skills.


How to Play a Flaming Chef

You know even too well how it feels to starve, so you decided to make this world a better place by nourishing the creatures in it. Close to Nature, you are a jolly fellow, not too prone to combat but able to defend yourself and your friends should the need arise- even if there are few disagreements that can’t be solved at a dinner table. In combat, you hit with the first thing you find, often a cooking implement, and tend to protect your allies and find a quick way of escape for everyone rather than attacking directly. You prefer to use your fire only to prepare hot dishes, if you can.


Future Abilities

Magic Talents Create Nature, Deep Nature, Elevated Nature, Energy Wall, Epicenter, Fire Mastery, Hazardous Terrain, Manipulate Nature, Master of Elements (earth, metal, plant), Nature Lord, Nature’s Movement, Nature Sight, Nature’s Weapon, Sculpt Blast, Wild Instinct

Martial Talents Ambrosia, Drunken Boxer, Elixir, Focusing Buzz, Focusing Formula, Improvised Martial Arts, Improvised Shield, Iron Liver, Natural Materials, Nice and Loose, Panacea, Shaped Chemistry

Feats Brew Stable Formulae, Cantrips, Fan the Flames, Extra Combat Talent x2, Imbue With Nature, Improved Mystic Assault, Mystic Assault, Primal Blast

Skills Craft (alchemy), Knowledge (nature), and Profession (cook) are the most useful skills for a Flaming Chef. Bluff, Escape Artist, and Stealth can be useful too.



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