Difference between revisions of "Opesa"

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===Magic Items===
 
===Magic Items===
 
* x
 
* x
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==Equipment==
 
==Equipment==
 +
 +
===Carried Equipment===
 +
* '''In Hand:''' x
 +
* '''Worn:''' x
 +
* '''Belt:''' x
 +
* '''Backpack:''' x
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===Stored Equipment===
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* x
 +
===Lifestyle===
 +
* '''xxx:''' ''(x gp/day)''. x
 
===Alchemist Formulary===
 
===Alchemist Formulary===
 
Formulas in italics are those chosen for improved crafting, per the ''Natural Alchemist'' trait.
 
Formulas in italics are those chosen for improved crafting, per the ''Natural Alchemist'' trait.
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===Carried Equipment===
 
* '''In Hand:''' x
 
* '''Worn:''' x
 
* '''Belt:''' x
 
* '''Backpack:''' x
 
===Stored Equipment===
 
* x
 
===Lifestyle===
 
* '''xxx:''' ''(x gp/day)''. x
 
 
==Origin==
 
==Origin==
 
* x
 
* x
 
==Important Individuals==
 
==Important Individuals==
 
* x
 
* x

Revision as of 02:58, 25 December 2019

Opesa
Opesa.jpg
Race: Human (Variant), Class: Sorcerer (Azoth-Infused)
Background: Sage (Altered), Alignment: ALIGNMENT
Patron Deity: ??
Factions: None
Ability Scores
Strength 8 (-1), Dexterity 14 (+2), Constitution 14 (+2);
Intelligence 13 (+1), Wisdom 10 (+0), Charisma 16 (+3)
Proficiencies
Bonus: +2
Saving Throws: Constitution & Charisma
Skills: Arcana, History, Intimidation, Persuasion, Stealth
Tools: Alchemist's supplies
Languages: Common, +2
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Traits
Researcher • Bonus Skill (Stealth), Bonus Feat (Alchemist) • Spellcasting, Sorcerous Origin (Azoth-Infused)
Feats
Alchemist, xxx
Combat
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: AC, Initiative: +2, Speed: 30 ft
Hit Points: 8, Hit Dice: 1d6+2
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

There is an alchemy in sorrow. It can be transmuted into wisdom, which, if it does not bring joy, can yet bring happiness. -Pearl S. Buck

Traits

Human Traits

  • Ability Scores: +1 Charisma, +1 Dexterity
  • Bonus Skill: Stealth
  • Bonus Feat: Alchemist
  • Speed: 30 ft
  • Languages: Common, plus one other

Spellcasting

  • Save DC: 13
  • Spell Attack: +5
  • Spells Known
    • Cantrips: light, poison spray, prestidigitation, shape water
    • 1st Level: catapult, mage armor
  • Spell Slots: 2

Sorcerer Traits

  • Spellcasting
  • Sorcerous Origin: Azoth-Infused.

Azoth-Infused Traits

  • Natural Alchemist: Expertise (Alchemist's supplies) • Gain 2 new Uncommon recipes per level gained • Choose one recipe per level, when performing Crafting, double the normal amount of work per day invested
  • Cauldron of Spells: Spend 1 sorcery point to "switch out" a Spell Known with another from the following list. Lasts until a short rest is completed.
    • 1st-Level: absorb elements, burning hands, catapult, grease

Sage Traits

  • Skills: Arcana, History
  • Languages: One of choice
  • Tools: Herbalist Kit
  • Researcher: If you do not know a piece of information, you often know where and from whom you can obtain it.

Feats

  • Alchemist: +1 Int • Proficiency and Expertise (Alchemist's supplies) • As an action, identify one potion within 5 feet; must see the liquid to use • During a short rest, may temporarily increase the potency of one healing potion of any rarity; must have alchemist's supplies and access to potion; when potion is drunk, maximize healing instead of rolling; lasts 1 hour.

Resources

  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • x

Equipment

Carried Equipment

  • In Hand: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Alchemist Formulary

Formulas in italics are those chosen for improved crafting, per the Natural Alchemist trait.

Common Formulas

  • Alchemical cosmetics kit: 25gp/kit. Fine quality alchemical cosmetics and remover; one kit lasts months.
  • Alchemical dye: 5gp/bottle (20 doses). Mix with vinegar and water to dye all manner of goods. Color chosen when created.
  • Alchemical glue: 10gp - 20gp/bottle (10 doses). Sets in one round; DC to break bond is based on price: DC 16 (10gp), DC 18 (15gp), or DC 20 (20gp).
  • Alchemical ink, black: 8gp/bottle. Strong, fine black ink; enough for writing hundreds of pages.
  • Cleaning agents: 1gp/bottle (5 doses). Simple, clean-smelling cleaning agents.
  • Drunkard's head remedy: 1gp/packet (5 doses). Dose added to hot water eliminates hangover, but causes extreme hunger.
  • Emetic elixir: 2gp/bottle (10 doses). Consuming causes vomiting (DC 10 Con save to avoid, +1 per round)
  • Hair dye: 1gp/packet (5 doses). Permanent alteration to hair color; may be created with catalyst to allow it to be washed out.
  • Pain relief elixir: 5gp/bottle (20 doses). Reduces pain and inflammation, and causes unconsciousness.
  • Scar and blemish remover ointment: 1gp/jar (10 doses). Long-term application removes discoloration and scars; short-term application causes bruises and other marks to fade.
  • Sleep aid elixir: 1gp/bottle (20 doses). Causes sleep, and disadvantage on Perception to notice disturbances in environment.
  • Smoke bomb: 25gp/bomb. When broken, creates 20' radius smoke, causing heavy obscurity for 5 minutes or until a wind of moderate or higher speed dissipates it.
  • Smokestick: 5gp/stick. Creates rising smoke in a 10' x 10' area; can determine the color of smoke at creation.

Uncommon Formulas=

  • Acid: 25gp/vial. As a ranged attack, a creature struck with contents of vial takes 2d6 acid damage.
  • Sleep Gas: 50gp/vial. Creates cloud of gas in 10' radius that lingers for 3 rounds. Creatures in area must make a Con save DC 13 or be affected by the gas, receiving the Stunned condition on the turn they are affected and then fall asleep at the end of their next action. They sleep for one minute, waking only from damage or someone taking an action to rouse them. If they aren't wakened at the end of one minute, they continue to sleep, but the sleep is normal.

Rare Formulas

  • Alchemical Salt: 15gp/pouch (10 doses). Can use for all normal salt functions, at 1/10th of normal amount, leaving no taste behind. One dose can dry out 5 foot by 5 foot area of wet ground or melt ice in same area. Creatures that have to stay wet to survive struck by a dose of alchemical salt (as a normal melee attack with the Finesse quality) take 2d4 necrotic damage.

Origin

  • x

Important Individuals

  • x