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20:33, 27th April 2024 (GMT+0)

Michael Schylar

Michael Schylar, Level 5 Reborn Alchemist, Constructor Tradition
Alignment: Neutral Good
Type: Humanoid, Size: Medium
Age: Born 18 years ago Height: 5'9" Weight: 160bs

Michael wears a leather vest over a light tan shirt with leather gloves that go up half his forearm. He wears leather pants with leather work boots. Several pouches are on his belt and he often wears a backpack when not in the lab.

Initiative: +5 (+3 Dex & +2 Scavenger Spine) Speed: 30ft  Vision: Normal
HP: 38/38  Hit Dice: 5*(1d8+2).
Base Stats:
STR 8(-1) DEX 16(+3) CON 14(+2) INT 18(+4) WIS 12(+1) CHA 8(-1)
AC: 15 (Studded Leather + 3 Dex) or 18 (Armored Scholar's Cap +2 [AC 15 + 3 Dex])
Prof Bonus: +3
Save Proficiencies: Con(3+2=5), Int(3+4+2[Armored Scholar's Cap]=9)
Immunities: Poison, Disease, Poisoned Condition (All due to Amulets)
Resistance: Poison (Racial)
Advantage: vs Disease, the Poisoned Condition, and Death saving throws
Str Melee/Thrown Mod: 3-1= +2 (Assuming proficient)
Dex Finesse/Ranged Mod: 3+3= +6 (Assuming proficient)
Spell DC: [8+3(Proficiency)+4(Int)+1(D.E.A.S.)]=16
Spell Attack: [3(Proficiency)+4(Int)+1(D.E.A.S.)]=+8

Armor Proficiencies: Light Armor
Weapon Proficiencies: Simple Weapons, Blowgun, Hand Crossbow, Net
Languages Spoken: Common, Gnomish, Ancient Common
Tool Proficiencies: Alchemical Supplies, Herbalism Kit, Tinker's Tools, Brewer's Tools, and Smith's Tools. Can use a Herbalism Kit as a spell focus. (Scavenger Spine enhances any toolkit in which Michael is proficient and grants a +2 bonus when using the arms to augment the usage of a toolkit he's proficient in, unless the check involves harvesting or scavenging in which case the bonus increases to +5.)
Trained Skills: Arcana [and Ancient Arcana] (Int: +9), Perception (Wis: +6 [+2 from Scavenger Spine)), Medicine (Wis: +4), Stealth (Dex: +6), Nature (Int: +9), History (Int: +9) [Int skills get a +2 from the Armored Scholar's Cap +2]
Feats Artificer Initiate (Cantrip: Shocking Grasp, 1st level spell: Shield 1/day free & use slots afterwards, Proficient in Herbalism Kit and can use that kit as a spellcasting focus for any spell which uses Intelligence as its spellcasting ability.)

Racial Abilities
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Deathless Nature. You have escaped death, a fact represented by the following benefits:
• You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
• You have advantage on death saving throws.
• You don’t need to eat, drink, or breathe.
• You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a Past Life. You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus (3), and you regain all expended uses when you finish a long rest.

Familiar's Name: Abe
Species:Library Automaton  (Small Construct)
Armor Class: 14 (Including +1 companion bonus)
Hit Points: 7/7 Hit Dice: 2d6 Speed: 30ft
Str 8 (-1), Dex 13 (+1), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 8 (-1)
Skills:History +4, Investigation +4
Senses: Darkvision 60ft, Truesight 10ft, Passive perception 11
Languages: Common, Machine Speech (Telepathy 120ft with other beings that can speak Machine Speech)
Extra-Dimensional Book Repository. A small door on the chest of the library automaton opens into an extra‑dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like. [Michael stores his Forumla book(s) in Abe's repository.]
Familiar: While Abe is within 100ft of Michael, they can communicate telepathically with each other. While Abe and Michael are within a mile of each other, Michael can sense what Abe senses as an action.
Actions
Gaze of Confusion. The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect. [This counts as an attack action, so it can't normally be used as a familiar.]
Bibliotelekinesis. This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.

As a Familiar companion: Abe acts independently of Michael and in combat uses Michael's initiative and acts immediately after Michael. Abe can't use an action to attack but can take other actions as normal.
Also, when Abe is within 100ft of Michael and Michael casts a spell with the range of touch, Abe can deliver the spell as if he had cast the spell using his reaction action. (If the spell requires an attack roll or spell save DC, Michael's attack roll, or spell save DC, is used.)

Constructed Companion Name: Don(atello)
Medium Construct with a crude humanoid form
Armor Class: 17 {14+PB (Natural Armor) [This already includes the normal house rule bonus AC for companions.)}
Hit Points: 31/31 2 + Your Intelligence Modifier + five times your alchemist level (The companion has a number of Hit Dice [d8s] equal to your alchemist level.)
Speed: 30ft.
Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 10 (0), Wis 12 (+1), Cha 6 (-2)
Senses: Darkvision 60ft., passive Perception 14 (11 + PB)
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Exhaustion, Poisoned
Languages: Understands the languages you speak, plus knows and can speak Ancient Common
     Proficiency Bonus (PB) equals your Proficiency Bonus.
Constructed Bond: You can add your Proficiency Bonus to any ability check or saving throw that the companion makes, except for Investigation checks which add twice your Proficiency Bonus.
Constructed Assistant: The companion has integrated equipment that assists your work in crafting or repairing items. Your proficiency bonus is doubled for any ability check you make to craft or repair an item and the companion is in the vicinity and able to assist you.
Actions
Burning Acid. Melee or Ranged Weapon Attack: +8 (Your spell attack modifier to hit), reach 5ft or range 60ft., one target you can see. Hit: 1d4+3 (PB) acid damage plus 1d4 fire damage. A flammable object hit by this attack ignites if it is not being worn or carried.

Artificer Class Features:
Constructor Tradition Features

Formulas Intelligence is your spellcasting ability. Uses Thieves' tools or artisan's tools as a spell focus. (Must be proficient with the tool to use it as a focus.) After gaining the Infuse Item feature, any item bearing one of your infusions will also count as a spellcasting focus for you.
Cantrips Known: (Unlimited Use)
Feat: Shocking Grasp (+8, 2d8+1 Electricity, advantage vs targets wearing metal or made of metal. On hit target can't take reactions)
1. Mending
2. Firebolt (+8, 2d10+1 Fire, can set items on fire, range 120ft.)
3. Guidance
4. Ray of Frost (+8, 2d8+1 Cold & -10ft speed until the start of Michael's next turn, range 60ft.)

Mixture Slots: 1st Level 4/4 2nd Level 3/3 3rd Level 2/2
Prepared Spells (Can change these when finishing a long rest by studying your formula book and prepping vials, censures, tablets, wands, etc.. for at least 1 minute per formula level for each formula on your list that is changing.)
Ritual Casting: You may cast an alchemist mixture as a ritual if it has the ritual tag and that formula is in your formula book. You do NOT need to have the formula prepared nor do you need to expend a mixture slot.
Known Mixtures (in Formula Book)
1st Level: Find Familiar (Ritual), Cure Wounds, Absorb Elements, Sleep, Alarm (Ritual), Mage Armor, Faerie Fire, Silent Image, Detect Chaositech (Ritual), Burning Hands, Disguise Self, Scentless (TotOM), Chromatic Orb, Identify (Ritual), Identify Device (Ritual), Tashas’ Caustic Brew, Snare, Purify Food and Water (Ritual), Inflict Wounds, Ice Knife, Fog Cloud, Entangle, Detect Magic (Ritual), Comprehend Languages (Ritual), Magic Missile, Feather Fall
2nd Level: Dragon's Breath, Invisibility, Shatter, Hold Person, Maximilian’s Earthen Grasp, Web, Phantasmal Force, Mirror Image, Suggestion, Kinetic Jaunt, Vortex Warp, Protection from Poison, Locate Animals or Plants (Ritual), Locate Object, Rime's Binding Ice
3rd Level: Stinking Cloud, Water Breathing (Ritual), Erupting Earth, Hypnotic Pattern, Counterspell, Dispell Magic, Slow, Gaseous Form, Ashardalon's Stride, Protection from Energy
Constructor Bonus Formulas (Added to book automatically but must be prepared normally.)
2nd Level: Instant Snare, Arcane Lock, Find Traps, Knock
3rd Level: Tiny Servant, Leomund’s Tiny Hut (Ritual), Fly, Water Walk

Prepared Mixtures: (Intelligence modifier + your alchemist level) [4+5]
Feat: Shield
1. Cure Wounds
2. Absorb Elements
3. Web
4. Faerie Fire Disguise Self
5. Dragon's Breath
6. Vortex Warp
7. Rime's Binding Ice
8. Protection from Energy
9. Hypnotic Pattern

Extend Supplies
Starting at 2nd level, whenever you use downtime to create items using an alchemist kit (items determined by your DM, but typically include alchemist fire and acid) you create a number of items equal to your proficiency bonus instead of a single item. This ability does not apply to poisons or items created using an herbalist kit, such as antitoxin and potions of healing.

Constructed Companion
At 3rd level, you craft a constructed companion with your alchemical supplies. It ‘functions’ like the Primal Beast of a Ranger or a Steel Defender of a Battle Smith Artificer. If the Mending spell is cast on the companion, it regains 2d6 hit points. If it has died within the last hour, you can use an action to revive it, provided you have your alchemical supplies, are within 5 feet of it, and you expend a spell slot of 1st level or higher. The companion returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new constructed companion with your alchemical supplies if you desire. If you already have a companion from this feature, the first one immediately perishes. The companion also perishes if you die. In combat, the companion shares your initiative count and takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action unless you take a bonus action on your turn to command it to take another action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
If the Alchemist also decides to acquire a soul companion or a familiar then a clockwork familiar, a Swarm of Sootlings, or a Homunculus can be acquired through the Find Familiar or Soul Companion spells/rituals.


Background: Guild Artisan (Alchemist)
Feature: Hermit's Discovery (Ancient Arcana knowledge for full proficiency bonus on Arcana checks)

Reborn Origins: Michael was 'healed/resurrected' via ancient arcana but something went wrong with the process.
Traits:
Lost Memory: Michael has no memories from before he was 6 years old. However Michael recalls a physically painful childhood moment from when he was six, in which he was ill and possibly dying, he recalls hearings a strange voice saying 'nothing I can do can save his life, before his parents kick the stranger out saying, "Then we'll find a way to save him on our own." Also when he and those with him found Elric, he faintly remembered being in a similar place before although he knows that should have been impossible. (His parents took his dying body to an ancient arcana tech facility that they used to 'heal' him, even if it cost him his early childhood memories.)
Ideals:
Bond:
Flaw:

Armor: AC 15 (18 with Mage Armor)
Studded Leather (13lbs)

Attacks:
Shock Dagger (+6 to hit, 1d4+3 piercing dmg, melee or thrown 20/60, 2lb)
Short Repeater with Arcane Accelerator (+5 to hit at normal/+3 to hit at long range,  1d10+3 Piercing damage, 50/150 [no prof. bonus at long range] 7/7 magazine 6lbs) -Left at Schylar Estate
Flingstone Staff (+7 to hit, 1d8+Int magical bludgeoning in melee, or 1d6+Int magical bludgeoning, or as per 'thrown item' as ranged 45/180ft.)
Enchanted Oorgolian Slug Thrower (+7 to hit, 120ft range, 2d10+4 piercing damage, counts as magical damage, depletion check is 1 in 1d20 per attack. Inflicts only 1d10+4 damage while depleted. Recharges to normal after a rest.) 3lbs.
Scavenging Spine's Nanite Scaffolding (Uses Intelligence instead of Strength or Dexterity with an enchantment bonus equal to 1/2 prof bonus rounded down: +7 to hit, 2d4+5 bludgeoning, piercing, or slashing damage. Has the Light, Natatorial, finesse, special, and High-critical properties. The special property is that this melee attack ignores any resistance or immunity to piercing or slashing damage.)
Enchanted Launcher (DC 15 Dex save to hit a target. The range to inflict damage is 500ft, max range to project an item is 1,000ft. Base damage is 5d8 bludgeoning and a 1 in 1d20 chance to deplete, while depleted, the damage is reduced to 5d4. Recharges to normal after a rest. Will also inflict the damage of whatever item is launched out of the launcher.) 3lbs.

Equipment: (Weight Carried: 33/120lbs)
Dormant Enchanted Alchemical Supplies (Counts as a spell focus, see Ancient Wounds Narrator Desc.)
Amulet of Proof Against Poison
Periapt of Health
Armored Scholar's Cap +2 (See Ancient wounds Narrator Desc.)
All-Purpose Tool+0 (Can use the Herbalism Kit components as a spell focus, 1lb)
Component Pouch (2lb)
Explorer's Pack [5lb] Can carry 30lbs with 15 strapped to outside. (All of the contents of this backpack are stored in the group's quarters in the Schylar estate so only the 5lbs of the backpack are actually carried)
Nature Lore Book (The Book on Nature Lore is stored in Abe's Extra-Dimensional Book Repository.)
Michael's Formula Book (Stored in Abe's Extra-Dimensional Book Repository.)
Set of Fine Clothes (Schylar work 'uniform', 6lb)
Ammunition Belt loaded with 30 Caseless Carbine Bullets (1.8 lb, each Carbine Bullet is 0.06lb and the belt has negligible weight.) -Left at Schylar Estate
2 Belt Pouches (0.5lb each)
Letter of Introduction from the Alchemist's Guild
Ptolus Firearm Permit
Signet Ring (Schylar Family)
Scroll of Pedigree (Schylar Family)
Healer's Kit (3lb)
12gp, 3sp left over.

Left at 'home' from the explorer's pack (44lbs): a bedroll (7), a mess kit (1), a tinderbox (1), 10 torches (10), 10 days of rations (10), and a waterskin (5). The pack also has 50 feet of hempen rope (10) strapped to the side.