Friday, July 12, 2013

The Weekly Character: Tezla the Statichemist

Here we are again, it's time for another weekly character! This time we have a tricky little rummaging goblin as our guest :)


Tezla the Statichemist

Tezla is a 3 feet tall goblin, but he looks shorter because of his hunched pose. An alchemist with a knack for dabbling with electricity and old junk, Tezla has always looked for ways to overcome the need of magic knowledge when creating powerful items. He wears an helmet of his own creation, that he crafted after countless attempts (and failures). Although lacking the normal magical requirements for doing so, he finally succeeded and he constantly wears this static helmet (or Tezlhelmet, as he calls it).
Cunning and crafty, Tezla spends his time retrieving old junk from the slums and suburbs of the great city.
Mood: curious, proud of his inventions
Goals: crafting an electrical contraption the world won't be able to... forget.
What he loves: thunderstorms!
What he hates: washing himself (yup, that's bad for his fellow adventurers)

Tezla the Statichemist (CR 4) (15-point buy PC)
XP 1.600
Male Goblin alchemist 4
CN Small humanoid (goblinoid)
Init. +6; Senses Perception +8, Darkvision 60 ft.
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DEFENSE
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
pf 29 (4d8+8)
Fort +5, Ref +6, Will +2; +2 vs. poison
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OFFENSE
Speed 30 ft.
Melee masterwork sickle +4 (1d4-1)
Ranged sling +6 (1d3-1)
Special attacks alchemist bomb +6 9/day (2d6+3 fire or 2d6+3 electricity plus dazzled 1d4 rounds), precise bombs, shock bombs (see alchemist bomb, before)
Alchemist spells known (CL 4th, concentration +7)
2nd (2/day) - Levitate
1st (4/day) - Bomber's Eye, Crafter's Fortune (DC 14), Cure Light Wounds (DC 14), Disguise Self, Expeditious Retreat, Identify, Shield
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STATISTICS
Str 8 Des 14 Cos 12 Int 16 Wis 11 Cha 10
Base Atk +3; CMB +1; CMD 13
Feats Brew Potion, Extra Bombs, Improved Initiative, Throw Anything
Skills Appraise +8, Bluff +8, Craft (Alchemy) +10 (+14 to create item), Disable Device +8, Knowledge (Arcana) +9, Knowledge (Engineering) +7, Knowledge (Nature) +9, Perception +8, Ride +5, Stealth +9, Use Magic Device +7
Languages Common, Gnoll, Goblin, Orc
SQ mutagen, poison use, swift alchemy
Gear Studded leather, traveler's outfit, masterwork sickle, sling, pouch with 20 sling bullets, sack with components for extracts, potions and herbs, tezlhelmet (see below), leather gloves, portable alchemist lab, waterskin, wand of ghost sound (15 charges), 50 gp.

And here we have the stats for this new wondrous item, the Tezlhelmet. Feel free to use it or tinker with it if you want!

TEZLHELMET
Aura Faint abjuration; CL 3rd
Slot head; Price 4.000 gp; Weight 2 lbs.
DESCRIPTION
This weird metal helmet has screws of varied size bolted onto it; copper wires connect them in an intricate web. When hit by electricity, the helmet absorbs it and conveys its power to the wearer, boosting her senses and mental abilities.
The Tezlhelmet absorbs the first 2 points of electricity damage the wearer would suffer from any source, magical or nonmagical; when this happens, the wearer gains a +2 item bonus on all Wisdom and Intelligence-based checks for the next 1 minute. This bonus doesn't stack with itself.
CONSTRUCTION
Requirements Craft Wondrous Items, resist energyCost 2.000 gp

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