Saturday, October 14, 2017

Ship's Medic (Goliath Alchemist)

Suggested by a friend of mine, there is apparently an NPC that's going to be present on the ship our characters are imprisoned on. She specified the race, class and specialization, but she didn't specify backstory or personality. As I recall, we've been captured by a group analogous to the East India Company. I am going to go ahead and run the character as a sailor representing their position on a sky-ship. However, Goliath already gives Athletics as a skill, so I will be adding a different skill in for the background.

I am using the Artificer from Unearthed Arcana. I tried to download the version WotC put on the Dungeon Master's Guild, but every download I've done has come out a bit corrupted and won't open. I'm hoping they're essentially the same since the DMG entry is marked as the Unearthed Arcana Artificer class. 

For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.

1st Level Goliath Alchemist
Str: 14
Dex: 11
Con: 15
Int: 15
Wis:13
Cha: 10

HP: 10
AC: 14
Save DC: 12
Speed: 30 ft

Proficiency Bonus: +2

Natural Athlete
Stone's Endurance
Powerful Build
Mountain Born

Armor Proficiencies: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: Navigator's Tools, Vehicles (Air)
Saving Throws: Thieves' Tools, Alchemist Kit, Healer's Kit
Languages: Common, Giant

Proficient Skills
Arcana (Artificer) +4
Athletics (Goliath) +4
Investigation (Artificer) +4
Medicine (Artificer) +3
Perception (Sailor) +3
Survival (Sailor) +3

Background: Sailor

Artificer Specialist: Alchemist
Magic Item Analysis
Alchemist's Satchel
Alchemical Formula: Alchemical Acid, Achemical Fire, Healing Draught

Equipment
Scale Mail

Reasoning: I considered Nature for the replacement of Athletics due to the idea that a sailor would be familiar with the interplay of weather and the like, but I decided the medic would be more concerned with how to survive in the wild in case of being stranded, especially if they also had people to take care of. Healing Draught was the clear winner of the various choices in formula to be chosen first though I will note that the alchemist Artificer does end up with all the available formulas so it's a matter of which one they choose first rather than which ones they choose. I have some high Constitution due to being a goliath and that's going to add to their survivability. My assumption is that they will go with the medium armor due to having only moderate Dexterity.

2nd to 5th Level


2nd Level - Wondrous Invention: Bag of Holding, Tool Expertise, +7 HP (17)

3rd Level - Alchemical Formula: Smoke Stick, Spellcasting, +7 HP (24)
Spells: Cure Wounds, False Life, Sanctuary

4th Level - Ability Score Improvement: Medic, Infuse Magic, +7 HP (31)
Spell: Jump


5th Level - Proficiency Bonus: +3, Superior Attunement, Wondrous Invention: Alchemy Jug, +7 HP (38)

Reasoning: Bag of Holding is just very useful to any particular adventurer and in this case allows the carrying of large amounts of healer's kits or health potions. The Smoke Stick formula was chosen for its utility to serve as a signal to others. The Medic feat really helps out the efficiency of a short rest and applies expertise to the Medicine skill. The spells chosen focus on healing, mobility, and Survival. Goliaths have good Strength and natural Athletics, which makes the use of Jump very nice. Sanctuary in combination with the goliath's high Constitution, Stone's Endurance, and the medium armor is going to maximize their ability to stay on their feet helping other people. False Life also adds a little bit of that as well, adding just a little bit more HP.  Robe of Useful Items is very useful, but it's more useful to exploration. Alchemy Jug allows production of a lot of different liquids that can be used for various purposes and might be able to be applied to crafting emergency healer kits when supplies are low. Plus it makes beer, honey, mayonnaise, and wine which I understand some people are fond of. (Personally, I'm only really fond of honey.) I also upgraded to breastplate.

5th Level Statistics


5th Level Goliath Alchemist
Str: 14
Dex: 11
Con: 15
Int: 15
Wis:14
Cha: 10

HP: 38
AC: 14
Save DC: 13
Speed: 30 ft

Proficiency Bonus: +3

Natural Athlete
Stone's Endurance
Powerful Build
Mountain Born

Armor Proficiencies: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: Navigator's Tools, Vehicles (Air)
Saving Throws: Thieves' Tools, Alchemist Kit, Healer's Kit
Languages: Common, Giant

Proficient Skills
Arcana (Artificer) +5
Athletics (Goliath) +5
Investigation (Artificer) +5
Medicine (Artificer) +8
Perception (Sailor) +5
Survival (Sailor) +5

Background: Sailor

Feat: Medic

Artificer Specialist: Alchemist
Magic Item Analysis
Alchemist's Satchel
Alchemical Formula: Alchemical Acid, Achemical Fire, Healing Draught, Smoke Stick
Wondrous Invention: Alchemy Jug, Bag of Holding
Tool Expertise
Spellcasting
Infuse Magic
Superior Attunement (4 Items)

Spell Slots: 3 (1st)

1st Level Spells: Cure Wounds, False Life, Jump, Sanctuary

Equipment
Breastplate

6th to 10th Level


6th Level - Mechanical Servant: Giant Eagle, +7 HP (45)

7th Level - +7 HP (52)
Spell: Lesser Restoration

8th Level - Ability Score Improvement: +1 Int and +1 Con, +15 HP (67)
Spell: Enhance Ability

9th Level - Proficiency Bonus +4, Alchemical Formula: Swift Step Draught, +8 HP (75)

10th Level - Wondrous Invention: Heward's Handy Haversack, +8 HP (83)
Spell: Aid

Reasoning: I chose the stats of the Giant Eagle because of the fly speed. A large beast is enough to act as a mountain for a medium creature and despite their size, goliaths are classed as medium. My other options were the Giant Bat and the Giant Vulture. Somewhat familiar with the capabilities of Giant Vultures and looking at their HP, I predicted it would die...a lot. But, yes, the purpose here is to get a mechanical flying mount at 6th level. In a campaign in a standard setting without endless open void to fall into, I'd consider basing stats on the Allosaurus (CR 2 Large Beast) for protection and mount purposes. Swift Step Draught is the next formula because of how it improves a person's mobility which is helpful both as a medic and to help others around them. For spells, I went with Lesser Restoration first because it can correct damage. Enhance Ability was chosen for the idea that it would improve Saving Throws, but it doesn't do that, it stays in because it does provide advantage on rolls and can be used to provide increased HP as well. Aid provides increased maximum hit points as well, preventative measures are always pretty decent. I chose Handy Haversack after seriously considering Eye of Minute Seeing, but the Haversack is basically a much better organized and more efficient Bag of Holding. Combining two extra-dimensional storage items on a goliath makes for an insane amount of carrying capacity. All the potions and all the healer kits ever. I also upgraded to half-plate.

10th Level Statistics


10th Level Goliath Alchemist
Str: 14
Dex: 11
Con: 16
Int: 16
Wis:14
Cha: 10

HP: 83
AC: 15
Save DC: 15
Speed: 30 ft

Proficiency Bonus: +4

Natural Athlete
Stone's Endurance
Powerful Build
Mountain Born

Armor Proficiencies: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: Navigator's Tools, Vehicles (Air)
Saving Throws: Thieves' Tools, Alchemist Kit, Healer's Kit
Languages: Common, Giant

Proficient Skills
Arcana (Artificer) +7
Athletics (Goliath) +6
Investigation (Artificer) +7
Medicine (Artificer) +10
Perception (Sailor) +6
Survival (Sailor) +6

Background: Sailor

Feat: Medic

Artificer Specialist: Alchemist
Magic Item Analysis
Alchemist's Satchel
Alchemical Formula: Alchemical Acid, Achemical Fire, Healing Draught, Smoke Stick, Swift Step Draught
Wondrous Invention: Alchemy Jug, Bag of Holding, Heward's Handy Haversack
Tool Expertise
Spellcasting
Infuse Magic
Superior Attunement (4 Items)
Mechanical Servant: Giant Eagle

Spell Slots: 4 (1st) 3 (2nd)

1st Level Spells: Cure Wounds, False Life, Jump, Sanctuary
2nd Level Spells: Aid, Enhance Ability, Lesser Restoration

Equipment
Half-Plate

11th to 15th Level


11th Level - +8 HP (91)
Spell: Rope Trick

12th Level - Ability Score Improvement: Healer, +8 HP (99)

13th Level - Proficiency Bonus +5, +8 HP (107)
Spell: Revivify

14th Level - Alchemical Formula: Thunderstone, +8 HP (115)
Spell: Haste

15th Level - Superior Attunement, Wondrous Invention: Broom of Flying, +8 HP (123)

Reasoning: Rope Trick provides a safe place to rest for an hour, enough time for some emergency care. Revivify is of course a must have as a healer. Haste once again focuses on increasing movement as well as the ability to treat people. Healer provides another substantial healing option beyond the Healing Draught and the Cure Wounds spell. Like Healing Draught, it can only be used on each person once per rest, but it still increases the number of healing resources available to the character. Despite having taken a Mechanical Giant Eagle mount, I went ahead with the Broom of Flying as the Wondrous Invention as this way they can put a patient on the Eagle and use the Broom for themselves. The other options for the invention at level 15 weren't as useful to the character. Thunderstone was the next chosen alchemical formula for both defensive and signalling purposes.

15th Level Statistics


15th Level Goliath Alchemist
Str: 14
Dex: 11
Con: 16
Int: 16
Wis:14
Cha: 10

HP: 123
AC: 15
Save DC: 16
Speed: 30 ft

Proficiency Bonus: +5

Natural Athlete
Stone's Endurance
Powerful Build
Mountain Born

Armor Proficiencies: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: Navigator's Tools, Vehicles (Air)
Saving Throws: Thieves' Tools, Alchemist Kit, Healer's Kit
Languages: Common, Giant

Proficient Skills
Arcana (Artificer) +8
Athletics (Goliath) +7
Investigation (Artificer) +8
Medicine (Artificer) +12
Perception (Sailor) +7
Survival (Sailor) +7

Background: Sailor

Feat: Healer, Medic

Artificer Specialist: Alchemist
Magic Item Analysis
Alchemist's Satchel
Alchemical Formula: Alchemical Acid, Achemical Fire, Healing Draught, Smoke Stick, Swift Step Draught, Thunderstone
Wondrous Invention: Alchemy Jug, Bag of Holding, Heward's Handy Haversack, Broom of Flying
Tool Expertise
Spellcasting
Infuse Magic
Superior Attunement (5 Items)
Mechanical Servant: Giant Eagle

Spell Slots: 4 (1st) 3 (2nd) 2 (3rd)

1st Level Spells: Cure Wounds, False Life, Jump, Sanctuary
2nd Level Spells: Aid, Enhance Ability, Lesser Restoration, Rope Trick
3rd Level: Haste, Revivify

Equipment
Half-Plate

16th to 20th Level


16th Level - Ability Score Improvement: +2 Int, +8 HP (131)
Spell: Blink

17th Level - Proficiency Bonus +6, Alchemical Formula: Tanglefoot Bag, +8 HP (139)

18th Level - Ability Score Improvement: Tough, +44 HP, (183)

19th Level - +10 HP (193)
Spell:  Death Ward

20th Level - Soul of Artifice, Wondrous Invention: Gloves of Missile Snaring, +10 HP (203)
Spell: Otiluke's Resilient Sphere

Reasoning: Blink is an amazing defensive spell that is not concentration, it just has a flat 1 minute duration, and has a 50% chance of taking you out of the normal line of fire at the end of each of your turns while bringing you back into the situation for your own turn. If the healer can't be targeted they are just that much more able to keep people on their feet. Death Ward is a wonderful last ditch contingency spell to cast on people. Otiluke's Resilient Sphere allows for creating some emergency shelter on the battlefield. Hamster ball mode is as useful for wreaking havoc as is using the sphere to contain someone. The last formula available is the Tanglefoot Bag, so that's what is taken. I made the unusual decision not to max out the Artificer's primary stat here. I almost left it at 16 because there really isn't much that they need Save DC for, then I remembered that Sanctuary and the Alchemical Formulas use it. I did take Tough, however, to further take advantage of the goliath's native Constitution by increasing hit points just barely past 200 in the last level. I almost took Wings of Flying as the level 20 invention, which would have given them 3 sources of flight. In the end, I decided to add a bit more to the survivability instead and take the gloves of missile snatching.

20th Level Statistics


20th Level Goliath Alchemist
Str: 14
Dex: 11
Con: 16
Int: 18
Wis:14
Cha: 10

HP: 203
AC: 15
Save DC: 18
Speed: 30 ft

Proficiency Bonus: +6

Natural Athlete
Stone's Endurance
Powerful Build
Mountain Born

Armor Proficiencies: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: Navigator's Tools, Vehicles (Air)
Saving Throws: Thieves' Tools, Alchemist Kit, Healer's Kit
Languages: Common, Giant

Proficient Skills
Arcana (Artificer) +10
Athletics (Goliath) +8
Investigation (Artificer) +10
Medicine (Artificer) +14
Perception (Sailor) +8
Survival (Sailor) +8

Background: Sailor

Feat: Healer, Medic, Tough

Artificer Specialist: Alchemist
Magic Item Analysis
Alchemist's Satchel
Alchemical Formula: Alchemical Acid, Achemical Fire, Healing Draught, Smoke Stick, Swift Step Draught, Tanglefoot Bag, Thunderstone
Wondrous Invention: Alchemy Jug, Bag of Holding, Heward's Handy Haversack, Broom of Flying, Gloves of Missile Snatching
Tool Expertise
Spellcasting
Infuse Magic
Superior Attunement (6 Items)
Mechanical Servant: Giant Eagle
Soul of Artifice

Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 1 (4th)

1st Level Spells: Cure Wounds, False Life, Jump, Sanctuary
2nd Level Spells: Aid, Enhance Ability, Lesser Restoration, Rope Trick
3rd Level: Blink, Haste, Revivify
4th Level: Death Ward, Otiluke's Resilient Sphere

Equipment
Half-Plate

Some 5e Builds

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