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Kevoth-Kul

Feliks's page

103 posts. Alias of MisterLurch.


Full Name

Feliks Jaggael

Race

Half-Giant

Classes/Levels

Alchemist (Vivisectionist/Beastmorph) 2 [HP 20/20 | AC 13/10/13 | Fort +5, Ref +3, Will +1 | Init +6; Perception +5]

Gender

Male

Size

7'5" 318 lbs

Age

26

Alignment

Lawful Neutral

Languages

Common, Giant, Infernal

Strength 19
Dexterity 10
Constitution 15
Intelligence 16
Wisdom 10
Charisma 11

About Feliks

Physical Description:
Though very tall and very heavily muscled, Feliks is does not seem to be a warrior at first glance. His bright blue eyes bear a permanent squint from long hours writing by candle light and the many noxious fumes produced by his craft. His hair, though neatly trimmed and held back by a leather thong, is a dull, lifeless brown. Though he bears a morningstar and crossbow of nearly preposterous size, and wields them as easily as a willow switch, he seems more at home behind a writing desk or lab table than out in the world traveling and adventuring.

Combat Statistics:
Hit Dice: 2d8+4
Hit Points: 20
Initiative: +6 = 0(dex) +2(reactionary) +4(improved initiative)
Armor Class: 13 =10(base) +3(studded leather armor) +0(Dex)
Touch AC: 10
Flat-Footed AC: 13
Speed: 30ft
Senses: +5 Perception, Low-Light Vision

Fortitude: 5 =3(class) +2(con)
Reflex: 3 =3(class) +0(dex)
Will: 1 =0(class) +0(wis) +1(trait)
+2 vs. fire, poison, divination

BAB: +1
CMB: +5
CMD: 15

Attacks:
Large Morningstar: +5 melee (2d6+4, x2, B&P)
Large Light Crossbow: +1 ranged (2d6, 19-20/x2, 80ft., P)
Using Mutagen:
Large Morningstar: +7 melee (2d6+6, x2, B&P)
Claw (as primary): +7 melee (1d6+6, x2, S)
Bite (as primary): +7 melee (1d8+6, x2, S)
Claw (as secondary): +2 melee (1d6+3, x2, S)
Bite (as secondary): +2 melee (1d8+3, x2, S)

Alchemist Abilities:
Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).

Mutagen: At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Discoveries: At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Level 2: Feral Mutagen

Poison Resistance: At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use: Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Torturer's Eye: At 2nd level, a vivisectionist adds Deathwatch to his formula book as a 1st-level extract.

Half-Giant Racial Traits:
Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.

Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light.

Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.

Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Survivor: Half-giants gain a +4 racial bonus to Survival checks.

Feats/Traits:
Traits:
Trait: Reactionary (+2 to initiative)
Trait: Adopted (Human - May take a human Racial trait)
Human Trait: Carefully Hidden (+1 on will saves, +2 to save vs. Divination)

Feats:
Alchemist Bonus: Brew Potion
Alchemist Bonus: Throw Anything
Level 1: Improved Initiative

Skills:
+10 Craft (alchemy): 2(ranks) +3(int) +3(trained) +2 (class)
+8 Craft (calligraphy): 2(ranks) +3(int) +3(trained)
+7 Knowledge (arcana): 2(rank) +3(int) +3(trained)
+7 Knowledge (nature): 2(rank) +3(int) +3(trained)
+5 Perception: 2(ranks) +0(wis) +3(trained)
+5 Profession (scribe): 2(ranks) +0(wis) +3(trained)
+8 Spellcraft: 2(ranks) +3(int) +3(trained)
+9 Survival: 2(ranks) +0(wis) +3(trained) +4(racial)
+5 Use Magic Device: 2(ranks) +0(chr) +3(trained)

Equipment/Money:
Money:
25 gp
7 sp
cp

Worn/Carried:
Explorer's Outfit
Large Light Crossbow
Large Morningstar
Crossbow Bolts (20)
Chain Shirt
Waterskin
Backpack

  • Bedroll
  • Iron Pot
  • Mess Kit
  • Rope (50)
  • Torches (10)
  • Trail Rations (5 days)
    Belt Pouch
  • Flint and Steel

    MW Artisan Tools (carpentry)
    MW Artisan Tools (calligraphy)
    Alchemy Crafting Kit
    Portable Alchemist Lab
    Vial of Ink (4)
    Inkpen (10)
    Paper (50)
    Parchment (50)
    Scroll Case (3)
    Journal (2)
    Sealing Wax (1lb)
    Soap (1/2 lb)
    Explorer's Outfit (3)
    Waterproof Bag (3)
    Vial (10)
    Scroll Box
    Bandolier
    Hammock
    Sunrod (10)

    Heavy Horse
    Bit and Bridle
    Military Saddle
    Saddlebags

    Light Horse
    Pack Saddle
    Animal Feed (10 days)

    Carrying Capacity:
    Light Load: 116 lbs
    Medium Load: 233 lbs
    Heavy Load: 350 lbs
    Maximum Lift: 700 lbs
    Drag: 1750 lbs

  • Backgound:
    Feliks has always been big. He cherishes his earliest memories, ones in which he can vaguely remember being held and loved. He assumes they are memories of his family, but he cannot remember them clearly enough to tell. As long as his clear memories go back, he served Achar. Achar was a minor functionary on the borders of mighty Cheliax. His official position was that of scribe and notary, but his true role was alchemist and poisoner. Achar was a cruel master, and it was not uncommon for him to strike his ‘assistants’ for making mistakes; mistakes he most likely caused in order to have an excuse to beat someone. His least favorite apprentices would be tasked with the worst and smelliest and most dangerous tasks, and Feliks was never well liked by Achar. Feliks bears many small scars from chemical burns, and many more from Achar’s lash. Though he had a fair hand at calligraphy and illuminating, Feliks’ true talent lay in the mixing of chemicals and poisons.

    Feliks also had a keen curiosity about living creatures, their anatomy, and in the case of the more fantastic creatures, how they had the powers they had. He spent all his rare free time looking through books and stories on these topics, and experimenting with his ‘alchemy lab’ made of salvaged and scavenged cast off from Achar’s own tools.

    Feliks may have grown to adulthood in this way, but fate was not to be so kind. At the age of 12, Achar discovered Feliks’ secret ‘alchemy lab’ and, though it caused no harm and posed no threat to Achar, the cruel man seized upon the opportunity to hurt the boy. Perhaps Feliks had reached his breaking point. Perhaps he had come to realize that he was now bigger and stronger than Achar. Regardless, as Achar’s arm flexed for another stroke of the lash, Feliks’ dagger sank home between Achar’s ribs. A hot rush of blood. A twist of the knife. Achar fell to the stone, as lifeless as they were.

    The crime was discovered, and Chelish ‘justice’ was to be served upon Feliks. He stood on the gibbet, the hangman’s noose around his neck when a very small paladin and a striking woman rode into Feliks’ field of view. Though it seemed that the Chelish were to execute a young man, Allura saw the truth; Feliks was not a man by any measure and the black-hooded man was about to hang a child. Unable to simply witness yet another Chelish atrocity, she lashed out with her magic, and the Halfling joined the fray.

    Knowing they could not leave Feliks in Cheliax, for he would be twice damned there now, Allura and Colewin took him along when they left.

    For nearly a decade, Feliks has served as an apprentice alchemist to a much kinder master. Allura stopped by to check on Feliks many times over the years, and Feliks has never forgotten that it was Allura who saved his life. It was she who struck first all those years ago. When she offered to Feliks the opportunity to join the Silver Shields, he did not hesitate. And with old Tobias’ blessing, he packed his few belongings and set out to the headquarters of the Silver Shields.


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