Consortium Agent

Greyston Fenris's page

956 posts. Alias of Ictoo.


Full Name

Greyston Fenris

Race

Elf

Classes/Levels

Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

Gender

Male

Size

6'1

Age

119

Alignment

CG

Strength 10
Dexterity 14
Constitution 12
Intelligence 22
Wisdom 14
Charisma 8

About Greyston Fenris

Male elf alchemist (chirurgeon)
CG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +17

Defense:

--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 80 (11d8+22)
Fort +9, Ref +13, Will +7; +2 vs. enchantments, +4 bonus vs. poison
Defensive Abilities fortification 25%; Immune sleep

Offense:

--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +8/+3 (1d4/19-20)
Ranged bomb +15/+10 (6d6+8 fire) or
sling +14 (1d4+1) or
tanglefoot bomb +15/+10 (entangle)
Special Attacks bomb 20/day (6d6+7 fire, DC 22)
Spell-Like Abilities (CL 11th; concentration +10)
1/day—comprehend languages, detect magic, detect poison, read magic
Alchemist (Chirurgeon) Extracts Prepared (CL 11th; concentration +18)
4th—breath of life (DC 21), greater false life UM, greater invisibility
3rd—cure serious wounds (2), fly, heroism, lightning lash bomb admixture UC, protection from energy
2nd—cat's grace , cure moderate wounds , cure moderate wounds (3), see invisibility
1st—crafter's fortune APG (DC 18), cure light wounds , cure light wounds (2), endure elements , reduce
person (DC 18), shield

Statistics:

--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 24, Wis 12, Cha 8
Base Atk +8; CMB +8; CMD 23
Feats Brew Potion, Concentrated Splash, Extra Bombs APG, Extra Discovery APG, Extra Discovery APG, Point-
Blank Shot, Precise Shot, Skill Focus (Heal), Throw Anything
Traits adaptive magic, pragmatic activator
Skills Climb +4, Craft (alchemy) +21 (+32 to create alchemical items), Disable Device +17, Fly +17, Heal
+21, Knowledge (arcana) +22, Knowledge (nature) +21, Perception +17, Spellcraft +21, Survival +14, Swim
+4, Use Magic Device +22; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnoll, Gnome, Goblin, Orc
SQ alchemy (alchemy crafting +11), anaesthetic, discoveries (explosive bomb, fast bombs, glitterbomb,
immolation bomb UC, precise bombs [7 squares], preserve organs UM, tanglefoot bomb UM), infused curative,
mutagen (+4/-2, +2 natural armor, 110 minutes), swift alchemy
Combat Gear mutagenAPG, alchemist's fire (2); Other Gear lamellar (leather) armor UC, dagger, sling,
admixture vial UE, belt of incredible dexterity +2 , cloak of resistance +1 , headband of vast intelligence +2 ,
alchemist's kit UE, thieves' tools, 10,028 gp

Special Abilities:

--------------------
Special Abilities
--------------------
Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing
drugs
He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the
patient (such as extracting a barb) only
Bomb 6d6+7 (20/day, DC 22) (Su) Thrown Splash Weapon deals 6d6+7 fire damage.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Concentrated Splash You may choose to forgo splash damage to increase direct damage by 50%.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Fortification 25% You have a chance to negate critical hits on attacks.
Glitterbomb (DC 22) Benefit: The bomb covers all creatures within its area (including targets of splash
damage) in a cloud of golden particles, visibly outlining invisible things for 1 round/level. Creatures in the
area may make Reflex saves (DC = 10 + 1/2 the a
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the
direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's
effect lasts for a number of rounds equal to the number of damage d
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and
can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any
or all of his infused curatives inert and prepare othe
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 22) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 110
minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 7 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the
chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25%
chance that the critical hit or sneak attack is negated and damag
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against
the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag
(see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Description:

He dressing in a black button up coat, more in tune of what he used to wear in the lab. While there is no need to wear it anymore he feels it gives him some superiority over others a way to stand out from the crowed and command their attention. Always carrying a satchel around with him containing his many alchemical supplies .

He has long black hair that he ties up and always keeps his face clean shaved.

Background:

Greyston was born with the world in front of him, born to a world of riches and never needing for anything. His mother a brilliant composer and his father a master of a arcane arts.

Sent to the best schools, given all he ever needed with all the expectations that followed. He would follow his father into the long line of Arcane wielders of the family. Working with all the communities of Oppara this family were ambassadors learning to study magic and languages that would help in this role.

As was expected of him he was betrothed at an early age Emily was her name, elf's living so long he spent a lot of time to know this woman he was meant to marry. They grew to become close friends and then even lovers as Greystons studies progressed he started to spend a lot of time not on the arts of magic but more on the alchemical nature of things, brewing potions and also drugs. He would hear a lot about the evils of drugs when his father would have parties with the local judges and police but it fascinated him how a substance could change how the brain worked, how it could affect the way you could perceive the world.

So he spent less time on his academic studies and more on this new world, he would buy and then try and synthesis drugs spending days in drug fuelled hazes. He even went as far as to convince Emily to do it with him. He was so excited for her while also wanting to make sure she was ok he said he would watch her, but the craving kicked in and he also doused himself. Waking up hours later to find Emily not waking up he took her to the nearest infirmary the scandal this generated was huge his father found out very quickly and took him and Emily away and tried to pay off the healers to keep it quiet. Greyston can still remember the look of disgust as he took Emily from him and got a doctor.

In that one moment he lost it all, his parents disowned the gossip would never end. His love while saved from the overdose was taken away never to see him again his and her parents saw to that, not wanting anything to happen if they were to see each other again they might not be so luckily next time.

So with nothing left, his name dragged through the gutter reminded of what he did and what he could have done he couldn't stay in Oppara, so he left with what he had on his back. He headed south, to just get away from the name of his father. There he would start again, he would never touch another drug he would keep away from all addictions he had to clean up his life he had to make a name for himself to get some semblance of his life back. Maybe Emily would wait for him, he hoped she didn't.

So he moved from town to town trying to stay alive, with his education, skills with alchemy and the small skill of magic he hoped to put it to good use making money. But his past was not soon forgotten and he went back to do what he did best scamming people, he would sell simple oil as an all cure. While he wanted to help people the cost for such cures was way beyond him and those he would sell them to so he cheated them all. He would move from town to town never staying too long and that's when he got to Heldren.