Stygian Slayer

Kevin "Drizz'n" Marshall's page

100 posts. Organized Play character for Fiasko.


Full Name

Kevin "Drizz'n" Marshall

Race

| HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3

Classes/Levels

| Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Gender

NG Half-Elf Inspired Gloom Chymist 7

Size

Medium

Age

25

Special Abilities

Gloom

Alignment

NG

Location

Absalom

Languages

Common, Undercommon, Aklo, Goblin, Orc

Occupation

Alchemist

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

About Kevin "Drizz'n" Marshall

This scrappy half-elf has an unshaven chin, a dower look, and a gloomy attitude.

Kevin “Drizz’n” Marshall
Inspired Gloom Chymist 7
NG Humanoid (Half-elf)
Init +8; Senses Perc +16, SM +3

Background:
Kevin Marshall was born in the Darklands and rescued from drow slavers as a small child by an agent of the Pathfinder Society. He was raised in the home of a wealthy and affluent half-elf merchant in Absalom, surrounded by other adopted half-elf brothers and sisters. But what should have been a life of privilege and opportunity was difficult for young Kevin who struggled to fit in and always felt “other”, believing he had drow blood. As a teen he ran away, shirking his surface name, and taking the name Drizz’n to better express his true identity. However he failed to make his way on his own, and returned to the Marshall home in shame. Mocked by his brothers and sisters, he fell into a spiral of gloom and despair. Once he became an adult, Kevin joined the Pathfinder Society to restore his pride and pay back his perceived debt.

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Defense
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AC 18, touch 13, flat-footed 16 (+2 dodge bonus to AC w/cognatogen)
HP 45
Fort +8, Ref +9, Will +4

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Offense
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Speed 30 ft.
Melee Sickle or club +5 1d6
Ranged Gloom 11/day +10 4d6+6 splash dmg 8, reflex DC 19 halves
Space 5 ft.; Reach 5 ft.
Extracts Known (CL 6th)
1st (5/day) Bomber’s Eye, Blend, Comprehend Languages, Disguise Self, Expeditious retreat, Endure Elements, Firebelly, Heightened Awareness, Monkeyfish, Shield, Reduce Person, True Strike, Touch of the Sea
2nd (4/day) Barkskin, Cure Moderate Wounds, Darkvision, False life, Invisibility, Lesser Restoration, See Invisibility, Spider Climb
3rd (1/day) Fly, Monsterous Physique I
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Statistics
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Str 10, Dex 14, Con 12, Int 22, Wis 10, Cha 10
Base Atk +5; CMB +4; CMD 17
Feats Precise Shot, Point Blank Shot, Concentrated Splash, Extra Discovery: Debilitating Gloom
Traits Firebug, Elven Reflexes
Languages Common, Undercommon, Aklo, Goblin, Orc
SQ Gloom (Su), Umbral Gloom (Su), Alchemy (Su), Inspiring Cognatogen (Su) 10min/lvl, Insp Pool=1/2lvl+INT
Skills Acrobatics +7, Appraise +12, Bluff +3, Climb +0, Craft Alchemy: +19, Diplomacy +1, Disable Device +11, Escape Artist +4, Heal: +1, Intimidate +1, Kn: Arcana +12, Kn: Dungeoneering +12, Kn: History +15, Kn: Local +11, Kn: Nature +11, Linguistics: +7, Perception +17, Sense Motive: +3, Sleight of Hand +7, Spellcraft +16, Stealth +4, Survival: +5, Use Magic Device +7
Combat Gear Sickle, Club, Ring of Protection +1, Cloak of Resistance +2, Headband of Vast. Int. +2 (Kn: History)
Other Gear Alchemist Fire (4), Alkali Flask (4), Holy Water (2), antiplague,
antitoxin, Alchemist’s kit, journal, formula book, writing utensils, backpack, a bedroll, a belt pouch, bombchucker, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, MW thieves’ tools, torches (10), trail rations (5 days), and a water skin
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Special abilities
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Gloom (Su) A gloom chymist is skilled at mixing potent concoctions known as glooms, which are infused with shadow energy. A gloom is identical to a bomb except that it deals 1d6 points of cold damage + additional damage equal to the gloom chymist’s Intelligence modifier. This damage increases by 1d6 for every 2 alchemist levels beyond 1st the gloom chymist has. A gloom does not qualify as a bomb for the purposes of feats or discoveries.
Debilitating Gloom A creature struck by the gloom must make a successful Fortitude save or take a penalty to its Strength equal to 1d4 + 1 per 2 alchemist levels (maximum of 1d4+5) for 1 round per alchemist level. A target's Strength score cannot drop below 1. This penalty does not stack with itself. An alchemist must be at least 6th level before selecting this discovery.
Umbral Gloom (Su) At 2nd level, whenever a gloom chymist makes a gloom, he can have it increase or decrease the light level by one step within its splash radius, in addition to its other effects. This change lasts for a number of rounds equal to the gloom chymist’s Intelligence modifier. At 8th level, the gloom chymist expend two uses of his daily glooms to increase or decrease light levels as per daylight or deeper darkness, respectively, using his alchemist level as the caster level.
Mucilaginous Gloom (Su) The gloom leaves a chilly gray residue that turns each square in its splash radius into difficult terrain. This effect lasts for a number of rounds equal to the alchemist's level.
Rime-Bound Gloom (Su) The gloom creates an area of freezing shadow in its splash radius that deals 2d6 points of cold damage to all creatures in the area each turn. This effect lasts 1 round for every 2 alchemist levels. An alchemist must be at least 6th level to select this discovery.
Inspiring Cognatogen (Su) An alchemist with this discovery learns how to make an inspiring cognatogen, a mutagen-like mixture that grants him inspiration (as the investigator’s class feature) at the expense of Strength and Constitution.
Upon drinking the inspiring cognatogen, the alchemist gains a pool of inspiration equal to 1/2 his alchemist level + his Intelligence modifier (minimum 1). He also gains a +2 dodge bonus to AC and takes a –2 penalty to both Strength and Constitution. As a free action, the alchemist can add 1d6 to the result of an ability or skill check (including any he takes 10 or 20 on) by expending one use of inspiration. This ability works exactly like the investigator’s inspiration ability, except that the alchemist gains the pool of inspiration upon drinking the inspiring cognatogen, and any unspent inspiration is lost at the end of the cognatogen’s duration. If the alchemist already has access to inspiration, the inspiration added by the inspiring cognatogen is added to his inspiration pool, but each time he expends at least one use of inspiration while this ability is active, he must succeed at a DC 20 Will saving throw or become dazed for 1 round. He cannot use inspiration to augment this saving throw.
All limitations of mutagens apply to an inspiring cognatogen as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen (either the standard cognatogen or the inspired cognatogen) at a time, a cognatogen not in an alchemist’s possession becomes inert, drinking a cognatogen makes non-alchemists sick, and so on. When the effect of an inspiring cognatogen ends, the alchemist takes 2 points of ability damage to Strength and Dexterity. The infuse mutagen discovery and the persistent mutagen class ability apply to an inspiring cognatogen.
Tumor Familiar (Ex) The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

PBP shortcuts:

[dice=Gloom!]1d20+10[/dice] VS touch AC
[dice=Gloom damage]4d6+6[/dice] Cold

[dice=Debilitating Gloom!]1d20+10[/dice] vs touch AC
[dice=Gloom damage]4d6+6[/dice]
DC 19 Reflex save or take [dice]1d4+3[/dice] Strength Penalty