Sargavan Pathfinder

Szin Kwalar's page

2 posts. Alias of DM Grimshaad.


Full Name

Szin Kwalar

Race

Vishkanya

Classes/Levels

Dread Doctor(Alchemist): 1

Archetypes:
Chirurgeon, Toxicant, Vivisectionist
Favored Class & Bonuses:
Alchemist & 1 Skill Point

Gender

Male

Size

Medium

Age

28

Alignment

Lawful Neutral

Deity

Pantheistic:
The Pentalibrium: Abadar(LN), Calistria(CN), Pharasma(N), Shelyn(NG), Norgorber(NE)

Languages

:
Common, Vishkanya, Draconic, Sylvan, Undercommon

Occupation

Travelling Doctor/Assassin

Strength 12
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 14

About Szin Kwalar

Stats:

STRENGTH: 12
Str Mod: +1

DEXTERITY: 14
Dex Mod: +2

CONSTITUTION: 12
Con Mod: +1

INTELLIGENCE: 16
Int Mod: +3

WISDOM: 10
Wis Mod: +0

CHARISMA: 14
Cha Mod: +2

HP: 9/9 INITIATIVE: +2
Movement Speed: 30ft Senses: Lowlight Vision; Perception +0

FORT: +3 REF: +4 WILL: +0
Miscellaneous Bonuses: +3 vs. Poisons Immunities: Spider Vine Poison

AC: 14
Flat-Footed: 12 Touch: 14

BAB: +0

CMB: +1 CMD: 13


Poisons:

Sapping Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Soporific Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; initial effect staggered 1d4 rounds; secondary effect unconsciousness for 1min; cure 1 save.

Spidervine Poison: Injury; save Fort DC 15; frequency 1/round for 6 rounds; initial effect paralysis; secondary effect 1d2 Con damage; cure 2 consecutive saves.


Extracts:

EXTRACTS PER DAY: 1st Level(2)
Extract DC: 14

EXTRACTS KNOWN: 5
1st Level: cure light wounds, true strike, crafter’s fortune, blend, expeditious retreat


Attacks:

Kukri (Standard Attack)
Attack Bonus: +1 Range: Melee Damage: 1d4 + 1 Crit Range: 18-20/x2

Blowgun (Standard Attack)
Attack Bonus: +2 Range: 20ft Damage: 1d2 + 1 Crit Range: x2
Ammo: 40/40

Shuriken (Standard Attack)
Attack Bonus: +2 Range: 10ft Damage: 1d2 + 1 Crit Range: x2
Ammo: 15/15

Kukri (Sneak Attack)
Attack Bonus: +1 Range: Melee Damage: 1d4 + 1 + 1d6 Crit Range: 18-20/x2

Blowgun (Sneak Attack)
Attack Bonus: +2 Range: 20ft Damage: 1d2 + 1 +1d6 Crit Range: x2
Ammo: 40/40

Shuriken (Sneak Attack)
Attack Bonus: +2 Range: 10ft Damage: 1d2 + 1 +1d6 Crit Range: x2
Ammo: 15/15


Skills:

TOTAL SKILL POINTS: 7
ADVENTURING SKILLS
*Acrobatics(Dex)

Bluff(Cha)

*Climb(Str)

+Diplomacy(Cha) 7

*+Disable Device(Dex) 6

Disguise(Cha)

*Escape Artist(Dex)

*+Fly(Dex)

+Heal(Wis)

Intimidate(Cha)

+Knowledge-Arcana(Int):

Knowledge-Dungeoneering(Int):

Knowledge-Local(Int):

+Knowledge-Nature(Int):

Knowledge-Planes(Int):

Knowledge-Religion(Int):

+Perception(Wis)

*Ride(Dex)

Sense Motive(Wis)

+Spellcraft(Int)

*Stealth(Dex) 5

+Survival(Wis)

*Swim(Str)

+Use Magic Device(Cha)

BACKGROUND SKILLS

+Appraise(Int)

Artistry(Int)

+Craft-Alchemy(Int) 8

Handle Animal(Cha)

Knowledge-Engineering(Int)

Knowledge-Geography(Int)

Knowledge-History(Int)

Knowledge-Nobility(Int)

Linguistics(Int)

+Lore-Poisonous Jungle Flora & Fauna(Int) 7

+Perform-Comedy(Cha) 8

+Profession-Apothecary(Wis) 4

*+Sleight of Hand(Dex) 6 (8 when using Wrist Sheathes)

*=Armor Check Penalty applies
+=Class Skill Bonus applies


Gear:

EQUIPPED GEAR
Armor: Leather-10gp
Melee Weapon: Kukri-8gp
Ranged Weapon#1: Blowgun(40 Darts)-2gp
Ranged Weapon#2: Shuriken x 15-3gp

UNEQUIPPED GEAR
-Formula Book
-Alchemist’s Kit-40gp
(This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.)
-Holy Symbol(The Pentalibrium)-5gp
-Pickpocket’s Outfit-5gp
-Poncho-5sp
-Pocketed Scarf(4 Pockets)-8gp
-Ion Vial x 12(Hidden in eight pockets hidden along the seams of the Pickpocket’s Outfit)-8gp
-Spider Vine Poison x 12 doses(Stored in Iron Vials, 8 in Outfit, 4 in Scarf)-???g
-Kukri Wrist Sheath(Right Arm)-1gp
-Shuriken Spring Loaded Wrist Sheath(Left Arm, holds up to 3 shuriken)-5gp
TOTAL GP SPENT: 103gp 5sp/105gp


Racial Traits & Campaign Traits:

RACIAL TRAITS
+2 Dexterity, +2 Charisma, –2 Wisdom: Vishkanyas are graceful and elegant, but they are often irrational.
Vishkanya: Vishkanyas are humanoids with the vishkanya subtype.
Medium: Vishkanyas are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Vishkanyas have a base speed of 30 feet.
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
Sardonic(Sensual): You receive a +2 racial bonus on Perform(comedy) checks.
Deceptive: You receive a +2 racial bonus on Bluff and Stealth checks.
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.
Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.

CAMPAIGN TRAITS
Boarded in Mediogalti
Your travels have brought you to the Jenivere through the dangerous port of Ilizmagorti, home to both pirates and assassins. Perhaps you’re fleeing a price on your head, perhaps you’ve jumped ship from another vessel, or perhaps you’re merely looking for a new start in a land where the dangers make themselves more obvious. Your familiarity with subtle slayings and toxins grants you a +2 trait bonus on all saves against poison. In addition, you can pick one type of poison listed below to be immune to, having undergone a long and painful process of building up an immunity to its effects: blue whinnis, giant wasp poison, medium spider venom, small centipede poison, or spider vine poison (a poison derived from a toxic plant native to the Mwangi Expanse).
Chosen Poison Immunity: Spider Vine Poison

Trustworthy
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.


Special Abilities:

Alchemy (Su): 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.

Extracts are highly varied and 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 2–1. 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 losing its magic, 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.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formula list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Toxic Secretion (Ex): At 1st level, a toxicant has learned to mimic creatures with the ability to secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level). This is a poison effect (Ultimate Magic 138). The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.

At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her toxin impose. Once this choice is made, it can’t be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin’s duration ends. At higher alchemist levels, the toxicant gains access to stronger conditions; some replace lower-level conditions, which must be selected first. The following conditions are available at the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or shaken; 9th—blinded (replaces dazzled) or staggered (replaces dazed); 12th—exhausted (replaces fatigued); 18th—stunned (replaces exhausted and staggered).

As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier.

This ability replaces mutagen.

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).

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

This ability replaces bomb.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.


Feats:

1st Level: Sleep Venom
Prerequisites: Vishkanya
Benefit: As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.
Normal: Vishkanya venom deals Dexterity damage.

Class Bonus: Brew Potion
Prerequisites: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

See magic item creation rules for more information.

Class Bonus: Throw Anything
Prerequisites: -
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.


Appearance & Backstory:

Name: Szin Kwalar (Pronunciation: ⟨ʃ⟩een Kwah-laar)
Place of Birth: Absalom, The Puddles District
Parents: Father is presumed deceased, Mother(human) died during childbirth
Eye Color: Gold with Emerald-Green Flecks
Skin Color: Tan with Slight Iridescent Scaling
Hair Color: Olive Green
Physical Build: Refined Muscle Mass with a Lithe Form

RELIGIOUS BELIEFS
Szin has been practically inundated in religiosity his whole life and the very real power of the gods has had a profound effect on his view of the world.

Deciding early on that no one god could satisfy his churning psyche, Szin developed his own personal pantheistic view that he’s come to call The Pentalibrium or The Five Freedoms. This Code of Ethics has done him a kindness throughout his life and he has narrowed each of the five deities he’s chosen to worship to his favored aspect of them:
-The Aureate is an aspect of Abadar and his firm adherence to a civilized approach to all things, but mostly in that all things come at a cost. On his Pentalibrium holy symbol, the Aureate is represented by a golden coin with a key shape molded onto it and serves as the center of the talisman.
-The Vengeant is an aspect of Calistria and her penchant for revenge on those who wrong you and from this Szin has acquired a virtue of karmic balance, where he actively rights imbalances if given reason to. On his Pentalibrium holy symbol, the Vengeant is represented by a single dagger with a blade stained dark red and the hilt black and yellow. This is set at the bottom of the symbol.
-The Sovereign is an aspect of Pharasma and her dominion over all aspects of life, death, and fate and how they are fluid and intertwined, giving rise to Szin’s heady obsession with immortality. On his Pentalibrium holy symbol, the Sovereign is represented by an undulating stream of energy flowing around the outside of the entire symbol, touching all but the center.
-The Inviolate is an aspect of Shelyn and her peerless and incorruptible beauty, from which Szin has derived a near-fanatical drive to prevent the beautiful and the innocent from being destroyed or slain. On his Pentalibrium holy symbol, the Inviolate is represented by a dove-like bird stained white with a plume of feathers from its head and tail of a variety of colors akin to a rainbow which is perched on the upper right portion of the symbol.
-The Weaver is an aspect of Norgorber and his calculated approach in all things as well as his willingness to deal death when needed, which has led Szin to embrace his heritage as a vishkanya and wield his legacy as a weapon. On his Pentalibrium holy symbol, the Weaver is represented by a black spider creeping along the left edge of the coin center and grey strands of web touching all the other symbols and filling in any empty space between them.

LIFE LEADING UP TO THE SMUGGLER’S SHIV
After some time spent in and around the city of his birth, Szin acquired the knowledge to wield the strange power of alchemy but the more brazen aspects of mainstream alchemists were too bold for his liking.

He put in great effort to learn methods that would benefit himself in terms of survivability and lethality and then struck out, leaving the Puddles and Absalom far behind him.

The first place of note he made it to was Ilizmagorti, a villainous hive of pirates and assassins, and engaged in brutal regimes of experimentation with poisons and came upon the Spidervine Poison, to which he grew a liking. Having attained immunity, Szin keeps many vials of the poison hidden on his person in iron capsules to be used to coat his weapons should the need arise.

Bidding farewell to the ne’er-do-wells of Ilizmagorti, Szin had heard tales from drunkards and travelers of even more lethal poisons and powerful alchemical artifacts in Sargava and booked passage on the Jenivere merchant ship.

Once aboard the vessel, Szin offered his limited knowledge of medicine to aid the crew should it be required. Hopefully it won’t…