Poryphanes

Mishanter's page

24 posts. Alias of Knight of Yesterday.


About Mishanter

Appearance:

Mishanter is tall and massive, standing a head over 6 feet tall, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. He has long and ropey limbs, of corded muscle, that appear too long for his body. His skin is a light olive and is covered in coarse hair that cannot conceal the hard, dangerous lines of his body.

The large tiefling has a face that always looks as if it is full of mischief with a cunning smile that conceals a sharp toothy maw. There is a set of curling ram horns extending from his temples and dark eyes that are as black as the pits of hell with the predatory gaze of a wolf. His face is framed by bristly, slicked-back, dark, moss colored, hair and a beard the same color with a clean shaven, smirking, upper lip.

The well-muscled, hirsute, long-limbed tiefling has goat like feet and legs and a barbed tail that seems to have a mind of its own. He has a loud grating voice and smells of sulfur as well as other pungent alchemical odors. Mishanter is usually dressed in black armor with bandoliers crossing his chest and various pouches, containers, and other paraphernalia hanging from his belt and pack.

Background:

The weak morning sun peaked through through the east facing windows of the suite Mishanter perpetually rented at The Ebony Pixie, one of the best inns in Kaer Maga’s Bis District. The hazy light illuminated two shelved walls, which were lined with books, charts, memorabilia, and nefarious looking alchemical equipment. While the north wall was taken up by a tapestry depicting a map of Varisia with strange markings in an ancient script denoting important locations. All of that was overshadowed by an oversized mahogany desk, that used to belong to Merriman Ardoc, the powerful head of the Ardoc Family, and now dominated a third of the room. The opulent desk is covered with neat little stacks of parchment, an ink well, and a stack of leather bound books.

Looking out of place, behind the desk, sat Mishanter, the tiefling, who, if anything, made the desk look smaller. The hulking tiefling drank from a snifter full of Taldan Fire-Brandy while he fingered through the papers in front of him. First things first, he thought while he reached for his appointment book. His broad shoulders slumped in resignation as he looked at his schedule realizing his day was going to take him all over Kaer Maga. He quickly decided to cancel his haircut at Pinking Shears, Hopefully Ol’ Hooktooth can forgive me, and he decided to send a runner to Quarrimac's Curatives to pick up his order.

His morning would begin, close to home, in the Bis District, with a meeting at the Duskwarden Guildhouse . Mishanter smiled, pleased with himself, as he looked over the remaining appointments, realizing they would all be in the Tarheel Promenade District. Beginning with lunch at The Crested Falcon, in the company of Suthevan Gyves the unofficial head of the Arcanist’s Circle. Followed by a discrete meeting at he Bank of Abadar. Concluding with a stop at Gadka’s Magical Oddities in hopes of convincing its proprietor, Gadka Burtannaon, to supply him with some much needed reagents.

Satisfied that his schedule was now manageable he moved on to his correspondence reading through the various letters. He frowned and reread the paper in his hand. He placed the parchment down and rifled through another stack of papers on his desk. He found what he was looking for and compared it with the original document. He placed both papers on top of a pile and removed a clean sheet of paper and began writing. After a while he completed his letter and sealed it with wax.

Letter

Spoiler:

Greetings, my Lady, the most esteemed Venture-Captain Sheila Heidmarch,

I hope this missive finds you and your husband well. My latest chronicle on Thassilonian ruins should arrive shortly. My research continues despite constant interference from both the Darklight Sisterhood and, surprisingly, agents from the Aspis Consortium’s Bronze House. Although, I must admit, that I am no closer to finding the location of Xin-Haruka the information I am compiling is promising.

On another note I heard rumors that Kormiggon Sussworth was recently seen in the city. Although, I do not believe these tall tales, if he were to show his face it would be my great pleasure to eliminate the traitor. Currently, I am re-examining the information on Sussworth and will forward you any updates.

Finally, I must admit, I was happily surprised by your most recent letter. After consulting with my notes and reviewing Joadric Heimurl’s research I am fairly certain that the proposed location of the relic, mentioned in my previous correspondence, is exact. I urge you to quickly form at team of Pathfinders, especially, in-light of the aforementioned interference by our less scrupulous competitors. It should go without saying that I should be put in charge of any expedition looking into these matters (Heimurl is to bombastic and Almya Gorangal is hard to,work with) but I defer to your experience in these matters.

Please let me know when I can get started on this venture.

Your loyal servant,
Mishanter

Mishanter placed the sealed letter aside and finished his snifter of brandy. He sat back, as his thoughts turned to the past…

His earliest memories are of growing up on the streets of Korvosa. He was merely a child of the streets who succumbed to Gaedren Lamm’s promises of regular meals and a roof in return for what he said would be “a little light work.” Thus the tiefling spent several years of as one of “Lamm’s Lambs” mostly chum chucking under the supervision of the evil Hookshanks Gruller. Eventually, he apprenticed to Yargin Balko Lamm’s right-hand man and his longestlived accomplice. Balko, was a bitter man who served variously as Gaedren’s accountant, advisor, assassin, and fence. Under his harsh tutelage Mishanter learned the art of alchemy and the power of using his mind. All that came to an end when Lamm and his cronies met an untimely demise.

Left to his own devices Mishanter had many a misadventure after the death of Lamm and struggled to keep himself fed. His life change when he tried to pick pocket the Pathfinder Sir Canayven Heidmarch. Heidmarch saw to it that the tiefling was sent to the Grand Lounge in Absolom and eventually given the opportunity to become a pathfinder. He quickly completed his studies and preformed his confirmation gaining admittance into the society. Choosing to return to his native Varisia becoming an expert in Thassilonian lore, the Darklands, as well as the outer planes.

Mishanter quickly made a name for himself within the society, working All over Varisia. First, with the the Dusk Wardens, helping to clear some of the vaults beneath the city of Kaer Maga. Later, he infiltrated one of the Aspis Consortium's artifact-smuggling operations in Magnimar, assassinated gold agent Maiveer Sloan, and sabotaging their criminal operations.

Next, Mishanter infiltrated an active cell of the cult of Lissala, the ancient goddess of runes and obedience, in the Varisian town of Palin's Cove. Gaining valuable knowledge about the cult’s motives. Recently, the tiefling was Sent by the Demcemvirate on a mission into the desolate Mindspin Mountains to retrieve a much-needed alchemical reagent from a hermitic ex-Pathfinder deep within the Chasm of Screams….

The Pathfinder is startled from his reminiscing by a knock at his suits door.

Male, Tiefling, Investigator (Empiricist) -8
LN, Medium, Outsider (native)
Initiative +4 Senses Darkvision, Perception +16+1d6 (+20+1d6 vs traps)

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DEFENSE
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AC: 17, touch 13, flat footed 15 (+2 Dex, +4 Armor, +1 Enhance)
HP: 80 (8d8 +16)
Fort +4, Ref +8, Will +7 (+11 vs illusions)

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OFFENSE
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Speed 30 (40, when charging, withdrawing, or running)
Melee +2 inspired morningstar +13 (1d8+7/x2)
Melee bite +11 (1d6+5/x2)
Ranged mw, hand crossbow +9 (1d4/x2) range 50
Special Attacks: Inspiration, Sickening Offensive, Mutagen, Studied Combat, Studied Strike

Formulas Prepared (CL 8) 
Level 1 (6): Shield (x2), Long Arm (x2), Heightened Awareness, [empty]
Level 2 (5): Barkskin, Alchemical Allocation (x2), Invisibility, [Empty]
Level 3 (3): Heroism, Displacement

Formulas Known
Level 1: 7 Enlarge Person, Expeditious Retreat, Heightened Awareness, Long arm, Monkey Fish, Shield, True strike
Level 2: Alchemical Allocation, Barkskin, Invisibility, Lessor Restoration, Resist Energy,
Level 3: Heroism, Displacement

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STATISTICS
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Str 20, Dex 14, Con 14, Int 20 Wis 12, Cha 8
Base Atk +6/+1; CMB +11; CMD 23
Feats Extra Inspiration (1st), Power Attack (3rd), Extra Investigator Talent [Expanded Inspiration](5th), Extra Investigator Talent [Enhance potion](7th)
Adventuring Skills Bluff +11, Diplomacy +10**(+16** gather info), Disable Device +21, Heal +5**, Knowledge (Arcana, Planes, Dungeoneering, Local) +16**, Knowledge (Nature, Religion) +14**, Perception +16**, Sense Motive +16**, Spellcraft +9**, Stealth +7, Use Magic Device +16
Background Skills Craft (Alchemy) +18, Linguistics +16**, Knowledge (geography, nobility ) +9** Knowledge (engineering) +5, Knowledge (history) +12**, Lore (Rubicante) +16
Traits Fast Talker (Social) Reactionary(Combat)
Languages Common, abyssal, infernal, draconic, elven, giant, undercommon, goblin, thassilonian, ancient osiriani, ancient azlanti, varisian, Napsu-Sign language, shoanti, necril

Combat Gear +2 Inspired morningstar, [18,320gp], +1 Adamantine Chain Shirt [6,100gp], +mw hand crossbow [400gp], 20 bolts [1gp]
Gear Headband of Vast Intelligence +2 [4,000gp], Belt of Giant Strength +2 [4,000gp], Handy Haversack [2000gp], Portable alchemist lab [75gp], MW thieves tools [100gp]
Consumables
Potion Barkskin [CL 12, 1200gp]
Potion Heroism [CL 5, 750gp]
Potion Longstrider [CL 1, 50gp]
Potion Magic Circle against Evil [CL 5, 750gp]
Potion Spider Climb [CL 3, 300gp]
Potion Shield of Faith [CL 18, 900gp]
Holy Water Balm (2) [60gp]
Holy Water (2) [50gp]
Tanglefoot Bag (2) [100gp]
Acid flask (5) [50gp]
Alchemist fire (5) [100gp]
Smokestick (5) [100gp]
Tinder Twig (10) [10gp]
Weapon Blanch, Adamantine (2) [200gp]
Anti-plague (2) [100gp]
Anti-toxin (2) [100gp]
Wand, cure light wounds (50 charges) [750gp]
Wealth 470gp

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SPECIAL ABILITIES/CLASS FEATURES
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Ability Modifiers: +2 Strength, +2 Intelligence, –2 Charisma
Ability Adjustments +1 Str (4th), +1 Int (8th).
Alchemy gain a bonus to craft alchemy and can use craft alchemy to identify potions. Prepare extracts daily.
Ceaseless Observation (Ex): use Intelligence instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks as well as on any Diplomacy checks made to gather information.
Darkvision see in the dark up to 60 feet.
Extra Inspiration +3
Favored Class Bonus +8 skill points.
Fast Talker gain a +1 trait bonus on Bluff checks.
Fiendish Sprinter gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Inspiration Pool 12 (9+3)points. Add 1d6 to skill checks for 1 point or attacks and saving throws for 2 points.
Investigator Talents
Alchemist Discovery (Ex) [Mutagen] As a standard action grants +2 natural armor bonus and a +4 alchemical bonus to the selected physical ability score and a –2 penalty to one of his mental ability scores.
Alchemist Discovery [Enhance potion]: 5/day cause any potion consumed to function at a caster level equal to his class level.
Quick Study(EX) use studied combat ability as swift action.
Expanded Inspiration (EX) use his inspiration on Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration.[from extra investigator talent].
Sickening Offensive (EX) When you damage a studied target, that creature is also sickened for 1 round.
Keen Recollection: can attempt all Knowledge skill checks untrained.
Maw and Claw gain a primary bite attack that deals 1d6 points of damage.
Power Attack take a -2 penalty to hit to gain a bonus on damage +4/6.
Prehensile Tail: gain a tail that can hold and retrieve small, stowed objects carried on their persons as a swift action.
Reactionary +2 initiative bonus.
Studied Combat (Ex): study a single enemy that he can see to gain a +4 insight bonus on melee attack and damage rolls for 5 rounds.
Studied Strike (Ex): choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal 3d6 additional damage.
Trap Sense (Ex):+2 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps..
Trapfinding: +4 to Perception skill checks made to locate traps and to Disable Device checks and can use Disable Device to disarm magical traps.
Unfailing Logic (Ex): gain a +4 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. Spend one point of inspiration to use his Intelligence bonus instead of her Wisdom bonus.
Weapon and Armor Proficiency simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane as well as light armors.