About Ahq'ira 'Alex' DawnrayStat Sheet:
Ahq'ira 'Alex' Dawnray Elven Alchemist(Mind Chemist/Psychonaut) 1 NG Medium Humanoid(Elf) Init +3; Senses Perception +7; Low Light Vision; -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 dex, +3 armour) hp 9 (1d8+1) Fort +3, Ref +5, Will +1 Resistances Fire 2 (from Armour) -------------------- Offense -------------------- Speed 30 ft. Melee Quarterstaff +0 (1d6/x2) Ranged Bomb +4 (1d4+4) -------------------- Spellcasting -------------------- 1st level formulae DC 15, 1+1 per day Ant Haul, Bomber's Eye, Crafter's Fortune, Cure Light Wounds, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Negate Aroma, Polypurpose Panacea, Recharge Innate Magic, Shield, Targeted Bomb Admixture, True Strike, Vocal Alteration. -------------------- Statistics -------------------- Str 10, Dex 17, Con 10, Int 18, Wis 13, Cha 10 Base Atk +0; CMB +0; CMD 13 Feats Throw Anything, Brew Potion, Cosmopolitan. Traits Ease of Faith, Artifact Hunter, Seeker of Brightness Drawback Naive. Trained Skills 1 Craft(Alchemy) +8(+1 to create alchemical item), 1 Diplomacy (+5), 1 Knowledge (arcana) (+8), 1 Knowledge (history) (+9), 1 Knowledge (local) (+8), 1 Knowledge (geography) (+9), 1 Perception (+7), 1 Profession(merchant) (+5), 1 Spellcraft (+8) Languages Common, Elven, Celestial, Sylvan, Orc, Goblin, Dwarven, Draconic. Other Gear Alchemist's kit(40gp/24lbs), Alchemist's Garb(0gp/20lbs), Quarterstaff(0gp/4lbs), Ioun Torch(0gp/0lbs), Formulae Book. GP 20 -------------------- Special Abilities -------------------- Naive You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers. Ease of Faith You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you. Artifact Hunter You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you. Seeker of Brightness Choose a Knowledge skill Local; you gain a +1 trait bonus on Knowledge checks of that type and on Perception checks. Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses Elves receive a +2 racial bonus on Perception checks. Envoy Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic. Low Light Vision Elves can see twice as far as humans in conditions of dim light. Weapon and Armour Proficiency/Familiarity Alchemists are proficient with all simple weapons and bombs and light armour. Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Alchemy(Su) 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. Bomb(Su) 1d4 5/day A psychonaut’s bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on). Brew Potion(Ex) 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) 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. Cognatogen(Su) The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Cosmopolitan You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. Languages: Dwarven, Draconic. Skills: Geography, Nobility Backstory:
Alex had lived in Morgan's ford all her life. Her mother and father had come here many years ago when they were also young, at the height of the empire. Her father had brought his elvel alchemy to the area and his trade had been prosperous. Eventually he helped form a Guild of Alchemy. Almost every alchemist from the surrounding regions were members. Constantly busy with his trade, he hardly saw his wife anymore. He would be gone for weeks at a time visiting other regions. Only a few years before the war began he returned to find his wife gone. He found her several days later on the road headed back to the elven lands. Realising his mistake he convinced her that he that things would change and he would be there more. They returned and soon after Ahq'ira Dawnray was born. Her father only ran the guild from the town and left most of the work to others. She got the nickname Alex as most of the people in town couldn't pronounce her proper name, it grew on her and she even referred to herself as Alex. She was only very young when the war began. What first began as rumours of the emperors death, turned into certainty as armies began to form and soldiers were recalled. She didn't understand what was happening. Though they weren't affected by the war directly, the secondary demands of war took their toll on the whole land. Resources were seized to feed armies, leaving little for civilians to get by. The guild suffered and eventually closed, it's members leaving for other less affected lands. When the war finally was over the trade routes of old did not resume their usual activities. Alex had grown up with the town shrinking, her father alwasy hoping for the war to end and for business to resume as normal but no matter what he did, the new divisions of the five countries put Morgan's Ford in the middle of no where. She spent her time learning and helping her father, showing some talent for the alchemical art. She learnt the languages of the other races as well as what history of the land that she could as well as how to trade and do some negotiating. Though she had not yet been allowed to travel outside of the village. Mainly because her mother worried that the world had changed and become more savage with all the stories that had come in from other travellers. The peace of the land had been shattered. All the stories did not stop Alex's young imagination from travelling to all ends of the world. She longed for the day when she would be allowed to travel more than to the surrounding farms. But for now Morgan's Ford was her entire world...
Appearance:
Alex is taller than the average human woman. Her red her matches her mother and makes her stand out among most of the other women her age. Combined with her light blue eyes had some proclaim her quite a beauty. She didn't think so, her mother was far more beautiful than her. Usually wearing simple clothes that did nothing to accentuate her female form at all. She smiles often, usually when working and discovering, learning new alchemical processes. Nothing major has ever happened to her world apart from one broken leg when she fell out of a tree at the age of 12 so she has a very innocent look. Personality:
Alex is quite a cheery person. She enjoys talking to almost anyone, especially any travellers that pass through, though those are few and far between. She is pretty innocent and trusting of most everyone in town except for a few trouble makers. She is a hard worker always wanting to take in the next lesson and learn more about the world and its people. To her secrets are there to be discovered. Some people think she sticks her nose where it isn't wanted at times. She can also be a little impatient when things don't happen to her liking. |