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Akiz Mairan's page

25 posts. Alias of Cuàn.


Race

Tengu

Classes/Levels

Alchemist (Plague Bringer) 5 | Cavalier (Fell Rider) 5

Gender

Male

Size

Medium

Alignment

Neutral Evil

Languages

Abyssal, Common, Celestial, Infernal, Sylvan, Tengu

Strength 10
Dexterity 18
Constitution 10
Intelligence 21
Wisdom 10
Charisma 14

About Akiz Mairan

Base Stats:

HP: 41
Initiative: +4
Speed: 30 ft

Attack
BAB: +5
Melee: +5
Ranged: +9
CMB: +5

Defenses
AC: 21 FF: 17 T: 14
CMD: 19
Fort: +4
Ref : +8
Will: +1

Attacks:

Longbow: +10, 1d8+1, x3, 110 feet
Elven Curve Blade: +10, 1d10+1, 18-20/2x

Skills:

[ ] Acrobatics +4
[C] Appraise +5
[C] Bluff +2
[C] Climb +0
[C] Craft [Alchemy] +18 (trained,5)
[C] Diplomacy +10 (trained, item)
[C] Disable Device +4
[ ] Disguise +2
[ ] Escape Artist +4
[C] Fly +4
[C] Handle Animal +10 (trained,5)
[C] Heal +0
[C] Intimidate +10 (trained,5; +12 while mounted)
[C] Knowledge [Arcana] +9 (trained,1)
[C] Knowledge [Nature] +9 (trained,1)
[C] Knowledge [Planes] +14 (trained,2)
[ ] Linguistics +9
[C] Perception +10 (trained,5)
[C] Perform [] +2
[C] Profession [] +0
[C] Ride +12 (trained,5)
[C] Sense Motive +0
[C] Sleight of Hand +4
[C] Spellcraft +5
[C] Stealth +13 (trained,3)
[C] Survival +0
[C] Swim +0
[C] Use Magic Device +10 (trained,5)

Traits & Feats:

Traits

Scholar of the Great Beyond: Planes
You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Slippery:
You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.

Feats
Class 1 : Throw Everything
Class 1 : Brew Potion
Tactician: Escape Route
Level 1 : Weapon Finesse
Level 3 : Point-Blank Shot
Level 5 : Extra Discovery

Racial Abilities:

Sneaky:
Tengus gain a +2 racial bonus on Perception and Stealth checks.

Gifted Linguist:
Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

Natural Weapons:
A tengu has a bite attack that deals 1d3 points of damage.

Swordtrained:
Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Low-Light Vision

Class Abilities:

Favored Class: Alchemist Bonus: +5 HP

Armor Proficiency: Light, Medium, Heavy, Shields (not tower)
Weapon Proficiency: Simple, Martial

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.

Extracts

Spoiler:

In many ways, extracts 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: Alchemist. 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 becoming inert, 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 formulae 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. 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 1stlevel formulae of his choice, plus a number of additional forumlae 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 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.

Throw Anything
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Bomb (Su): 3d6+5, 9/day, DC: 17

Spoiler:

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion:
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.

Plague Vial (Su): DC 16

Spoiler:

At 1st level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer's possession becomes inert until a plague bringer picks it up again.

It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer's blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague bringer's level + the plague bringer's Intelligence modifier) or become sickened for 1 round per plague bringer level. The plague bringer is immune to the effect of his own plague vial, but not that of another's plague vial. The effects of multiple plague vials do not stack.

As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf's resistance to poison does not apply).

Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial's DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery, he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, a plague bringer can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen.

All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect.

Brute Steed (Ex):
A fell rider's mount is unusually large and fierce. It gains a +2 bonus to Strength, but takes a –2 penalty to Dexterity.

Mount (Ex):
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Challenge (Ex): 2/day

Spoiler:
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Order: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Order (Ex): Order of the Cockatrice
Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

Order Abilities: A cavalier that belongs to the order of the cockatrice gains the following abilities as he increases in level.

Spoiler:

Braggart (Ex)
At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Steal Glory (Ex)
At 8th level, the cavalier can steal the glory from another creature’s successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.

Moment of Triumph
At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.

Tactician (Ex): 5 rounds, 2/day
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Disease Resistance (Ex): +4
At 2nd level, a plague bringer gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, a plague bringer becomes completely immune to disease (including magical diseases).

Poison Use (Ex)
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Discovery (Su):
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

2: Smoke Bomb

Spoiler:

When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.

4: Stink Bomb

Spoiler:
The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round.

5(feat): Preserve Organs (Ex)

Spoiler:

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 damage is instead rolled normally.

Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.

Rampage (Ex):
At 3rd level, a fell rider gains Trample as a bonus feat. The fell rider receives a +2 bonus on overrun attempts made while mounted. In addition, his mount gains a +2 bonus on damage rolls when making hoof attacks or using the trample monster ability, even when not overrunning.

Swift Alchemy (Ex):
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Dread Rider (Ex): +2
At 4th level, a fell rider gains a bonus equal to 1/2 his level on Intimidate checks made while mounted. Once per round as a free action, he can make an Intimidate check to demoralize a foe he has trampled or charged while mounted.

Fell Presence (Ex): -2
At 5th level, a fell rider inspires dread while mounted. As long as the fell rider is mounted, all enemies within 60 feet receive a –2 penalty on savings throws against fear. At 10th level and every 5 levels thereafter, this penalty increases by –1.

Mount:

Name: Jirovecii
Species: Horse
Gender: Male
Size: Large
Speed: 50 ft

Stats:
HP: 48
AC: 17 FF: 16 T: 11

Str: 21 Int: 3
Dex: 12 Wis: 12
Con: 17 Cha: 6

Saves:
Fort: +6
Ref : +5
Will: +2

Attacks:
2 Hooves: +9 1d6+5
Bite: +8 1d4+5

Skills:
Acrobatics: +7 (trained)
Perception: +6 (trained)

Feats:
Bonus : Armor Proficiency (Light)
Level 1: Power Attack
Level 2: Improved Overrun
Level 5: Escape Route

Tricks:
Combat Training
Fetch
Track

Special Qualities:
Link, Low-light Vision, Scent, Evasion

Extracts:

Extracts known
Level 1: 8+20 DC: 16
Spoiler:

Adjuring Step
Ant Haul
Anticipate Peril
Bomber's Eye
Comprehend Language
Crafter's Fortune
Cure Light Wounds
Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
Enlarge Person
Expeditious Retreat
Illusion of Calm
Jump
Keen Senses
Longshot
Negate Aroma
Polypurpose Panacea
Reduce Person
Shield
Shock Shield
Stone Fist
Targeted Bomb Admixture
Touch of the Sea
True Strike
Vocal Alteration
Youthful Appearance

Level 2: 2+1+10 DC: 17

Spoiler:

Alchemical Allocation
Animal Aspect
Barkskin
Blistering Invective
Cat's Grace
Cure Moderate Wounds
False Life
Fire Breath
Fox's Cunning
Invisibility
Spider Climb
Touch Injection
Vomit Swarm

Extracts prepared:
Level 1: 6

Level 2: 3

Equipment:

Armor:
Mithrall Breastplate +1
Spoiler:

AC: +7
ACP: 0
ASF: 15%
Max Dex: +5
Type: Light
Speed: normal
Weight: 15 lbs

Weapons:
Composite Darkwood Longbow +1

Spoiler:

DMG:1d8+1
Type: P
Crit: x3
Range: 110 ft
Weight: 1.5 lbs

Elven Curve Blade +1
Spoiler:

DMG: 1d10+1
Type: S
Crit: 18-20/x2
Weight: 7 lbs

Headband:
Headband of Vast Intelligence +2 (Diplomacy)

Other Equipment:
Explorer's Outfit

Arrows (120)
Whistling Arrows (60)

Handy Haversack

Alchemist's Kit

256 G 3 S 3 C

Past Life:

Akiz was born in what was called the second city of an enormous metropolis: a sprawling underground network of sewers, transport tunnels and underground warehouses. It was in the second city that the second rank citizens lived, mostly ratfolk, goblins and other such beings but also the beggars, outcasts and criminals from the other races. At the center of it all, straight under the old marketsquare of the First City, was what was know as The Hub. There one could find shops, bars and basically anything you could find on the surface. Being the only officially existing part of the second city it was lighted by a network of magic lanterns. It was in the hub, or actually in the sewers under the hub, that Akiz grew up.

Being 4th in a nest of 8 Akiz wasn't really noticeable at first, but as one by one most of his siblings died from either disease or accidents he was one of the three that remained. His two sisters quickly attracted the attention of possible future mates and they themselves already had their first nests when they had just reached adulthood. Akiz however wasn't really that interested in women but instead spent his time tinkering and messing around with the refuse around him making concoctions that had surprising effects on the local populations of vermin. At one point he managed to brew something that caused all the cockroaches in all of The Hub to wither and die. It was this skill that drew the attention from some malevolent entity from another plane, from the Horseman of Pestilence to be precise.

Soon after Akiz was struck by fever, blisters covering him from head to toe. While those around him feared for his life, Akiz received visions from the Horseman. In these visions he was given a simple choice; either he would pledge his life and his talent to spreading disease and venerating the Horseman of Pestilence or he would die a horrible death. Without a doubt Akiz chose the first and within a day he was back to normal health, the scars left by the pocks and blisters reminding him of his deal.

From that day forward Akiz worked hard on his skills, creating more and more virulent strains every month. In time he learned to use the local rats to spread the disease. He managed to engineer a plague that would end up reducing the human population of both the First and second city by more than half. Chirurgeons were worthless against it and in fact only spread it. Only the intervention of the various temples prevented the plague from wiping out all humans. Still Akiz considered it a failure as only humans and the occasional halfling were severely affected, other races got off with just a bad cough (though that did help spread it). To the people of the city however it was a disaster and when the priest had determined it wasn't a natural plague they started an investigation.

Eventually they found Akiz and he ran, dropping experimental vials as he went. While the mercenaries and guards dropped like flies the holy templars seemed unaffected and kept on pursuing him. When they caught up with him they executed him immediately, securing his soul in one of their holy blades to imprison it and prevent it from being used by his master. As such they actually saved his soul from consumption, but they didn't know that.