Baron Galdur Vendikon

Alexander Stephens and Midnight's page

9 posts. Alias of Almonihah.


Full Name

Alexander Stephens (and Midnight)

Race

Human

Classes/Levels

Unchained Rogue 7/Scholar 7

Gender

M

Size

M

Deity

Deist

Strength 10
Dexterity 19
Constitution 16
Intelligence 24
Wisdom 14
Charisma 10

About Alexander Stephens and Midnight

Alexander Stephens
Male human unchained rogue (canny scoundrel) 7/scholar 7/gestalt 7 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +4; Senses Perception +13 (+17 to hear conversation or find concealed object)
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Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +4 Dex)
hp 84 (7d8+28)
Fort +6, Ref +10, Will +10; +4 competence bonus vs. swarm distraction
Defensive Abilities danger sense +2, evasion, uncanny dodge
Weaknesses somatic casting, verbal casting
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Offense
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Speed 30 ft.
Melee +1 dagger +10 (1d4+5/19-20) or
. . destructive blast +9 touch (5d6)
Ranged flashbangs 1d8 (100 feet) +9 ranged touch (1d8)
Special Attacks flashbangs 1d8 (100 feet), glacial percussion 3d6, magnetic bursts +3, sneak attack (unchained) +4d6
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Statistics
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Str 10, Dex 19, Con 16, Int 24, Wis 14, Cha 10
Base Atk +5.25; CMB +5 (+12.5 dirty trick, +12.5 steal); CMD 20 (23.5 vs. dirty trick, 23.5 vs. steal)
Feats Advanced Magic Training, Basic Magic Training, Combat Reflexes, Extra Combat Talent, Extra Combat Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Scholar's Knack, Iron Will, Weapon Finesse
Traits diligence (any city), mathematical prodigy, seeker
Skills Acrobatics +14, Appraise +17, Bluff +10, Climb +10, Craft (alchemy) +17, Disable Device +16, Escape Artist +20, Handle Animal +10, Heal +17, Knowledge (arcana) +25, Knowledge (engineering) +25, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (nature) +24, Knowledge (Physics) +24, Linguistics +17, Perception +13 (+17 to hear conversation or find concealed object), Profession (engineer) +12, Sense Motive +12, Sleight of Hand +14 (+16 to conceal a weapon), Spellcraft +17, Stealth +14, Swim +10
Languages Azlanti, Dtang, Dwarven, Elven, English, Erutaki, French, Gnome, Greek, Halfling, Latin, Russian, Spanish
SQ advanced medical training, arm strike, bludgeon, careful packer, casting, catch, combat training, coordinated movement, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, destructive blast, discern tells +3, fast feint, fatal thrust, finesse fighting, gravity ward/well, hand slash, heightened awareness, hostile lift, improved alchemist fire, improved bottled lightning, marked target -2, material impositions (ammonium nitrate 1d8 [37 feet, 1 round], black cat -3, lodestone [350 lbs, attract 60 ft, repel 30 ft]), medical training, misdirected attack +1, piercing eye 20%, read foe, rogue talents (canny observer[APG], fast stealth, roguish know-how), scholar's knacks (amateur arcanist, experimental evolution, large animal training, small animal training), scout, shock blast, sustained force, swift hands, swift movement, telekinesis (Max size Medium, Speed 25 ft)
Other Gear mwk leather armor, dagger, amulet of hidden light[ARG], boots of the cat[UE], engineer's workgloves[UE], explorer's pith helmet, vest of escape, 3,600 gp
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Special Abilities
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Advanced Magic Training Your non-casting classes add to your caster level
Advanced Medical Training (Ex) Use a healer's kit to remove conditions or restore ability drain
Alchemy: Improved Alchemist Fire 4d6 Splash weapon deals 4d6 fire dmg to target, 1/2 within 5', 4 fire splash dmg to others
Alchemy: Improved Bottled Lightning 4d8 (8 sonic) Ranged touch weapon deals 4d8 elec dmg to target, 8 sonic to those in a line between you and target
Ammonium Nitrate 1d8 (37 feet, 1 round, DC 20) (Ex) Lower ambient temperature to protect creatures from heat and fire, or make a ranged touch attack that freezes a creature in ice
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Swift Movement While martially focused, gain movement bonus to Athletics movement modes
Basic Magic Training (Telekinesis) You gain access to one magic sphere
Black Cat -3 (Ex) Your familiar is a black cat that can impose penalties on creatures within 20' (except you)
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Careful Packer Use INT to determine carrying capacity, and treat containers as being twice their size
Casting (CL 9, MSB +21, MSD 32, Concentration +28, DC 21) You can cast sphere effects.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Training (DC 12) You have training in one or more combat spheres
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Destruction: Destructive Blast 5d6 Ranged or melee touch attack deals 5d6 damage
Destruction: Shock Blast (DC 21) Destructive Blast deals electric damage (d4's) and dazes target for 1 rd (Fort neg)
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Equipment: Finesse Fighting Use DEX in place of STR for attack/damage on light/finesse weapons
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Experimental Evolution 2 (Ex) Your famliar, mount, or animal companion gains evolution points
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fencing: Arm Strike -2 (1d4+1 rounds) Exploit - Target takes -2 on attack rolls, ability checks, & skill checks with struck arm for 1d4+1 rounds
Fencing: Fast Feint Feint as a move action, expend martial focus to move after feinting
Fencing: Fatal Thrust +2d6 +2d6 precision dmg vs targets that are flanked, flat-footed, or denied DEX to AC
Fencing: Hand Slash Exploit - Free disarm maneuver on Fatal Thrust, no AoO
Fencing: Read Foe Gain Sense Motive as a Fencing-associated skill
Flashbangs 1d8 (100 feet, DC 20) (Ex) Ranged touch attack deals B/S/P damage and causes target to be deafened and dazzled or blinded (Fort neg)
Glacial Percussion +3d6 (DC 20) (Ex) Lower ambient temperature to protect creatures from heat and fire, or make a ranged touch attack that freezes a creature in ice
Large Animal Training (Ex) Your familiar becomes an animal companion
Lodestone (350 lbs, attract 60 ft, repel 30 ft) (Ex) Attract or repel a metallic object or creature
Magnetic Bursts +3 (Ex) Flashbang adds to-hit bonus for any creature attacking the target with metallic weapons
Medical Training (standard action) (Ex) Use INT with Heal skill; use healer's kit to restore lost HP as a standard action
Roguish Know-How (Ex) Add INT bonus to Knowledge checks twice
Scoundrel: Marked Target -2 Melee touch attack causes target to become battered and take Perception penalty for 1 rd
Scoundrel: Misdirected Attack +1 Gain dodge bonus against AoO provoked by movement; on a miss you may spend an AoO to redirect the attack
Scoundrel: Swift Hands Use DEX and Sleight of Hand ranks in place of STR and BAB for Steal and Dirty Trick maneuvers, also add enhancement from unarmed strikes
Scout: Discern Tells +3 While martially focused, gain bonus to Will saves vs illusions; may expend to share with allies for [PM] rounds
Scout: Heightened Awareness You can use Perception to detect magical auras
Scout: Piercing Eye 20% Spend a move action (or free action and martial focus) to reduce miss chance from concealment
Scout: Scout Identify a creature's weaknesses as a swift action
Small Animal Training (Ex) Gain a familiar
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Telekinesis: Bludgeon Strike an enemy with a telekinetically-moved object, dealing damage according to its size
Telekinesis: Catch Stop a projectile or thrown object midair, preventing it from dealing damage (Will neg)
Telekinesis: Gravity Ward/Well (DC 21) Designated area attracts or repels creatures (Will neg.)
Telekinesis: Hostile Lift (DC 21) Lift an unwilling creature with your telekinesis (Will neg.)
Telekinesis: Sustained Force Maintain a lift without concentration, with the ability to obey simple orders
Telekinesis: Telekinesis (Max size Medium, Speed 25 ft, DC 21) You can move objects and creatures with your mind, with several applications
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Verbal Casting You must be able to speak aloud to use magic

Dreamwalker abilities
Low-light vision
+2 vs. mindaffecting, resist fire 5
Dreamshifting
Dreameating
Wyld Shape: A leopard whose spots look like stylized eyes, eyes which rove around, watch those nearby, or sometimes seem to track things unseen.
Faerie Regalia
Esence of the Othersoul
Walking the Twisted Way
Twilight Tongue
Feyblooded
Cold Iron Weakness
Additional Species Points:
Cat’s Luck (1 RP)
Elemental Immunity (Electricity) (4 RP)
Enhanced Dexterity (4 RP)
Spell-like ability (Fly) (3 RP)
Spell-like ability (Vanish) (1 RP)

Background:
Born to John Stephens in 1855, Alexander Stephens grew up in Tregenna Castle in the Cornish countryside. He proved to be an eager student from a young age, and when his family finally sold the castle in 1871, part of the proceeds went to funding young Alexander’s studies at the University of Cambridge. He took to his studies with considerable energy and great success, particularly in mathematics and physics. He attended all of James Clerk Maxwell’s lectures he could, and spent a great deal of time in the Cavendish Laboratory when it was complete, participating in experiments dealing with electromagnetism.

It was while he was here that he made two acquaintances that would alter the course of his life. First, he ran across a mention of a Joseph Swan experimenting with electric lightbulbs, and wrote to him in regards to how results from the latest experiments Alexander had been involved in might be applied to such a purpose. While at first the older Mr. Swan took little interest in a young student’s thoughts, Alexander later attended one of his lectures and made an impression on him with his enthusiasm and insight. Second, indulging in a ‘fancy’ for mythology, Alexander made the acquaintance of a certain Mr. Ainsworth, corresponding with him about the stories and mythology of Alexander’s homeland of Cornwall.

He stayed as long as he could at Cambridge, dragging out his degree as long as he could afford, enjoying the opportunity to study and experiment without other responsibilities, but eventually Alexander had to finish his studies. And with that came the need to support himself in some way, for the money he’d been given for school was nearly exhausted. It was here that his relationship with Mr. Swan came into play, for he offered Alexander a position in his new Swan United Electric Company. Needing the money and thinking it would offer opportunity to continue to experiment with electricity and light, Alexander accepted.

Unfortunately, it turned out not to be the job of his dreams. Mr. Swan used Alexander more or less as his personal assistant, and while that did mean helping with some experimentation, more often it involved aiding with the administration of the new business. He learned far more about tax and patent laws than he ever wanted in that time, especially as challenges to the business came from across the ocean in the form of Thomas Edison’s competing patents. It was a relief to him when the decision was finally made to merge into the Edison & Swan United Electric Light Company.

Not that the merger freed him up for more experimentation time. Instead he just ended up deeper in administration. In growing frustration, he started looking into the American part of the company (or more accurately, at what Thomas Edison was doing in America), noting how many new things were coming out of Edison’s Menlo Park laboratory. Joseph Swan was, of course, displeased when Alexander resigned from his position to go work for Edison, but he was determined to go through with the change in 1884.

But working for Edison, while it did get his hands on some interesting things, soon proved to be no better suited for Alexander. Where he wished to push the boundaries of knowledge about electricity, light, and so forth, working in Menlo Park forced him to focus on applications, which he found much less interesting. Still, he needed something to pay the bills, and by now Alexander was convinced that the sort of theoretical work he truly wished to do could not do so.

He had two consolations in these years of frustration. First was his continued correspondence with Duncan Ainsworth. While Alexander had no belief in the mythology and folklore they discussed, that very disbelief made their continued discussions a matter of entertainment rather than work, for which he was grateful. The second was a stray black cat that he took in shortly after arriving in America, which he named Midnight (which he freely admitted was not very original of him). The cat quickly became a source of companionship in this strange country for the very much introverted Alexander.

Alexander’s time in Menlo park came to an end in early 1886, tired of the frustration of working on other men’s discoveries. Disillusioned with working in any sort of ‘inventing’, once back on British soil he resorted to doing various odd jobs to supplement what he’d been able to save over the past years, while trying to fit in some of his own experimentation outside of his working hours. He found he had a lot to catch up on, however, and has mostly spent the past year reading and replicating the experiments of others.

Thus, when the Ainsworth’s invitation to visit Waldenshire came, Alexander found himself quite eager for the change of pace. Little did he know just how much of a change it would be…

Appearance:
Fair-skinned, with brown hair and brown eyes, Alexander has a slight build and is of middling height. He often wears practical, hard-wearing clothes somewhat beneath his station, though he does have a couple of suits he reluctantly gets out when the situation calls for it.

Personality:
Alexander is typically somewhat diffident and retiring in personality when in public, unless someone starts speaking about physics, chemistry, or some other subject he's interested in, at which point he suddenly becomes intense and animated.

Midnight CR –
'Tiger' (Giant housecat)
N Large animal (Animal companion, Egoist familiar)
Init +4; Senses low-light vision, scent; Perception +11
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Defense
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AC 21, touch 14, flat-footed 17 (+1 deflection, +4 Dex, +7 natural, -1 size)
hp 66 (6d8+18)
Fort +9, Ref +10, Will +7 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
Weaknesses fey-infused magic
SR 12
DR 5/cold iron
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Offense
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Speed 40 ft.
Melee bite +9 (1d8+6 plus grab), 2 claws +10 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d6+6 plus grab)
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Statistics
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Str 23, Dex 18, Con 17, Int 11, Wis 15, Cha 10
Base Atk +4.5; CMB +11 (+15 grapple); CMD 26 (30 vs. trip)
Feats Advanced Magic Training, Basic Magic Training, Weapon Focus (claw)
Skills Acrobatics +4 (+8 to jump), Perception +11, Stealth +9
SQ casting, darkness, devotion, Change Shape (Medium catfolk), woodland stride
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Special Abilities
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Advanced Magic Training Your non-casting classes add to your caster level
Basic Magic Training (Dark) You gain access to one magic sphere
Casting (CL 1, MSB +0, MSD 11, Concentration +0, DC 10) You can cast sphere effects.
Dark: Darkness You can create an area of darkness
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Fey-Infused Magic Your magic is weak against iron
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Description:
Midnight is ordinarily a black housecat with amber eyes, lean (though not malnourished) and rather skittish. In the Dreaming, however, she is an enormous cat at least as large as a tiger, with fur so black it seems to drain the light from her surroundings, making her exact dimensions harder to determine. Only her amber eyes shine out of the darkness, cunning and hungry...

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