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About Alistar RivenMale human (varisian) alchemist (grenadier) 1
DEFENSE
OFFENSE
Melee bardiche (two handed) +3 1d10+4/19-20
Melee dagger +3 1d4+3/19-20
Ranged bomb +3 1d6+4
Melee cold iron cestus +3 1d4+3/19-20 Special Attacks bomb, throw anything STATISTICS
Feats: Martial Weapon Proficiency (Bardiche), Precise Shot, Throw Anything Skills: Craft alchemy +8/9, Bluff -3 , Knowledge (Arcana) +8 , Knowledge local +5 (extra), Knowledge (Nature) +8 , Knowledge (Planes) +5 , Knowledge (Religion) +5 , Perception +4 , Spellcraft +8 , Use Magic Device +3 BG: +8 Lore (Thassilonian), +8 Engineering, +8 Knowledge (anatomy), +8 Knowledge (military) Traits: Defender of the Society, Principled Languages: Abyssal, Azlanti, Common, Infernal, Varisian, Thassilonian SQ alchemy, dual talent, formulae, martial weapon proficiency, mutagen
Gear: alchemist's fire 3, acid 3; Other Gear studded leather armor, bardiche, longspear, dagger, cold iron cestus, bomb, iron spikes x6, hammer, grappling hook, common, alchemist's kit, kunai, formula book Formula Book: 1st - bomber's eye, comprehend languages, crafter's fortune (DC 15), cure light wounds (DC 15), disguise self (DC 15), endure elements (DC 15), enlarge person (DC 15), expeditious retreat, heightened awareness, shield, targeted bomb admixture, true strike. SPECIAL ABILITIES:
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you 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.
Defender of the Society Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor. Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion. Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. Principled You hold yourself to a strict code of behaviour that guides all of your decisions and actions. You take a -2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects. Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Appearance:
Alistar dresses in an eclectic mix of traditional Varisian and modern Magnimarian styles toned by the practical touches required by someone accustomed to travelling long distances. His belt, cloak, pack, weapons and vials belie a seasoned traveller and merchant. Other than his gear, he is remarkable in his unremakableness. Personality:
Alistar views himself as a serious businessman but is far closer to a bleeding heart fascinated with ancient history. The has been pouring over his fathers’ book on Azlant and Thassilon for his entire life. He enjoys travelling because it gives him time to read while studying new languages. He is selling his wears because they help people and save lives, all the while supporting his travels and studies. Character demeanour: Diplomatic situation: If it is not about his technical expertise, he is mostly like to assist someone who I more competent. He is smart enough to know his limitations. Open combat situation: Reluctant to fight but is smart enough to be tactically inclined. Bombs to disable and close the distance, reach melee to protect his friends. Keeping people safe is his primary concern; unfortunately, that involves hard tactical decisions sometimes. Stealthy: When possible, he would like to plan for this. Even a few minutes is enough to make an extract that will help him. Any other quirks that might help me understand the character. Non that jump out, he is reasonable level headed in soft-hearted and protective (It’s a Varisian family thing). Background:
Alistar Riven comes from a long line of well-integrated Varisian merchants who travel about Varisia and the greater Magnimar region. His family has issues selling their potions and alchemical concoctions in the larger urban areas where it is much easier for customers to find a seller that is not one of the 'people of the road.' Nevertheless, as one does, you adapt. The people who live far outside of the walls of civilization, those much more likely to call him a ‘wander’ or ‘vagrant,’ also need his troop's wares and have no one else from which to buy. You don’t need to be charming if you have a captive audience and speak the local language, just polite. Travelling from remote communities to remote communities often by way of larger cities, Alistar makes his money selling potions and remedies to rangers, hunters, and farmers. His skills as an alchemist let him disguise himself when need to make transactions a bit easier for both parties. Alistar is just returning to Magnimar to resupply after a year trip to the edges of the country. Though it was an enlightening trip where he met with many exciting foreigners, it was a long-distance to cover, so food and transportation cost consumed most of his profits. Still, he learned incredible skills from the roaming Alchemists and Wizards, which are more valuable than gold. Without these skills, it is unlikely Alistar would have made it out of the Bandit raids experienced returning to Varisia. Alistar’s father was an alchemist with a rather obsessive personality. He was fixated on the process by which ioun stones were made. Once Alistar was grown, his mother and father agreed to go their separate ways. His mother stayed with their family, and his father went off to join the pathfinder society. We would send letters regularly for the first few years, but they stopped being sent about 18 months ago. Last he had heard his father had found some lead regarding Thassalonian technology in Kaer Maga. Alista dug through his father’s things and found out that he had become obsessed with creating Vibrant Purple Prism and Silver Spindle ioun stones thinking that they were the key to democratizing spell casting. With that information he went to join that pathfinder society and find fis father. |