Devargo Barvasi

Altair Mooncalf's page

144 posts. Alias of Movin.


Full Name

Altair Mooncalf

Race

Human of Smog

Classes/Levels

HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8, Fort:+4 Ref+8 Will+4 (+2vPSN) Spellpoints: 4/7

Gender

Male

Size

Medium

Age

23

Special Abilities

See in smoke/fog.

Alignment

Children of the sun

Deity

The cinder

Location

the intersection of desperate and foolhardy

Languages

common, smog dialect

Occupation

Butcher of men and myr

Strength 11
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 13
Charisma 12

About Altair Mooncalf

Alchemist (Archaic vivisectionist) 4 VMC Oracle HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8,
Fort:+4 Ref+8 Will+4 (+2vPSN)

Thief ability array (city of smog array +Classic human)

Male Alchemist (Archaic vivisectionist) 4 VMC Oracle
Children of the sun [6]
Init+4 ; Senses Perception +8
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+4armor +1shield,+4dex)
hp 27 (FCB 4hp)
Fort +4, Ref +8, Will +4
(+2 vs poisons)
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OFFENSE
--------------------
Speed 30 ft.
Melee Dagger 1d4+4 19/20
Kunai 1d4+4
Uncanny flame 1d4+4

Special Attacks Sneak attack: 2d6+2bleed

Feral Mutagen +4dex+2Nat armor -2Wisdom Lasts 40 minutes

Claw x2 1d4+6
Bite 1d6+6

Spheres of Power
Spell Points: 7
CL4

Sphere crunch:

Beasthood
Shape Shift - For 1 SP, Gain aspects of the Beast for 1 min / CL.
Pick 1/5CL of the following traits.
-Claw attacks
-Bite attack
-Scent
-Lunge (Full round action, double range on a natural attack +4 to hit)
-Leaping attack: Standard action may make a jump making an attack at any point in the jumps movement. the Leap Movement doesn't provoke AOO's
-Pounce
-Rend
-1/2CL bonus to Mind affect,disease,poison,sleep and stunning

Sorcery
Soul arrow:
2d4 (Increases at Odd CL) ranged touch attack Medium range (100+10ft/CL)

Light:
As a standard action, you may create a orb of light that hovers above the head of a creature you touch for 1 minute per caster level. This orb of light sheds like like a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Suppressing this effect is a free action. As a standard action you can cause the orb to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the orb to continue glowing brightly without concentration for 1 minute per caster level, or until the orb effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions. Whenever an orb effect interacts with a magical darkness effect the caster of the orb effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the cast light effect functions normally. If he fails, the dark effect functions normally (outlines are swallowed, light sources are hampered, etc.)

Hush: Spend a spell point, grant target +4 to stealth checks for 1min/CL

Talents
Hidden body:
Standard action, character is invisible for as long as you concentrate. Bonus to stealth checks equal to CL. HIPS
Spend a spell point to keep it active without concentration for 1min/CL

Hexes
Dark Orb 1d6 dam/2CL (round up) bludgeoning damage

Resonate (spend Souls to gain abilities)

Resonate soul: 10 souls, +2 damage on dark orb (stacks up to CL)

Numbness: Standard action grant target temporary HP = CL+cast stat.
Temp HP cannot exceed total HP (need to be damaged to take advantage of this)

Talents:
Dark fog: Standard action, spend a spell point, create a 10+5ft/5cl wide 10+5ft/5cl tall fog cloud. Anyone starting their turn in the cloud needs to make a Fort save or progress along the Con poison track


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STATISTICS
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Str 11, Dex 18, Con 10, Int 16, Fth 12, Cha 12
Base Atk +2; CMB +2; CMD:14
Traits
Magical Knack: (+2 effective CL cap of level)
The hunter: (bleed damage heals 1 pnt per rolled bleed dice (Min1) and grants access to the beasthood sphere
Soaring Sprinter: +2 acrobatics to Jump or balance, acrobatics is a class skill.

Drawback: Paranoid (DC to aid this character is increased by 5)

Feats
Weapon Finesse, Iron Will(B), Deadly Agility
Discoveries: Feral Mutagen, bleeding attack

Skills Stat/Ranks/Class/Other
Acrobatics 4/4/3/2 +13
Craft:Alchemy 3/4/3/4 +14
Disable Device 4/4/3/2 +13
Knowledge:Arcana 3/4/3 +10
Knowledge:Nature 3/4/3 +10
Perception 1/4/3 +8
Stealth 4/4 +8
Survival 1/1/3 +5
Spellcraft 3/1/3 +7
Climb 1/2/ +3

Can use Knowledge Nature to roll heal checks due to archetype stuff.

Background skills
Knowledge engineering 3/4 +7
Craft: Cooking 3/2/3 +8
Slight of hand 4/2/3 +9

SQ
Sneak attack 2d6, Poison resistance +2, Use poison, throw anything, Swift Alchemy, Spherecasting, Hexs, Sorcery, Beasthood,

Gear
Amulet of mighty fists +1 4000gp (traded in for...)

Mithril chainshirt 1100gp
Mstrwk buckler 165gp
Travelers anytool 250gp
Sickle: cold iron 12gp
Daggers x4 4gp
Kunai x4 8gp
Kunai x1 Silver 21gp
Alchemist kit 40gp
Masterwork thieves tools 100gp
Pathfinders kit 12gp
Grappling hook 5gp
50ft rope 1gp
Uncanny flame 25gp

Antitoxinx3 50gp
Antiplaugex3 50gp
Bloodblockx3 25gp
Clear earx3 15gp
Acidx6 20gp
firex3 20gp
Smoke stickx6 40gp
Tindertwigx9 3gp
Lamp oilx10 1gp

62gp remains.
Honey 2 jars 2gp
Maple Syrup 2 jar 2gp
5pnd wheel of cheese 1gp
2pnds smoked meat 1.2gp
Cooking Kit 3gp
The rest is spent on Sundry spices and herbs to make life in the desolate place worth living.

New stuff.
Masterwork backpack
Healers kit
50gp of alchemical supplies.

But Altair, what are actually in those kits of yours?
Alchemist
alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Pathfinder
a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations(7), and a whetstone.

Name: Altair Mooncalf
Race: Male Human (City of smog)
Class: Alchemist (Archaic vivisectionist)
Demi-Gestalt: Oracle (Flames)
Ability Scores: Thief
Trait: The Hunter
Starting Gift: The Fitful Watch
Covenant: Children of the Sun
Backstory: A prodigy of violence Altair blended an academic upbringing with the feral teachings of the Blooded maiden's order. Combining ancient magics of blood and exploitation of anatomy the young man earned favor in the order, rapidly ascending the ranks and becoming one of the preferred hunters for missions of ambush.
Discovering the end result of the path he walked Altair abandoned the Blooded order unwilling to accept the hollow legacy he was fated to leave.
In the company of a pauper sun priest he found solace, that particular kind of madness appealing to the man lacking purpose.
It was then his Mark appeared.
The priest informed Altair of the Omen and gave him a finely crafted watch and told Altair that he needed it more, that the watch would show him a new path.
And so the man set off, feet finding the path few would follow.
Bearing the hope that somewhere in this forbidden place he might find an answer for the riddle of Old blood singing in his veins, gnawing on his soul.

Personality: Analytical, Sharp witted, Penitent, Sombre
Description: Short shorn dark hair and tanned skin of exposure, his right brow bearing a scar nearly bisecting his socket. Short for a man at 5'5'' he is commonly seen wearing a red leather coat a brace of belted on weapon bandoleers, a long sleeved brown undershirt and black gloves with leather boots to match.