About Asriel CollinsDescription:
In his natural form, Asriel is an exceptionally thin man with pale skin, disheveled, black hair, and dark green eyes. His sullen brow and high cheek-bones give him a brooding charm that has served him well in his romantic endeavors. His willowy build lends itself most easily to the stature of an elf, and this is the form he most frequently chooses to exhibit. He is personable and kind, if a bit arrogant. The greatest fault in his character is an unrelenting desire to uncover knowledge, to the point that he will sometimes inconvenience himself or other in order to acquire information. He firmly believes that there are two sides to every issue, and that good or evil do not truly exist, but are simply the results of opposing simply points of view. Crunch:
ASRIEL COLLINS CR 5 Male Fakir Alchemist(Mindchemist)/Bard(Archivist) 4 NN Medium Humanoid (Fakir) Init +3; Senses Perception -1 --------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 23 (4d8) Fort +6, Ref +9, Will +5 Immune sleep; +2 vs. Enchantment; +2 vs. Illusion; Resist acid 5, electricity 5; Poison Resistance +2 --------------------
Spd 30 ft. Melee Blue Dragon Bone Rapier +4 (1d6/18-20/x2) (+1d6 electricity damage) Ranged Bomb +7 (2d6+6 Fire) and
Special Attacks Bardic Performance (standard action) (19 rounds/day): Countersong, Distraction, Fascinate (DC 15), Inspire Competence +2, Naturalist +1 Bomb 2d6+5 (9/day) (DC 18), Smoke Bomb (4r) Spell-Like Abilities: Minor Image (1/day), Share Language (1/day), Code Speak (1/day) Bard (Archivist) Spells Known (CL 4, +3 melee touch, +6 ranged touch):
Alchemist (Mindchemist) Spells Known (CL 4, +3 melee touch, +6 ranged touch):
--------------------
Str 10, Dex 16, Con 10, Int 20(22), Wis 8, Cha 16 Base Atk +3; CMB +3; CMD 16 Feats: Bard Weapon Proficiencies, Brew Potion, Extra Performance, Lingering Performance, Throw Anything Traits: Charming, Skeptic Skills: Bluff +12, Craft (Alchemy) +13, Diplomacy +12, Disguise +10, Disable Device +10, Intimidate +10, Knowledge (Arcana)
Modifiers: +4 Craft (Alchemy) when making alchemical items, +1 Bluff/Diplomacy vs. opposite sex, +4 Spellcraft when IDing magic items. Languages: Aquan, Auran, Avari, Celestial, Common, Draconic, Ferrian, Giant, Ignan, Incto, Nercoin,
SQ: Bardic Knowledge +2 (Ex), Bardic Performance: Naturalist +1 (Su), Change Shape (Su), Cognatogen
Gear on Person: Blue Dragon Bone Rapier, Druk Hide Studded Leather, Cloak of Resistance +2, Headband of Vast Intellect +2, Masterwork Backpack, Alchemist's Kit, Masterwork Thieves' Tools, 5 oz. Ink, 10 inkpens, 10 sheets of parchment, clockwork spy, explorer's outfit, 126 gp Other Gear: Alchemist's Lab, 50 vials, Cauldron, 1250 gp worth of potion ingredients, 250 gp worth of alchemical ingredients, bedroll, traveler's outfit, 2 sunrods, compass, crowbar, 2 waterskins --------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks. Bardic Performance (standard action) (19 rounds/day) Your performances can create magical effects. Bardic Performance: Countersong (Su) Counter magical effects that depend on sound. Bardic Performance: Distraction (Su) Counter magical effects that depend on sight. Bardic Performance: Fascinate (DC 15) (Su) One or more creatures becomes fascinated with you. Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check. Bardic Performance: Naturalist +1 (Su) Morale bonus on some saving throws, attack and damage rolls. Bomb 2d6+5 (9/day) (DC 18) (Su): Thrown Splash Weapon deals 2d6+6 fire damage. Change Shape (Su): Fakir gain the following supernatural ability: You can assume the
Charming: +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually
Cognatogen: (DC 18) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the
Fakir Immunities: +2 save bonus vs Enchantments and you are immune to Sleep effects. Fast Poisoning (Move Action) (Ex): Apply poison to a weapon as a move action. High Magic: add +1 to the DC of any spell on the wizard spell list. They also gain the following spell-like
Lingering Performance: Bardic Performances last 2r after you stop concentrating. Lore Master (1/day) (Ex): Take 10 on knowledge checks, and 1/day take 20 as a standard action. Magic Lore +2 (Ex): +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical
Magical Insight: +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks
Outsider Resistance: Resistance against Acid and Electricity 5. Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he
Precise Bombs: (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of
Scholarly Aid: Fakir gain a +2 racial bonus on Bluff and Diplomacy checks, and they learn one additional
Skeptic: +2 save vs. illusion. Smoke Bomb (4r) (Su): When the alchemist creates a bomb, he can choose to have it create a cloud of
Swift Alchemy (Ex): You can construct alchemical items in half the normal time. Throw Anything: Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Backstory:
Born into an academic family within the mountains of Animus, Asriel is most notable for his insatiable curiosity, his devilish charm, and his imperious skepticism. His father, Tristan, was a professor and an inventor, famous for his work on clockwork transportation devices. Asriel's mother, Violet, was an adviser to the Archmagi of the time. Despite attending the nest schools available, Asriel learned far more from his parents than he did through any of his formal instruction. His father taught him to calmly and rationally analyze problems, and quickly calculate the most efficient solution, encouraging Asriel's knack for alchemy, while Emily taught him how to compose himself in dealings with others, as well as sparking a deep appreciation for the arts. The only person who arguably had a bigger impact on young Asriel's life was Sri'La, a Liganin woman from Nerin. Sri'La was traveling the world, "searching for purpose," as she said. Asriel met her while traveling the roads of the great city in which he lived, and was stunned to see this small Liganin, as he had never seen one of her kind before. Burning with questions, Asriel chased after the flustered adventurer, determined to learn about Liganin forest culture first-hand. He instead learned of another part of himself. Sri'La was not smart, in the way Asriel had come to think of intelligence, but she possessed some sort of great, indescribable knowledge that escaped him. He could sense it in her movements, the way her eyes glimmered, and even in her speech patterns, as though she knew the secrets of the world itself. She traveling the world, "searching for purpose," as she said. It was then that Asriel first began to look beyond his own scholarly pursuits, to dream of adventure and travel. He knew that there was knowledge that could not be found in any book, and he made it his personal quest to uncover it. |