Alchemist

Atticus Fulvios's page

486 posts. Alias of Helikon.


Full Name

Atticus Fulvios

Race

Human

Classes/Levels

Investigator (Empyrist)4/Occultist 2

Stats:
hp 43/43 AC 14|T 12 |FF 13 (+1 dodge if only person threat.), F +5|R +5|W +6, Init 1, Per +14

Gender

Male

Harrowing:
4 Harrow points Card Cricket

Size

medium

Age

27

Special Abilities

Inspiration

Alignment

LN

Deity

Iori

Location

Korvosa

Languages

Common, Draconic, Halfling, Sylvan, Celestial, Infernal

Occupation

Tutor

Strength 16
Dexterity 12
Constitution 14
Intelligence 19
Wisdom 10
Charisma 8

About Atticus Fulvios

Data:

Name: Atticus Fulvios
Race: Human
Job: Tutor
Age: 27
Alignment: LN
Personality: Inquisitive, Helpful, but socially insecure
Likes: Teaching, learning, History F
Dislikes: Unsolved problems, cheating clients
Favorite foods: died fried vegetables surrounding a veal steak
Hobbies: Pipe, reading, chelish opera
Physical Description: light olive Skin, black hair, piercing eyes,
5feet 8. Facial hair in a van d~+# beard, hair in
Deity: Iori
Languages: Common, Draconic, Halfling, Sylvan, Celestial, Infernal
Personality: Atticus is not very good with people, a live more interested in books and laboratories has left their mark. He know the technical part of how to do it, but lacks the presence to pull it off. During his time as an attorney he has learned to use his vast knowledge to find ways to convince people, but his words are often harsh and not well liked. He is a lot better with young children or men sharing his erudite interests. With those kind of people he warms up and show his caring.
He has just one vice and that is alcohol. In times of depression, he has a tendancy to drink to much.

Rendering:

20 point buy for stats
Stat point distribution:
STR: 14 = 5 +2 Implement
DEX: 12 = 2
CON: 14 = 5
INT: 16 = 10 (+2 Human Bonus) (18) +1 (Level 4)
WIS: 10 = 0
CHA: 08 = +2

Combat:

Hit Points: 50 / 50 (4d8+4Con+4Feat+2d8+4Con)
Init: +1 Perc +14
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Offense:
Bardiche+1 +6 1d10+8 19-20/x2
Sling +2 1d4+3 20/x2

Attack:
Melee: 6 = 3(base) + 3(STR);
Range: 4 = 3(base) + 1(DEX);
CMB: 6 = 3(base) + 3(STR);
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Defense
AC: 14 = 10 + 3(Armour) + 0(Shield) +1(Dex);
Touch: 11 = 10 +1(Dex);
Flat: 13 = 10 + 3(Armour) + 0(Shield);
CMD: 17 =10 + 4(base) + 2(STR) + 1(DEX);
Saves:
Fort: 5 = 3(base) + 2(CON);
Ref: 4 = 3(base) + 1(DEX);
Will: 6 = 5(base) + 0(WIS)+ 1 Trait;
Immune:


Racial&Class:

Human Racial Traits
+2 to One Ability Score:
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium:
Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed:
Humans have a base speed of 30 feet.
Bonus Feat:
Humans select one extra feat at 1st level.
Comprehensive Education
Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Investigator
Weapon and Armor Proficiency:
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Alchemy (Ex):
Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition aninvestigator 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. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. The power they lend creates powerful effects, but also binds the extract’s effect to its creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–7. 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 investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those 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; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list (Pathfinder RPG Advanced Player’s Guide 32), which determines the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator 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. At 1st level, an investigator starts with two 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formulae that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying them.
Inspiration (Ex):
An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill. An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Expanded Inspiration: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
Occultist
Weapon and Armor Proficiency:
An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spells:
An occultist casts psychic spells drawn from the occultist spell list presented on page 58, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements on page 47). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score
The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).
At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Focus Powers (Su):
At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su):
At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
See the Implement Schools section starting on page 50 for a complete list of implements associated with each school and their focus powers.

Knacks:
An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus (Su): 7
An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
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Transmutation
Implements: Belt, boots, sandals, vest, weapon.

Physical Enhancement (Su): Belt, 5 Mental Focus stored, Strength
The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Legacy Weapon (Su):
As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Sudden Speed (Sp):
As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
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Divination
Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.

Resonant Power:
Each time the occultist invests mental focus into an divination implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Third Eye (Su): Tarot Deck, 2 Mental Focus stored
The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Sudden Insight (Sp):
As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

Danger Sight (Sp):
As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.
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Implements: Crystal, hat, mask, prism, ring.

Distortion (Sp):
The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.

Minor Figment (Sp):
As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.


Feats, Traits & Skills:

Feats:
Fast Learner
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Artful Dodge
If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent. The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge. You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite.
Extra Focus
Fast Study
Traits
Missing Child
The missing child is your the son of your employer and one you had been charged with protecting.
The child was abducted during a trip to the market. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves.
Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Skills
Investigator 4x (6+INT+1F) = 11 + 2x4+4
ACP = -0 //Armour Check Penalty
• Acrobatics: 0 = 0 + DEX Mod + 0 - ACP;
• Appraise: 4 = 0 + INT Mod + 0;
• Bluff: -1 = 0 + CHA Mod + 0;
• *Climb: 6 = 1 + STR Mod + 3 -ACP+1;
• *Craft (alchemy): 9 = 1 + INT Mod + 3 + 4CL;
• *Diplomacy: 3 = 1 + Cha Mod + 3;
• *Disable Device: 15 = 6 + Int Mod + 3 + 1I+2C -ACP
• Disguise: -1 = 0 + CHA Mod + 0;
• Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
• Handle Animal#: -1 = 0 + CHA Mod + 0;
• Heal: 7 = 4 + WIS Mod + 3;
• Intimidate: 14 = 5 + INT Mod + 3 +2;
• *Know(Arcane): 9 = 1 + INT Mod + 3 + 1r;
• *Know(Dung): 9 = 1 + INT Mod + 3 + 1r;
• *Know(Engin): 9 = 1 + INT Mod + 3 + 1r;
• *Know(Geo): 9 = 1 + INT Mod + 3 + 1r;
• *Know(Hist): 9 = 1 + INT Mod + 3 + 1r;
• *Know(Local): 14 = 6 + INT Mod + 3 + 1r;
• *Know(Nature): 11 = 3 + INT Mod + 3 + 1r;
• *Know(Nobility): 9 = 1 + INT Mod + 3 + 1r;
• *Know(Planes): 9 = 1 + INT Mod + 3 + 1r;
• *Know(Religion): 9 = 1 + INT Mod + 3 + 1r;
• *Linguistics: 8 = 1 + INT Mod + 3;
• *Perception: 15 = 6 + INT Mod + 3+1+1;
• Ride#: 0 = 0 + DEX Mod + 0 -ACP;
*Sense Motive: 13 = 6 + INT Mod + 3;
• Sleight of Hand: 0 = 0 + DEX Mod + 0 - ACP;
• *Spell Craft: 12 = 5 + INT Mod + 3;
• Stealth: 0 = 0 + DEX Mod + 0 - ACP;
• Survival: 0 = 0 + WIS Mod + 0;
• Swim: 2 = 0 + STR Mod + 0 -ACP+1;
• *Use Magical Device: 14 = 6 + INT Mod + 3 +1;

Exctracts:

DC = 10 + 3 + Level
Level-1: 4 + 1(INT)
Level-1:
Extracts Known:
Comprehend Language, Crafter´s Fortune, Cure light wounds, Heigthen Awarness; Monkey Fish, Polypurpose Panacea, Shield, Longarm
Extracts Prepared
Heigthen Awareness, Longarmx2 Shield x2
Level 2 Known:
Alchemical Allocation
Prepared
Alchemical Allocation x2

Spells::

Knacks:
Detect Magic, Mending
Level 1: 1+1
Detect secret Doors, Lead Blades

Equipment:

Starting Wealth 150gp
Weapons: 48
Morningstar
Dagger +1 2
Sling, 0
Bullets (Sling) 1
Armor: 25 gp/34lbs
MW Parade Armor 25 (The armored Doublet of the Korvosa city officals.)
Miscellaneous:
Investigator's kit
This kit includes an alchemy crafting kit, a belt pouch, a flint and steel, ink, an inkpen, The kit does not contain a formula book because an investigator begins play with a formula book and does not need to purchase one.
Thieves tools MW.
Harrow Deck.
7gold 1 silver
At home:
a backpack, a bedroll, an iron pot, a mess kitUE, soap, torches (10), trail rations (5 days), and a waterskin.

A good teacher can inspire hope, ignite the imagination, and instill a love of learning.
Backstory:

Atticus Fulvios was born into a family of scholars and professors lecturing at the prestigious Acadamae in Korvosa and one of those children who could speak before walk.
His parents took great care that their son learned their love of education and while other children would play in the streets or parks, he would sit in the backbench of the classrooms, listening to his mother Minerva lecturing sons and daughters of noble blood or mercantile station about the history of their glorious city, or watch his father Severus in his laboratory, teaching young parfumists, alchemists and wizards about the wonders to be done without magic, just with Brimstone, Aqua Regis or Powder of Algaroth.
For a while Atticus was a pale boy, a boy that had virtually no friends and rarely saw the sun and was often sickly.
But then his aunt Athna interfered, the black sheep of the family. She was not a scholar or artisan, instead she had joined the military and was a first blade of the sable company marines.
She spoke some choice words to his parents and took upon herself to supplement the boys mental with some physical education. Usually dragging a crying boy from some musty tome towards a park or gymnasium and forcing him to work out, run a few laps, or doing some other trials to build some muscles.
Atticus never learned to love this kind of training, called is a waste of time, but to say his aunt was as stubborn as a mule was a major understatement.
After a while Atticus got healthier and, groing older, and after finding the right tractat, he understood the merits of a healthy body for a healthy mind. And his complains lessened, especially as he noticed that he could learn better.

With his parents help Atticus enrolled at the Acadamea at the very young age of eleven and although younger than almost all of his classmates rarely finished a course without high honors.
A few weeks after his 16th birthday he got his masters diplomas in Alchemy, Botanica, History, Law and Theology.

But what should a young man do with his education do at this young age? Calling in a few favors, his father managed to get Atticus a position as a scribe, working for Zenobia Zenderholm, the hanging judge, as an junior assistant attorney. Working for Judge Zenderholm was interesting, to say at least, and he did learn a lot about the power of installing fear into people´s heart with a few choice words, learning from a true master.

But after a few years he couldn't stomach the work anymore and found a position as a tutor in the house of Master Aquila, Trader in wines from cheliax and merchant of all kinds of spirits.
His duties was lecturing the sons of the merchant Marcus and Marcellius and the son of the merchants sister, Nikkodemus.

For three years life was very good, Atticus did enjoy the duties and also had a very good relationship with Master Aquila, often testing the qualities of new brands in a small, but well stocked laboratory. He even had a caring relationship with Ariella, the chambermaid of Mistress Aquila.

But then one fine Erastian day disaster struck.
While visiting the market with the boys and two guards, Nikkodemus simply…. vanished. No matter where they searched, the boy was nowhere to be found.
Mistress Aquila was furious and the two guards were flogged and banished from the home. And while Atticus was not responsible, the former warm relationship turned icy.
It was a horrible blow and Atticus left the merchants house and a few nights later he opened a bottle of Brandy. Soon it was one per night, Atticus started a drinking habit. His former impeccable appearance got tarnished with an unkempt beard and blotted clothing. He was on the fast track to disaster.
Again it was his aunt who saved him and after a severe lecture, fitting to flail paint from the wall. Taking care of him and giving him the much needed support, Atticus sobered up and a week later confronted his old employer, vowing to find Nikkodemus, and the person responsible for the abduction.

While more a book learner, together with his Aunt Athna, it took him less then two weeks, to hear from Gaedren Lamm and pierce a few informations about this horrible persons habits. Weeks with little sleep and some ugly confrontations, but it took Atticus from the booze. But to work on the leads alone seemed illogical, because Athna had to leave.
Unfortunately Athna was commandered to a month-long patrol so Atticus had to look for other allies, to bring this man to justice and finish this menace to society once and for all!


Combat actions:
Sword cane +2 1d6+2 20/x2