Rotrovio

Casper "Pythonglare" Cantour's page

309 posts. Alias of Sebecloki.


Full Name

Casper (Casperiosanthus) Tareodale Cantour (aka "Snakesight," "Pythonglare")

Race

Human

Classes/Levels

Unchained Rogue (Knife Master) 1/Fighter 1/Alchemist (Vivesectionist/Toxicant) AC 16 (Leather Armor (+2), Dex (+4),), touch 14, flat-footed 10 HP 25 Current/Total 24 Fort +5, Ref +6, Will -2

Gender

Male

Size

Medium

Age

23

Alignment

NE

Deity

Norgorber

Homepage URL

IMAGE

Strength 13
Dexterity 20
Constitution 16
Intelligence 10
Wisdom 7
Charisma 7

About Casper "Pythonglare" Cantour

Casper hails from a slightly disreputable family of hide merchants known as the Cantours.

Local legend and clan history ascribes their founding to a revered ancestor, one Phineal Cantour, who it is said got his first big break in the pelt business when he purposefully mislead and then abandoned a fellow who had discovered ample new hunting grounds, seizing the find for himself. Their legendary progenitor has proved prescient for the behavior of Phineal's latter-day descendants, who are known for their ruthless business practices.

The wisdom of Phineal, contained in a large body of aphorisms handed down by memory among the generations, is part of the received lore of the merchant clan that bears his surname.

Examples include, "The edge of a knife is the sharpest of wits," "A man who makes his own luck is the bridegroom of chance," and "Turn your back to no man, but seek the shadow of your closest friend."

The coming of age ceremony in the Cantour Clan, known as the Phinealastrathation, involves memorizing some significant body of this traditional material and reciting it unerringly before a small council of the elder Cantours.

A secret, and treasured possession of the Cantours is a mysterious volume known as the Book of Tch'Khan, which was recovered from a ruin astride the Black on one of the family's trapping expeditions.

It appears to contain lore from a time before the collapse of civilization, though even the greatest scholars of the clan have only begun to decipher its contents. The tome is made of thick pages inscribed with a red and black ink in thick and intricate letters. Its spine and cover are made of some kind of black scale. It is square and exceedingly heavy, measuring some one foot in length on each side.

Casper has particularly attached himself to the company of his uncle Scariades Betariol Cantour, who has perhaps spent the most time among the clan's amateur scholars in the consideration of this enigmatic text.

Within the larger Cantour Clan is a smaller group of relatives united by a ritual known as the 'bloodshare'. These descend from Phineal's eldest son Scanzanar Red Cloak, and are known colloquially as the 'People of the Cape'. The bloodsharers swear a secret oath using words from the Book of Tch'Khan which are ill-understood, but certainly have an ominous cadence. They are united by a belief that their line should be foremost in the Cantour Clan.

In the last generation, Casper's mother Arthenia and stepfather Gallard have regained the preeminence of the 'People of the Cape', which they had lost for several generations to the progeny of Scanzanar's younger sister Celliadae.

Casper was named by his mother Arthenia Teliadare Cantour for a small red and white flower whose scientific designation is Casperiosanthus aeliorae, and is also known as the 'ghost blood blossom'. It grows in the nearby fields where Arthenia played as a child, and its striking red and white speckled hue approximates the colors of her son's hair and skin, respectively.

There is a barely-remembered local legend that the blossom received its name from the spirit of a drowned maiden, a castaway from an intransigent caravan.

Instructed from a young age in the details of his family's trade, Casper developed a vicious personality that nonetheless preserved his clan's emphasis on loyalty and honor. He always stands by the word, if not the spirit, of his oaths.

Casper was born one half of a set of fraternal twins, but his sister Essania died while a toddler under still ill-understood circumstances. A mysterious fact -- some have noticed that Casper ceased to cast a shadow after his sister's death.

He has recently been appointed the head of his family's concerns in beaver pelts, forcing out a long time employee named Argus Karathen, and thus probably instigating a rivalry that will fester in the coming years.

Unknown to any others, Casper has, in the last few months, begun a discreet assignation with Darien Brelthaine, a groomsman in the Storm's Shadow, a local inn where the Cantour Clan conducts many of its business activities.

Casper possesses several mental peculiarities that might be described as psychopathic in contemporary parlance.

He has an intense interest in anatomy, and the young man's obsession with the vivesection of the animals trapped for the business is more than slightly unnerving to Casper's family and their employees.
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Description:
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Casper is about 5' 8'', extremely muscular, but lithe, and possesses pale skin and flame-red hair. The latter is cut short and styled in a fairly conservative manner.

Mostly, he wears sheer black clothes, often leather.

He has several tattoos on his abdomen and torso copied from the enigmatic script of the Book of Tch'Khan.

Casper possesses striking emerald green eyes, for which reason he has been appended with the nick names 'Snakesight' or 'Pythonglare'.

He speaks with a slight stutter unless he concentrates whole-hardheartedly on controlling this verbal tick.

IMAGE I
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Casper (Casperiosanthus) Tareodale Cantour (Human Unchained Rouge 1

Casper “Pythonglare” Cantour
Unchained Rogue 1 (Knife Master)/ Fighter 1
Init +4; Senses[/b] Perception +1
DEFENSE
AC 16 (Leather Armor (+2), Dex (+4),), touch 14, flat-footed 10
HP 34
Fort +5, Ref +6, Will -2
OFFENSE
Speed 30 ft.
Melee
Dagger, Punching +4/1d4 (x3), Dagger, Punching +4/1d4 (x3),
Weapon +To-Hit/Full Attack (Dmg and Crit info)
STATISTICS
Str 13 (+1), Dex 20 (+5), Con 16 (+3), Int 10 (+0), Wis 7 (-2), Cha 7 (-2)
Base Atk +1; CMB +12 (BAB (+1), Star (+1); CMD +16 (BAB (+1), Str (+1), Dex (+4))
Feats

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Toughness (General)

You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Extra Rogue Talent
Through constant practice, you have learned how to perform a special trick.

Prerequisite: Rogue talent class feature.

Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

Special: You can gain Extra Rogue Talent multiple times.

Bleeding Attack (Ex)
Benefit: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Class Skills

Acrobatics (Dex) +10, Appraise (Int) +3, Bluff (Cha) +1, Climb (Str) +6, Craft (Int) +3, Diplomacy (Cha) +1, Disable Device (Dex) +10, Disguise (Cha) +1, Escape Artist (Dex) +7, Fly (Dex) +7, Handle Animal (Cha) +1, Heal (Wis) +1, Intimidate (Cha) +1, Knowledge (arcana) (Int), +3, Knowledge (dungeoneering) (Int) +3, Knowledge (engineering) +3, Knowledge (local) (Int) +3, Linguistics (Int) +3, Perception (Wis) +1, Perform (Cha) +1, Profession (Wis) +1, Ride (Dex) +6, Sense Motive (Wis) +1, Sleight of Hand (Dex) +1, Spellcraft (Int) +3, Survival (Wis) +1, Stealth (Dex) +10, Swim (Str) +4, and Use Magic Device (Cha) +1.

Skill Points: 14

Racial Modifiers
Languages
SQ
Combat Gear
Other Gear

Rogue Class Features

Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Hidden Blade
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.

This ability replaces trapfinding.

Sneak Stab (Ex)
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.

This ability is identical in all other ways to sneak attack, and supplements that ability.

Finesse Training (Ex)

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Fighter Class Features

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Alchemist Class Features

Weapon and Armor Proficiency
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist 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.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. 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 alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these 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 (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist 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 but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Sneak Attack
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).

This ability replaces bomb.

Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Toxic Secretion (Ex)
At 1st level, a toxicant has learned to mimic creatures with the ability to secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level).

This is a poison effect. The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.

At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her toxin impose.

Once this choice is made, it can’t be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin’s duration ends.

At higher alchemist levels, the toxicant gains access to stronger conditions; some replace lower-level conditions, which must be selected first. The following conditions are available at the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or shaken; 9th—blinded (replaces dazzled) or staggered (replaces dazed); 12th—exhausted (replaces fatigued); 18th—stunned (replaces exhausted and staggered).

As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier.

This ability replaces mutagen.

Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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.

Traits:

Poisonous Slayer
You know the secret of plunging a poisoned weapon in just the right spot.
Benefit(s) You gain a +1 trait bonus on attack rolls when you are wielding a weapon treated with poison.

Blade of the Society (Rogue, Society)
You have studied and learned the weak spots of many humanoids and monsters.

Benefit: You gain a +1 trait bonus to damage rolls from sneak attacks.