About Casper "Pythonglare" CantourCasper 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.
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
Casper “Pythonglare” Cantour
Power Attack (Combat)
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)
Weapon Finesse (Combat)
Extra Rogue Talent
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)
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
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.
Hidden Blade
This ability replaces trapfinding. Sneak Stab (Ex)
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
Alchemist Class Features Weapon and Armor Proficiency
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
This ability replaces bomb. Brew Potion (Ex)
Toxic Secretion (Ex)
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)
Traits: Poisonous Slayer
Blade of the Society (Rogue, Society)
Benefit: You gain a +1 trait bonus to damage rolls from sneak attacks. |