Jeggare Noble

Christoff van Alst's page

50 posts. Alias of Caquix.


Race

Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |

Classes/Levels

Spells:
Acid darts (6/7) | Bombs (6/7)

About Christoff van Alst

|
|
|
|

Crunchy!:
Christoff
Male Human Alchemist 1/Wizard 2
CN Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 13 (1d8+2d6)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.

Melee Morningstar +0 (1d8-1)

Special Attacks bomb 7/day (1d6+4 fire, DC 14)

Alchemist Spells Prepared (CL 1st; concentration +5):
1stcure light wounds
expeditious retreat

Wizard Spells Prepared (CL 2nd; concentration +6):
1stenlarge person (DC 15)
mage armor
magic missile
summon monster i [S]

0 (at will)daze (DC 14)
spark (DC 14)
ray of frost
light

--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 18, Wis 10, Cha 15
Base Atk +1; CMB +0; CMD 12

Gear morningstar, - arcane bond amulet -, alchemy crafting kit, artisan's tools, backpack, masterwork, flint and steel, thieves' tools, 31 gp
--------------------
Special Abilities
--------------------
(Wizard Granted)
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).

Conjuration (Specialized) The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.-(Opposition, 2 slots to prepare) Divination, Illusion
>Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
>Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

(Alchemist granted)

Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Mutagen (DC 14) (Su)
Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.

Bomb 1d6+4 (7/day) (DC 14) (Su)
Thrown Splash Weapon deals 1d6+4 fire damage.

Throw Anything
Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

-------------------
Gear
------------------
Morningstar 6 lbs

Amulet (Arcane Bond)

Masterwork Backpack 4 lbs
>Alchemy Crafting Kit 5 lbs
>Artisan's Tools (Traps) 5 lbs
>Thieves' Tools 1 lbs
>32 GP

------------------
Misc.
------------------
LanguagesCommon, Dwarven, Elven, Gnome, Halfling

Skills:

Acrobatics +2 Ranks 0
Appraise +4 Ranks 0
Bluff +2 Ranks 0
Climb -1 Ranks 0
Craft (alchemy) +11 Ranks 3
Craft (traps) +7 (+9 w/ tools) Ranks 2
Diplomacy +2 Ranks 0
Disable Device +5 (+7 w/ tools) Ranks 2
Disguise +2 Ranks 0
Escape Artist +2 Ranks 0
Fly +6 Ranks 1
Heal +4 Ranks 1
Intimidate +2 Ranks 0
Knowledge (arcana) +10 Ranks 3
Knowledge (dungeoneering) +9 Ranks 2
Knowledge (engineering) +8 Ranks 1
Knowledge (planes) +8 Ranks 1
Perception +4 Ranks 1
Ride +2 Ranks 0
Sense Motive +0 Ranks 0
Sleight of Hand +6 Ranks 1
Spellcraft +12 Ranks 3
Stealth +3 Ranks 1
Survival +0 Ranks 0
Swim -1 Ranks 0
Use Magic Device +10 Ranks 3

Constructs:
Summon/Construct List Level 1
---------------------

Burning Teapot-You really should put a handle on a teapot, especially one that heats itself.
---------------------
N Tiny construct
Init +2 Senses darkvision 60, low-light vision; Perception -5
=DEFENSE=
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5 Immune Construct Traits
=OFFENSE=
Speed 15 ft.
Melee slam +1 Burn (Ex, 1 CP): : The object gains burn (1d6) with its slam attacks.
=STATISTICS=
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
Base Atk +1 CMB +1 CMD 9
--------------------------------
Overzealous Nutcracker-
This animated nutcracker tries far too hard to crack nuts. Also, it seems to think everything is a nut.
--------------------------------

N Tiny construct
Init +2 Senses darkvision 60, low-light vision; Perception -5
=DEFENSE=
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5 Immune Construct Traits
=OFFENSE=
Speed 15 ft.
Melee slam +1 (1d3-2)
=STATISTICS=
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
Base Atk +1 CMB +1 CMD 9
Improved Attack (Ex, 1 CP): All the Animated Object’s melee attacks do damage as though it were one size category larger.
------------------
Tiny Boxer
-Sock'em, Rock'em
------------------

N Tiny construct
Init +2 Senses darkvision 60, low-light vision; Perception -5
=DEFENSE=
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5 Immune Construct Traits
=OFFENSE=
Speed 15 ft.
Melee slam x2 +1 (1 nonlethal)
=STATISTICS=
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
Base Atk +1 CMB +1 CMD 9
Additional Attack (Ex, 1 CP): Gains an additional slam attack.

Construct Traits (Ex)
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

Personality:

Christoff loves trying new things especially when magic is involved. He has a tendency to say whatever he is thinking and can seem insensitive but mostly it is a lack of experience in dealing with others. He can be a bit selfish and doesn’t consider the impact of his experiments on others. He is willing to help others if they ask or he says they are in danger but he might not notice if he was engrossed in something.33- Think a bit of a mad scientist but not really evil just oblivious.

Motivations:

Christoff is mainly motivated by amusement, challenging authority and inventing new things. This is the part of the character that is lacking and I’m thinking that being out in the world a bit more might give Christoff more of a purpose behind all his madness.

Backstory (wip):
Christoff is the youngest of the van Alst children, an influential family of wizards in the city of Endhome. He was largely left to his own devices as a child but had a tendency for doing things that ran against his family’s ideals. The van Alst family are very traditional, magic was not for children and certainly not meant to be fun. Magic was to be learned in a academy, from books, and under strict supervision. Christoff could never really understand these ideas as everything he saw parents and siblings doing, the ones who had graduated already, seemed like so much fun. Christoff often attempted to mimic the spells he saw performed, but was scolded if he managed to create any magic effects especially when his father had company.

Soon he was not allowed around when anyone performed magic, but this only led him to attempt to figure out spells on his own. When it came time for Christoff to begin at the Endhome Academy, he was sent to live there full time, despite the fact that most wizards from Endhome continued living at home while they attended the academy.*(I can scratch that last bit or adjust to be that they sent him off to the academy at Reme.)

Christoff’s family is very traditional when it comes to matters of class, as well. Christoff became acutely aware of class at a young age through his family’s reaction to his interaction to the “help”. Embarrassed by his propensity for fraternizing with those below his family and random magic “horseplay”, Christoff was basically forbidden from leaving the estate and interacting with others, leaving him socially stunted. He became an outcast at the academy when the other students realized that they would get in trouble for being involved in his experiments, while he receive no punishment because the staff feared retribution from his family.