Seltyiel

Dragash Arliden's page

133 posts. Alias of Davachido.


Race

| Loot pile

Classes/Levels

Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Gender

Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet

About Dragash Arliden

Appearance:

Dragash is relatively tall for an 'elf', through magic he appears shorter than he is. Standing at about 5'6", he has white hair down to his shoulders. Like many elves, he has fair and pristine skin. Dragash has bright purple eyes. His attire is usually quite professional as he works for high standing military personnel. Out of habit, he upkeeps this while travelling and wears well fitting armour and a plain violet tabard to match his eyes. He wears a black cloak to hide the colour of his clothes for when he needs to be unseen in the wilds. Across his chest he wears a pair of bandoliers containing his potions, his formula book rests on his belt. Dragash also carries the customary elven longbow as a backup weapon. Lastly, Dragash has a small feather pin in his hair

Personality:

Dragash has adopted many elven sensibilities and worships Findeladlara. His undercover nature has gotten to the point where he has practised pretending to be in trance while sleeping. Dragash also never snores now. Due to his own past, he is quite accepting of new people and new places. Having almost given up his life only to be accepted he shows others a similar courtesy. Very few in the world know that he is both Dragash and Oktar, the two main people that know are Yalandara and Dalviss. In personal environments, they refer to Dragash by his intimate elven name, Oparal. Dragash is relatively kind but is somewhat suspicious of kindness returned. As a spy, he has always needed to be wary of people pulling wool over his eyes.

Dragash often is slightly paranoid while at home in Iadara as he is never sure if someone has found out about himself but outside of the capital, he is far more relaxed. Trying to joke and revelling in his freedom from prying eyes, for the most part. His jokes can seem rather brutish for an elf at times but it's the few things he keeps from his life as Oktar.

Dragash never drops character because he is Dragash the Elf, no longer is he Oktar the hobgoblin. Dragash will always keep one of his extracts blank so that he might prepare alter self or adjustable disguise if he ever loses his hat of disguise. The hat appears as a small feather pin in his hair.

Backstory summary:

Dragash is an elven alchemist in Iadara, by appearance, in reality he is a hobgoblin named Oktar. He betrayed his people due to his shifting allegiance to the elves. Protected by his elven mentor Yalandara he acts as a double agent giving Iadara much about their ancient foes the Hobgoblins.

Dragash has adopted many elven sensibilities and worships Findeladlara. His undercover nature has gotten to the point where he has practised pretending to be in trance while sleeping. Dragash also never snores now. Due to his own past, he is quite accepting of new people and new places. Having almost given up his life only to be accepted he shows others a similar courtesy. Very few in the world know that he is both Dragash and Oktar, the two main people that know are Yalandara and Dalviss. In personal environments, they refer to Dragash by his intimate elven name, Oparal. Dragash is relatively kind but is somewhat suspicious of kindness returned. As a spy, he has always needed to be wary of people pulling wool over his eyes.

Dragash never drops character because he is Dragash the Elf, no longer is he Oktar the hobgoblin. Dragash will always keep one of his extracts blank so that he might prepare alter self or adjustable disguise if he ever loses his hat of disguise. The hat appears as a small feather pin in his hair.

Dalviss was an adventurer that Dragash met when in Hobgoblin form. They all but killed each other, however, they bonded while recovering from their injuries. As the years went by they exchanged many stories before Dalviss lost touch to go build an inn. Dalviss has now invited his old friend to Dustpawn to help him in another adventure.

Backstory:

Oktar is a Hobgoblin from the Arthfell Forest, he was one of the Hobgoblins in allegiance with the werewolves of Darkmoon Vale. However, no longer, for now, we'll call this man Dragash Arliden. The elf that Oktar is now, and one he wants to stay.

Dragash, when he was born, was not particularly strong or commanding for a Hobgoblin which for their society was not particularly useful or safe, though at least like most Hobgoblins he was tough. Dragash was well behind his peers in combat so his social standing and thus his rank was fairly low even amongst the young. Dragash had intellect however and he joined the ranks of the alchemists, he, however, didn't do this to raise his standing as he had no care for that. The sole purpose of the endeavour was to make sure he would be in a position where he'd be safer from the need of duels. Many of the contests amongst alchemists were for the biggest bomb, that he could handle.

Dragash like all of his ilk, joined with the werewolves of Darkmoon in raiding caravans and the human cities in Andoran. As a combat alchemist, he specialised in bombing runs and became a very successful grenadier. Many of his accomplishments were sneaking into human encampments and burning/poisoning their supplies. This curried favour with many of his superiors, they expected many of things of him yet as before Dragash did not want to increase his social standing. Dragash's reluctance to raise his standing even amongst alchemists despite his rising skill eventually caused him to undergo a life changing event. His direct leader had been plotting with the wolves of Darkmoon, Dragash was called in for interrogation. They had heard tales of his infiltration techniques and wondered how he was able to do it so often. Dragash, not one to stand up to his superiors divulged that other than bombs he created many concoctions that changed his appearance, his voice, his features and he was well practised in many languages. Having confirmed their suspicions the superiors tasked Dragash with infiltrating the Elven nation of Kyonin.

Hobgoblins have always been great enemies of the elves. Once born and bred for that purpose the hobgoblins still have a residual hatred for them. Even Dragash still had this when he left for Kyonin. The hobgoblins have been slowly amassing armies in secret with the intent one day of destroying every elf. The one thing the hobgoblins lack however was information, none of their forces could gather it well, now they had Dragash. Dragash made sure to brush up on his elven, by the time he left he could speak both Common and Elven with distinct Elvish accents, other languages however he still spoke with a clear Andoran Hobgoblin accent. Dragash was left to his own devices in how to gather information so he started with Greengold.

Greengold, a much easier target to start with than the capital Iadara. Here he started off as a different elf than he is now. A Half-elf called Tremain. Here he began to form connections and figure out how the elven structure worked and most of all how they treated outsiders. If he were to pass off as one of them, he had to be just as wary of other folk as they are. After getting the information he needed to begin his plan, he became Dragash. A rising elven alchemist that came from a minor village of little repute to work in Greengold. With a few greased palm with the aid of his contacts, the human run port ignored his sudden appearance. Quickly Dragash began working for the councilmen, inspecting goods that came into the port. Here he began his superiors long awaited correspondence, he began sending them information on trade, boats, general defences, how to get into this port, how to appeal to the nobility and how to stay low. This would prove useful later for the werewolves. His intent, however, was to get into Iadara where he would be of more use, he used his alchemy to great effect to become a reputable inspector. The next part of his plan also involved his alchemy, he began to practice with blood. Dragash was eventually able to fool magic to make others believe even his blood was elven. This was the last piece of the puzzle.

Eventually, Dragash applied to became a liaison to Iadara. Due to his intelligence and his 'pure-blood', he was able to meet the requirements fairly easily. This is where his next life-changing event took place. Now a fairly experienced alchemist in not just combat but subterfuge Dragash thought he'd seen all of the world he needed to. Dragash was very wrong, upon reaching Iadara he was awe-struck by the beauty of the place. He was used to the dreary forests of Arthfell, a place filled with danger and death. Nothing of the sort exuded within Iadara, the only thing he saw was pure perfection. In an instant, his loyalties began to waver. Why would he want to destroy such a place?

In Iadara, he came under a new mentor, an elven woman named Yalandara. Yalandara was military compared to the civilian vocation that Dragash pursued. She was an alchemical archer, Dragash was under her employ due to the very alchemy that made his renown. This is where his loyalties were all but shattered. This woman was nothing but kind to him, nothing but respectful. She fought for her rank in a way Dragash had never seen before, with talent and charisma, not brute strength and betrayal. How could such a race be so despised by his people show such strength? Dragash did not know any longer. One day he gave in, he walked into Yalandara's chambers as she was about to retire. Dragash brought his notes that he was going to send back to Arthfell and a bomb. He was torn, did he attempt to kill her and thus end his own life or does he come clean and die? He fell to his knees and revealed everything to Yalandara, without a single detail spared. Dragash didn't want this life any longer, in doing so he betrayed who he was, what he was. After his confession, he was about ready to stuff the bomb he held down his own gullet. Yalandara quickly took it from his hands and looked at him for a long time. She revealed that she had always known what he was, though she didn't know why he was here. This night revealed it all, however. Yalandara carefully kept him from going too close to the castle as she knew he'd be discovered, his illusion despite being good was not good enough to fool the most talented illusionists in Golarion. Dragash begged to know why she kept him alive then if she had always known. Yalandara admitted she was intrigued how one so brutish could be so true to Elven principals and she also saw how much he revered Iadara. They both knew though from this point he'd be a dead hobgoblin if they didn't find some solution. Yalandara pulled some strings and revealed his nature to a few in her close confine. Dragash was never to reveal what he was other than those in the circle. He was to act as double agent from this point on. Yalandara would feed just enough to keep Dragash's superiors happy, in turn, he would provide everything he knew about Hobgoblin movements and what they had planned. To this day, he plays this dangerous game. In thanks for sparing his life, Dragash gave Yalandara his chosen intimate name, Oparal, a twist on his birth name Oktar. Yalandara is one of two people that knows his intimate name, the other is Dalviss.

Dalviss was an adventurer that Dragash met on the road, or rather, that Oktar met. On one of his excursions back to Arthfell Oktar ran into Dalviss. The two clashed as Dalviss assumed that Oktar was part of a scouting party. The two beat each other within an inch of their lives. However as Oktar stood bleeding and Dalviss was all but dead, Oktar took out his potions and began to brew with the intent of bringing them both back to health. With the weather turning, Oktar took them into a nearby cavern. Dalviss was astonished by the kindness of a Hobgoblin. Oktar wasn't sure what to say to the man in return. Eventually, when they were fit to walk again Dalviss asked Oktar to meet back with him in the cave after a week. Sensing it was a trap Oktar didn't want to go.. however.. something in him decided to take a gamble. So he returned, wary, but he returned. Oktar found Dalviss in the cave with a massive keg of mead. Dalviss then said "Even if you were the one to almost kill me, I show utmost thanks to those that save me." The human had now stunned the hobgoblin, but Oktar couldn't think of anything else to do other than celebrating their newfound friendship.

As the years went by Dragash and Dalviss would meet back in the cave every few months when Dragash returned to Hobgoblin lands or when he was returning to Iadara. There they talked about a great many things, Dragash's secrets, Dalviss's unluckiness with women and Dalviss's dream to one day open an inn. Dragash always mocked him for it, however, one day Dragash received a letter from Dalviss:

Oi you big lug! I haven't seen you in a while. Sorry about not being at our hangout for so long but I made myself a tavern. It's called the Mineshaft inn and tavern in Dustpawn. You should come visit! Not just for your old friend but I've got some news that can get you away from your Elven Overlords. A falling star struck nearby Dustpawn, I know something most people don't, it's a spaceship! Alright, I'm not sure just yet but I have my suspicions. So.. why not kill two birds with one stone, come visit your old buddy and bring something back for Yally? Come on, Oparal, you know there isn't anyone else I could trust more to help out than you?

Dalviss

Dragash had no idea what to make of the letter, however, as it stated he hadn't seen Dalviss in a while. Dragash cracked a smile knowing that the man had a tavern to call his own now. The fact Dalviss asked for Dragash by his intimate name meant this was a strong request, one Dragash didn't want to deny. With permission from Yalandara, he left for Dustpawn. Dragash had a sneaking suspicion he might be biting off more than he could chew with this one. Well, he got to see one of the few true friends he had, that would be no bad thing.

Stat block:

'Seldlon' Dragash 'Oparal' Arliden
Real name: Oktar
Male Hobgoblin alchemist 9 Archetypes Grenadier
NG Medium humanoid (goblinoid) Always appears as an Elf under hat of disguise.
Deity: Findeladlara
Init +13, Senses darkvision (60 ft.); Perception +12

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DEFENSE
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AC 22, touch 15, flat-footed 17 (+6 armor, +1 deflection, +4 Dex, +1 natural)
hp 75 ((9d8)+27)
Fort +11 (+13), Ref +12 (+14), Will +5 (+7)
Saves in brackets is assuming Orchid's drop.

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OFFENSE
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Speed 30 ft.
Ranged longbow +1 +11/+6 (1d8+1/x3)
Ranged bomb +12/+7 (5d6+7 fire or cold)
Rapid shot/PBS +11/+11/+6 (5d6+8 fire or cold)
Rapid shot/TWF/PBS +9/+9/+9/+4 (5d6+8 fire or cold)
Special Attacks Bomb, Blinding Bomb*, Fast Bombs, Frost Bomb*, Precise Bombs, Tanglefoot Bomb*, Throw Anything
Extracts per day 1st: 7 (DC:18), 2nd: 6 (DC:19), 3rd: 5 (DC:20).

1st (7/7 prepared)
Targeted Bomb Admixture
Targeted Bomb Admixture
Expeditious Retreat

2nd (2/6 prepared)
Barkskin
Invisibility

3rd (3/5 prepared)
Heroism
Displacement

Mixed Vial
Shield (1) + Channel Vigor (3)

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STATISTICS
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Str 10, Dex 18, Con 16, Int 24, Wis 10, Cha 8,
Base Atk +6; CMB +8; CMD 23
Feats Extra Discovery: Blinding Bomb, Improved Initiative, Martial Weapon Proficiency (Longbow), Point-Blank Shot (Free), Precise Shot, Rapid Shot, Throw Anything, Two-Weapon Fighting
Skills Appraise +11, Bluff +12, Craft (Alchemy) +19, Disable Device +13, Diplomacy +13, Disguise +8 (+18), Fly +8, Intimidate +8, Knowledge (Arcana) +19, Knowledge (Nature) +19, Linguistics(Aklo, Elven, Taldane) +10, Perception +12, Sense Motive +9, Spellcraft +19, Stealth +17.
Traits Fast-Talker, Firebug.
Languages Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Orc, Taldane.
SQ alchemical weapon, alchemy, bonus alchemist bombs created (+4 Bombs), darkvision, directed blast, martial weapon proficiency, mutagen, precise bombs, sneaky, swift alchemy, tumor familiar
Combat Gear Wand of Cure Light Wounds (50 charges)
Other Gear headband of vast intelligence +4, hat of disguise, amulet of natural armor +1, ring of protection +1, belt of incredible dexterity +2, chain shirt +2 (mithral), cloak of resistance +2, outfit (explorer's), ioun stone, dusty rose prism - cracked, wrist sheath (spring loaded), formula book, bandolier (2), bombchucker, longbow +1, mastercrafted theives tools, pathfinder pouch, pathfinder's kit, traveler's any-tool, formula alembic, admixture vial, bomb, Wayfinder (+2 CMB/CMD), 265.0 gp

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SPECIAL ABILITIES
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Alchemical Weapon (Su) At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +9 competence bonus on the Craft (alchemy) check. In addition, you 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.

Authoritative Hobgoblins often develop a knack for controlling others. They gain a +2 racial bonus on Diplomacy and Intimidate checks. Both skills are always class skills for them.

Bomb (Su) You can use 20 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+7 points of fire damage. Your bombs also inflict an additional 4d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (12). Those caught in the splash damage can attempt a DC 21 Reflex save for half damage.

Bomb Types:


  • Blind Bomb* When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect.

  • Frost Bomb* When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

  • Tanglefoot Bomb* (Su) A creature that takes a direct hit from a tanglefoot bomb must reflex save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Bonus Alchemist Bombs Created (9x) Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.

Darkvision Hobgoblins can see in the dark up to 60 feet.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Directed Blast (Su) At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

Fast Bombs An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Firebug You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Headband of Intellect Skill Selection from bonus int (Disguise, Stealth)

Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 90 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 21 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Precise Bombs (Ex) At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your 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.

Tumor Familiar (Ex) You create a Diminutive or Tiny tumor on your body, usually on your back or stomach. As a standard action, you can have the tumor detach itself from your body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to you as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on your caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as your familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to you, the tumor has fast healing 5. Your extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

Familiar: Greensting scorpion.

Chosen extras: Point blank shot. Skill ranks into Bluff. Average rounded up hit points (5+con/level).

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FORMULA BOOK
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Alchemist Spells
3rd - Adjustable disguise, Channel Vigor, displacement, fly, heroism, orchid's drop, protection from energy
2nd -alter self, barkskin, detect thoughts, false life, focused scrutiny, invisibility, resist energy, restoration (lesser), see invisibility
1st -comprehend languages, cure light wounds, endure elements, enlarge person, expeditious retreat, illusion of calm, monkey fish, reduce person, shield, targeted bomb admixture, vocal alteration

Venjorwile (Familiar):

Greensting scorpion
Sage familiar.

Tiny vermin
Init +6; Senses: Darkvision 60ft; Perception +8

DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 37
Fast healing 5
Fort +6, Ref +9, Will +2

OFFENSE
Speed 30ft
Melee bite +11 (1 damage plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special attacks; poison, save DC 10 fort; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

STATISTICS
Str 3, Dex 16, Con 10, Int 14, Wis 10, Cha 2
Base Atk +6; CMB +7; CMD 13 (25 vs trip)
Feats: Weapon finesse.
SQ: Deliver touch spells, Empathic Link, Share spells, Speak with master, speak with animals of its kind.

SKILLS
Climb +7
(Kn) Dungeoneering: +18
(Kn) Engineering: +10
(Kn) Geography: +10
(Kn) History: +10
(Kn) Local: +18
(Kn) Nobility: +12
(Kn) Planes: +10
(Kn) Religion: +18
Perception +8
Stealth +19