Dog Rider

Falric Dawnstriker's page

414 posts. Alias of Lucendar.


Race

Male halfling alchemist (Crypt Breaker) 1/bard (dawnflower dervish) 1 HP 14/14|F: +2, R: +8, W: +2|Init + 4|AC 20 (16 T, 15 FF)|Bardic Performance 5/5 rds./day|Perception: +7/+8 vs. traps|Disable Device: +12|Alkahest Bombs: 3/day|Halfling Luck 3/day

About Falric Dawnstriker

Male halfling alchemist (Crypt Breaker) 1/bard (dawnflower dervish) 1
NG Small humanoid (halfling)
Init +4; Senses Perception +7/+8 (+11/+12)
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Defense
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AC 20, touch 16, flat-footed 15 (+4 Dex, +4 armor, +1 size, +1 dodge)
HP 14 (8+5+1FC)
Fort +2, Ref +8, Will +2; +2 vs. fear, +2 trait bonus on saving throws against death effects
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Offense
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Speed 30 ft.
Melee MW scimitar +6 (1d4+4/18-20)
Ranged light crossbow +5 (1d6/19-20) or bomb +6 (1d8+2/20’ range)
Special Attacks bardic performance 5 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage), battle dance: inspire courage +2
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—Cure light wounds, Remove fear
. . 0 (at will)—Dancing lights, Daze (DC 11), Detect Magic, Resistance
Alchemist Extracts Prepared (CL 1st; concentration +3)
Extracts known:
1st level: Endure elements, Monkey Fish, Heightened Awareness, Shield
. . 1st—Endure elements, Shield
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Statistics
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Str 8, Dex 18, Con 10, Int 14, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 12
Feats Dervish Dance, Dodge, Throw Anything
Traits resurrected. fate's favored
Skills Acrobatics (2 ranks +9), Climb (1 rank +3), Craft (alchemy) (2 ranks BS +7 (+8 to create alchemical items)), Disable Device (2 ranks +12), Knowledge (arcana) (1 rank +6), Knowledge (religion) (1 rank +7), Perception ( 2 ranks +7 (+8 vs. traps)), Perform (dance) (2 ranks BS +9), Spellcraft (1 rank +6), Stealth (2 ranks +13), Survival (1 rank +4).
Racial Modifiers +2 Perception
Languages Common (Osiriani), Halfling, Elven, Goblin
SQ adaptable luck, alchemy (alchemy crafting +1), battle dance, trapfinding
Combat Gear MW scimitar (315 gp – 2 lbs), MW chain shirt (250 gp – 12.5 lbs); Other Gear crossbow bolts (30) (3 gp – 3 lbs), light crossbow (35 gp - 4 lbs), MW backpack (50 gp – 1 lb) alchemist starting formula book, MW thieves' tools (100 gp – 2 lbs), waterskin (1 gp – 4lbs), 26 gp.

Scrolls: Heightened Awareness, Monkey Fish (x2), Shield (x2)
Alchemy: Akali Flasks x2, Antitoxin (x2), Bladeguard
Average Lifestyle: 10/gp per month
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Special Abilities
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Adaptable Luck +3/+2 (3/day) +3 to one ability check, attack, save, or skill check, +2 after the roll.

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

Alkahest Bombs (Su) (3/day): A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8+2 points of damage. Against all other creatures, alkahest bombs deal 1d4+2 points of damage.

Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.

Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses.

Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.

Crypt Breaker’s Draught (Su): Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness. Duration: 10 minutes.

Dervish Dance Use Dex modifier instead of Str modifier with scimitar

Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Poison Use You do not risk poisoning yourself accidentally.

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

Trapfinding: A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.

Background:

At birth in Katapesh, Falric was said to have been blessed by the gods and the Fates (hence fate’s favored trait). He did not feel blessed, however, when at the age of 10, his family's settlement was raided by wandering gnolls and wiped out, causing the loss of his entire family. Luckily, he was able to hide in a well, until he was found days later and saved by a wandering merchant caravan that passed by the destruction of the village. He was promptly dropped off at the nearest Temple of Sarenrae, where the priests marveled at his unique birthmark, and he was raised in the Dawnflower’s faith.

There, the young halfling child found his calling in the goddess Sarenrae and learned to dance and fight with her favored weapon, the scimitar. He did not see the clergy as his calling. Now 10 years later, Falric has emerged from the Temple, with a new surname, honoring his goddess. He expanded his skillset to include tomb exploration. However, in a recent solo exploration about 6 months ago, Falric triggered a trap in a tomb that he was unable to avoid: a beam of black necromantic energy that struck and killed him. Or at least that is what was supposed to happen. But instead, he survived with barely a scratch on him, waking up unconscious hours later. The experience left the halfling in a philosophical quandary, as he wrestles with the fact that he should be dead. What saved him? Magic, a blessing of the gods, or a destiny he has to fulfill, or perhaps because it just wasn’t his time to die yet? Whatever the nature of his resurrection, the experience gave him a fascination with death, and he hopes to find some insight into the nature of mortality by exploring the tombs of a famous necropolis. He needs the answer to this question before it drives him insane.

Answers:
1. Visual description of character: Falric is 3' tall with black hair and hazel eyes, lithe body, always looking to spring to life. Link
2. Tell me about your personality - Why do you care about tomb exploring? Why risk death at the hands of ancient traps or untold horrors buried away? Danger is exciting and a drug for Falric – he is always pushing the limits of his luck. And now that he has died once, he is obsessed with discovering the reason that he is still alive.
3. Are you a native of Wati or found yourself here for other reasons? Falric was born near Katapesh but he has traveled to look for answers in the tombs of the necropolis.