Counterfeit Mage

Felix Nimbledigit's page

29 posts. Alias of R0B0GEISHA.


Race

Male LN Gnome Gestalt Alchemist (Preservationist)//Arcanist (blood arcanist) 1 [HP: 10/10 | AC: 15 (19) | T: 15 | FF: 11 | CMB: -1 | CMD: 11 | Fort: +4 | Ref: +6 | Will: +2 | Init +4 | Perc: +6(+8) | Speed: 20' ]

About Felix Nimbledigit

Statistics:
Male gnome arcanist (blood arcanist)/alchemist (preservationist) 1
LN medium humanoid (gnome)
Init +4; Senses low-light vision; Perception +6 (+8 with familiar attached)

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DEFENSE
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +2

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OFFENSE
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Speed 20 ft.

Melee quarterstaff +1 (1d4) or dagger +1 (1d3/19–20)

Ranged bomb +6 (1d6+5 fire) or light crossbow +5 (1d6/19–20)

Arcanist Spellbook
1st—color spray, enlarge person, grease, feather fall, mage armor, magic missile, shocking grasp, sleep
0—all

Bloodline Spell-Like Abilities (CL 1st; concentration +6)
5/day—acidic ray (1d6 acid)

Arcanist Spells Prepared (CL 1st; concentration +6)
1st (4/day)—color spray (DC 16), mage armor, shocking grasp
0 (at will)—acid splash, dancing lights, detect magic, mage hand

Bloodline aberrant

Alchemist Formulae
1st—anticipate peril, cure light wounds, endure elements, invisibility alarm, reduce person, targeted bomb admixture, true strike

Alchemist’s Extracts Prepared (CL 1st; concentration +6)
1st—cure light wounds, reduce person, targeted bomb admixture

Spell-Like Abilities (CL 1st; concentration +1)
1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals

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STATISTICS
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Str 10, Dex 18, Con 14, Int 20, Wis 10, Cha 11
Base Atk +0; CMB -1; CMD 13
Traits Mathematical Prodigy, Stargazer
Feats Aberrant Tumor, Brew Potion, Throw Anything
Skills Craft (alchemy) +11 (+12 to craft alchemical items), Craft (weapons) +9, Disable Device +9, Knowledge (arcana) +9, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (nature) +9, Perception +6 (+8 with familiar attached), Sense Motive +0 (+2 with familiar attached), Spellcraft +9, Stealth +12
Languages Aklo, Andromedan, Common, Dwarven, Draconic, Gnome, Orc
SQ alchemy (alchemy crafting +1, identify potions), arcane reservoir (4), bloodline (aberrant), bloodline arcana (+50% duration on polymorphs), consume spells, gnome magic, local ties, master tinker, mathematical prodigy, mutagen (+4/–2, +2 natural, 10 minutes), tumor familiar (bat-like), weapon familiarity

Gearquarterstaff, dagger, light crossbow w/ 20 bolts, alchemy crafting kit, artisan’s tools, backpack, belt pouch, blanket, everburning torch, fishhook, flask (empty), formula book, ink vial, iron pot, map case, mutagen (Dex), paper (5 sheets), thieves’ tools, trail rations x3, traveler’s outfit, spellbook, spell component pouch, empty vial x9, waterskin, 10 gp, 4 sp, 7 cp

Background:
Felix Nimbledigit was born and raised in a fortress town of Aramor, making a decent living selling crusaders potions and trinkets from exploring the technological ruins of his homeland. From the outset of his alchemy career, he experimented with strange substances, specimens, and equipment scavenged from his explorations.

One day, while searching for scrap and samples from a newly discovered ruin, Felix accidentally opened a canister of bizarre alien parasites. While he escaped with his life, one managed to attach itself to the poor gnome. The resulting infestation began to ravage Felix with a transformative disease he still struggles to understand. Faced with the growing horror of his condition, he eventually fled his village to save himself the embarrassment of the physical changes it wrought on his body.

Turning south, Felix skirted the major power centers controlled by the Technic League, taking care to examine any technological ruins encountered along the way--all in an effort to determine the origin and purpose of the parasite growing inside him. During this time, he began to manifest strange, new abilities--sometimes unintentionally activating them to defend himself from predators and bandits alike. Chief among them is an aberrant tumor capable of separating from his body, a bat-like creature with which he shares a symbiotic relationship. He eventually named this unorthodox companions Oturu, and he can sense it trying to communicate with him as it grows in intelligence. But he also loses a little more of himself as it does.

Physical Appearance:
Felix keeps himself covered at all times, wearing a long, black robe, boots, and gloves. Even his head is kept hidden within a heavy hooded cloak with his mouth and nose covered by a dark, silk scarf. Absent these garments, his skin has a sickly, ghoulish pallor—signs of an obvious, if misunderstood, infection. His hair has long since fallen away, but his eyes remain a startling, piercing blue. He stands 3 feet, 6 inches tall and weighs 42 lbs, wielding an iron shod quarterstaff and a curved dagger. At 40 years old, he still has a young, healthy body, even if it continues to grow and change in ways he can’t yet comprehend.

Personality:
Along with the more radical changes to his physiology, Felix manifests an undeniably impressive intellect. He can literally perceive an overlay of alien, mathematical equations attributed to the creatures, objects, and terrain within his gaze. And, though he struggles to process this information, it often guides his perception of the world and those around him. He remains considerably self-conscious about his appearance and unnerving nature, taking great strides to cover himself and avoid the stares, fears, and questions of those he encounters. Even among his adventuring companions, he works hard to keep his condition hidden, afraid it’ll cost him their friendship if they ever learn the truth.

Despite this, Felix packs an incredible amount of infectious enthusiasm in his zeal for life. All manner of uncataloged plants, creatures, rocks, and technological items and inventions capture his interest, and he shifts from topic to topic while discussing these subjects so quickly it’s hard for others to follow his train of thought. Nevertheless, Felix is exceptionally bright, considerate, and innovative. His contraptions and herbal remedies prove trustworthy time and time again. Yet, his greatest obsession is collecting unusual specimens of oozes, insects, and animals, all of which he shrinks down so he can preserve them for further study and contemplation. He keeps them within small, glass bottles among his possessions and sometimes carries on imaginary conversations with them, leading others to question his sanity. Ultimately, he hopes to find a cure for his condition.

Oturu, Tumor Familiar:
N diminutive magical beast
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6

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DEFENSE
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AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 4; fast healing 5 (when attached to master)
Fort +0, Ref +4, Will +4
Defensive Abilities improved evasion
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OFFENSE
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Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3-4)
Space 1 ft. Reach 0 ft.
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STATISTICS
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Str 1, Dex 15, Con 6, Int 6, Wis 14, Cha 5
Base Atk +0; CMB -2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6
SQ alertness, empathetic link, share spells