Clausyre

Fet the false-hearted's page

69 posts. Alias of LurkingTyranny.


Full Name

Fet "the false-hearted" Naiton

Race

Human

Classes/Levels

Alchemist / 4 - Initiative +2, AC: 16, HP 36, Fort: +6, Ref: +6, Will: +1

Gender

Male

Special Abilities

Memorized Extracts: (4) Shield, Reduce Person, Bombers Eye, Cure Light Wounds, (2) Protection from Arrows, Blur

Alignment

Prepared Mutagen: Dexterity/Darkvision (Mantis)

Strength 13
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 14

About Fet the false-hearted

Fet 'the false-hearted' Naiton
Favored Class: Alchemist
Experience:
Experience to Next Level:
Age: 28
Height:5'10 ft
Weight:167 lbs
Male Human Alchemist (Beastmorph) 1
LE, Crime of Arson
Init +2; Senses ; Perception +0
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AC: 16 (+2 Dex, +4 armor)
Hp: 36
Fort +6 (+8 vs Poison), Ref +6, Will +1;
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Speed: 30 ft
Melee: Morning Star +4 (Damage 1d8+1)
Ranged: Splash Weapons +7 (Damage +5), Bombs +7 (2d6+5)
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Str 13 ,Dex 14 , Con 14 , Int 18 , Wis 10, Cha 14
BAB +3, CMB +4, CMD 16
Feats: Splash weapon mastery, Point blank shot, Precise Shot
Skills: Appraise [4](+11), Craft (Alchemy) [4](+15), Disable Device [2](+7), Fly [1](+6), Heal [3](+6), Knowledge (arcana) [4](+11), Knowledge (nature) [4](+11), Perception [3] (+6), Sleight of Hand [2](+7), Spellcraft [4](+11), Survival [1](+5), Use Magic Device [2](+7), *Acrobatics [4](+6), *Bluff [3](+5), Disguise [1] (+3), *Diplomacy [1](+3),*Linguistics [1] (+5), *Stealth [1] (+3), *Swim [1](+2)

Languages: Common (Talgarde), Infernal, Celestial, Draconic, Goblin, Abyssal
SQ
Racial: +1 Bonus Feat, +1 Skill per level
Traits:
Arson - Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll.
Firebug - You were the child of a gunsmith or alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives. You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Bonus +2 Skill points per level from DM/Campaign.

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Splash Weapon Mastery:When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.

Point blank shot: +1 to attack and damage within 30 feet.

Precise Shot:You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Class Abilities:

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 2–1. 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 losing its magic, 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 formuale 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. An alchemist can draw and drink an extract as a standard action. 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, pages, 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.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat. You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) 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.

Beastform Mutagen: At 3rd level, a beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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. You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

-= Discoveries (SU): =-

Smoke bomb: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.

Stink bomb: The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round. An alchemist must possess the smoke bomb discovery before selecting this discovery.

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Items:
Combat Gear: Chain Shirt, Light Crossbow, Javelins (5), Short Spear, Morning star
Consumables: Potion of Cure Light Wounds (6), Potion of Disguise self (1), Potion of Touch of the Sea (1), Potion of Keen Senses (2), Potion of Invisibility (2), Potion of Sea Invisibility (2), Potion of Blur (1), Potion of Levitate (1), Potion of Protection from Arrows (1), Alchemical Solvent, Invisible Ink, Ghast Retch Flask, Tanglefoot Bag (2), Smoke Pellet, Smoke Stick, Silver Blanch, Cold Iron Blanch, Blue Whinnis Poison, Burst Jar, Acid,
Magical Headware: Iron Circlet of Disguise
Magical Wands: Cure Light Wounds Wand (20 charges)
Magical Miscellaneous Gear: Formula Book, Scroll of Cure Light Wounds, Scroll of Disguise Self, Scroll of Expeditious Retreat, Scroll of Identify, Scroll of Keen Senses, Scroll of Jump, Scroll of Reduce Person, Scroll Shield, Scroll of Stone Fist, Scroll of Touch of the Sea, Scroll of Blur, Scroll of Barkskin, Scroll of See Invisibility, Scroll of Vomit Swarm, Scroll of Levitate, Scroll of Protection from Arrows, Scroll of Bull Strength
Other Gear: Alchemist Kit (alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), Everburning Torch, Glass cutter, Iron Vial (3), Scroll box (2), Shaving Kit, Silver pendant of Asmodeus
Clothing:Artisans Outfit, Poncho
Animals:
Wealth: (0 pp, 328 gp, 1 sp, 4 cp)
Carrying Capacity:

Light ; Medium ; Heavy ;
Current Load:
======================
Extracts Memorized:

Extracts Known::
1st Level: Bomber's Eye, Crafters Fortune, Cure Light Wounds, Disguise Self, Expeditious Retreat, Identify, Jump, Keen Senses, Reduce Person, Shield, Stone Fist, Touch of the Sea
2nd Level:Invisibility, Blur, Barkskin, Bull's Strength, Cat's Grace, See Invisibility, Vomit Swarm, Levitate, Protection from Arrows, Waters of Lamashtu

Physical Description: Fet is a handsome enough man. He has a hard face and weathered skin and rarely smiles fully. His life has not been an easy one and it shows. Hints of white have been appearing in his short brown hair recently, as well as in the usually well groomed beard he favors. His dress tends to be modeled after the current styles and often more expensive than his means, trying to signal himself out as a man of more prestige than he was born into.

Personality:Fet was never the sympathetic underdog people root for in stories and plays, but neither was he a villain. He is just a man who tried to escape his bad situation and find a better life. He has struggled to find a place in the world and years of failure and scorn have shaped him into a man who thinks all the world is his enemy. Yet at his heart he is not a good man, despite what he might claim. He all too often thinks only of himself and does not consider the reprecussions his actions might have on others. Though brilliant, he often clings to the simple mannerisms of his upbringing and is no stranger to cursing or a crude turn-of-phrase.

Background:Fet Naiton cursed his ill-luck. It had not been his intention to commit a grand crime against the crown, rather he had merely wanted to get ahead and defeat the competition he felt had an unfair advantage. Why had Mitra never looked kindly upon him? It just wasn't fair.

Fet Naiton was born to a poor family that had for generations worked a plot of land owned first by the Scriveum noble family and after the fall of Barca (Which the Scriveum supported) by the Luccedi family. His father was a sour man, who too often spent any savings the family squirreled away on frequenting taverns and pubs in the city. As a child Fet actually looked forward to when his father was away, for when he was home he received more beatings than most of his siblings.

Unlike most of his family Fet was gifted with a stunning intellect and an ambition that went beyond marrying the pretty girl from the next farm over. As a child Fet received more than his fair share of beatings due to his insatiable curiosity, questioning manner, and loose tongue. At twelve, Fet stole what savings his family had before his father could waste it on booze and ran away to the city of Daveryn. To his surprise he was able to quickly find both employment and boarding working as an assistant at a local distillery. He found he had a surprisingly strong grasp of the process and after he turned fifteen the owner suggested he apply for the alchemists guild. Fet did so and while he was accepted and did well, he found his lowly background held him back from gaining any important or prominant positions. With few traditional options available to him, Fet found himself working odd contacts, more than a few where he made a habit of 'not asking any questions'. Eventually he bought a run down building and converted it into a small brewery and tavern he named simly "The Reward".

His business did well, but not well enough for Fet. His chief competition came in the form of heavy taxes that were levied on his brews, but not those created by the Mitra Church owned breweries and the large tavern known as the Pious Rest. Though not officially part of the Church, everyone in the city was aware that the Pious Rest was one of many drinking establishments owned either by prominant members of the Church or their noble relatives.

Wishing to even the scales, Fet used his knowledge of alchemy to start a small fire in the Pious Rest. The fire did the trick of slowing down his competion for a while, but the building was soon repaired and once more it was proving a thorn in his side. He decided it was time to eliminate the problem at its source - the Church owned brewery. This is when things spiraled out of control. His fire burned too hot and spready to quickly and consumed both the Brewery and the rest of the block, causing vast damage to the Cathedral of Mitra as well.

The outraged priests called upon their magic and tracked down the culprit, but not before Fet realized they were closing in on him. Taking what he could, he tried to outrun the law. This failed thanks to the dedicated pursuit of the wretched Alerion Order. In desperation, Fet tried an experimental formula he had mixed together and consumed it. It transformed him into a hulking horned beast, but the effects were temporary and the Knights of the Alerion Order were able to bring him down.

He ended up sentenced to a lifetime of servitude to pay off his debt to society. Banished to the slave mines of the North, Fet fell into despair. Everything he had struggled for had been taken from him and he was chained and forced to menial work for the rest of his days. Or he would have been had he not escaped. There was nothing fancy about Fet's escape, nothing bold or ruthless. After weeks of gathering the proper ingrediants from a variety of sources within and on the outskirts of the prison camp Fet created a toxin that would by outward appearences render him deceased. He waited until a minor sickness gripped the prison and when it did he took the substance he prepared. When he awoke, he was in a half covered over mass grave. Clearly they were expecting more to perish from illness or over work soon and had not yet buried over the assembled corpses.

On the run, branded, and without much prospects for the future Fet now lurks on the outskirts of Talingarde's society, plotting his revenge.