Vampire

Fletch Two-Fang's page

280 posts. Alias of DM_Lazer_Beam.


Race

Skinwalker

Bombs Left:
8/8

Classes/Levels

Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Gender

Male

Strength 8
Dexterity 17
Constitution 12
Intelligence 20
Wisdom 6
Charisma 14

About Fletch Two-Fang

Backstory:
My unfortunate story begins with my apprenticeship at the bates Sanitarium in Daveryn. The food was terrible and the pay worse but I didn't mind much. I quickly learned the art of alchemy from an old man named Gumms.

Gumms taught me about anatomy and politics, all within arms reach of his hidden liquor stache inside the morgue. He taught me all he knew, at least that's what he claimed just before I turned him over to Warden Omage and took over as apothecarist.

It was a nice pay raise but it didn't last. When I told the Warden I knew about his skimming off the top of the reagent expenses and wanted in on the take he seemed amenable. At least until his orderlies clubbed me over the back of the head and locked me in a cell with the Bates' most dangerous inmate.

There were a lot of rumors as to the identity of the...creature in cell 53 but I was privy to a first hand experience. Fortunately for me, I had enough pills on me to choke a horse. In the process of defending against the prisoner he managed to bite me.

Something awoke within me in those days I was imprisoned inside that room. My body changed and I realized I had become that which the prisoners corpse revealed. A vampire. I also realized that no one could be trusted, beyond what their personal aims were. Seven days they waited before they opened that cell to see what the prisoner had done to me. The surprise on their face was almost worth it.

The town guards found me holding the Warden's head in my hands and his blood on my teeth. The Bates Asylum nothing but cinders behind me. Arsonist. Monster. HA! I am sooo much more.

Loot:
Belt:
  • 699 gp
  • Alchemist's Fire x8
  • Alchemist's Kit
  • Dagger
  • Formula Alembic
  • Hybridization Funnel
  • Liquid Ice x8
  • Msw. Lt. Crossbow(equipped) & 100 bolts
  • Msw. Studded Leather
  • Msw. Thieves Tools

Crunch:
***Bestial Form bonus to DEX added into the following***

Fletch Two-Fangs
Werebat-Kin Skinwalker (Bloodmarked) Alchemist (Beastmorph) 3
NE Medium humanoid (shapechanger, skinwalker)
Init +3; Senses low-light vision; Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex)
hp 15 (2d8+2)
Fort +4, Ref +6, Will -1
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Offense
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Speed 30 ft.
Ranged:

  • Bomb +6 (2d6+5 Fire/×2 +2 trait fire damage on a critical hit with a fire attack) 20 ft. range increment
  • Msw. Lt. Crossbow +6 (1d8/19-20/x2) 80 ft. range increment
  • Dagger +4 (1d4-1 19-20/x2) 10 ft. range increment

Melee:
  • Dagger +1 (1d4-1 19-20/x2) 10 ft. range increment
  • Bite (Beast Shape) +1 (1d6-1/x2)

Special Attacks: Bomb
Spell-Like Abilities
1/day—obscuring mist
Alchemist (Beastmorph) Spells Prepared (CL 1st; concentration +8):
1st (5/day)— Cure Light Wounds, Shield, Touch of the Sea, (Unprepared=2)
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Statistics
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Str 8, Dex 17, Con 12, Int 20, Wis 6, Cha 14
Base Atk +1; CMB 1; CMD 14
Feats: Point Blank Shot, Brew Potion, Throw Anything, Bat Shape
Traits: arson, traumatic shift, quiet as death
Skills:
  • -Acrobatics +4
  • -Appraise +9
  • -Bluff +9
  • -Craft (alchemy) +11 (+14 to create alchemical items)
  • -Disable Device +11(w/MSW Tool)
  • -Disguise +2(+12 to be a bat)
  • -Fly +11
  • -Knowledge (nature) +11
  • -Perception +4 (+6 at night)
  • -Sleight of Hand +9
  • -Spellcraft +10
  • -Stealth +8
  • -Use Magic Device +8

Racial Modifiers +2 Fly, alchemy
Languages: Common, Infernal, Elven, Dwarven, Goblin, Draconic, Drow Sign Language
SQ: animal-minded, change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), mutagen
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TRACKED RESOURCES
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Bomb: 2d6+5 (8/day) (DC 16) (Su)
Change Shape: (4/day) (Su)
Obscuring Mist: (1/day) (Sp)
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Special Abilities
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Alchemy: +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal-Minded: +2 to Perception checks at night.
Arson: +2 bonus on a critical hit with a fire attack.
Bat Shape: Take the form of a bat, as beast shape II.
Beastform Mutagen: Mutagen gives beastial features but grants one alter self ability.
Bomb: 2d6+5 (8/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+5 fire damage.
Change Shape: (+4 Perception) (Su) You can choose to gain a +4 racial bonus to Perception when shifting into bestial form.
Change Shape: (4/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape: (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape: (Falls) (Su) You can choose to treat falling damage as 20 feet less while bestial form.
Change Shape: (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Mutagen: (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Point Blank Shot: You get a +1 on attack and damage rolls with ranged weapons within 30 ft.
Poison Use: You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex): Apply poison to a weapon as a standard action.
Quiet as death: +2 trait bonus to Stealth checks.
Throw Anything: Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Discovery: Precise Bombs Benefit: 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.
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Formulae Book
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1st Level
-Cure Light Wounds
-Expeditious Retreat
-Targeted Bomb Admixture
-Disguise Self
-Keen Senses
-True Strike
-Enlarge Person
-Shield
-Touch of the Sea
2nd Level
-Bull's Strength
-Invisibility