Tiefling

Gilganis Felspar's page

69 posts. Alias of Chad Newman.


Full Name

Gilganis Felspar

Classes/Levels

Stats:
Level 3 Male Tiefling Alchemist (Mindchemist) | HP 25/25 | AC 18 | T 13 | FF 15 | CMD 16 | Fort +6 | Ref +7 | Will +4 | Init +3 | Perc +7 | Sense Motive +1 | Bombs 6/7

About Gilganis Felspar

Realm of Origin: Mendev
Current Location: Irrisen

"All witches will burn..."

Stats:

Gilganis Felspar
Male Tiefling Alchemist (Mindchemist) 3
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
hp 25 (3d8+7)
Fort +6, Ref +7, Will +4; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 bonus vs. poison
Resist cold 5, electricity 5, fire 5, poison resistance
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Offense
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Speed 30 ft.
Melee club +3 (1d6+1)
Ranged bomb +7 (2d6+5 Fire) and
. . masterwork light crossbow +6 (1d8/19-20)
. . dart +6 (1d3+1/20)
Special Attacks bomb
Alchemist (Mindchemist) Spells Prepared (CL 3rd; concentration +7):
1st (4/day)—ant haul (DC 15), shield, cure light wounds, 1 open slot unused.
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Statistics
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Str 12, Dex 16, Con 14, Int 19, Wis 12, Cha 7
Base Atk +2; CMB +3; CMD 16
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Traits pragmatic activator, warded against witchery
Skills Acrobatics +2, Appraise +8, Climb +0, Craft (alchemy) +12 (+15 to create alchemical items), Disable Device +8, Escape Artist +2, Fly +2, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +12, Knowledge (nobility) +9, Knowledge (planes) +9, Linguistics +6, Perception +7, Ride +2, Sleight of Hand +6, Spellcraft +10 (+11 to identify spells cast by evil arcane spellcasters.), Stealth +2, Swim +0, Use Magic Device +10
Languages Abyssal, Common, Draconic, Elven, Goblin, Hallit, Infernal, Skald
SQ cognatogen, discoveries (precise bombs), fast poisoning, fiendish sprinter, perfect recall, prehensile tail, swift alchemy
Combat Gear Cognatogen: +4 INT, -2 STR, +2 Nat AC, Acid (2), Air crystal, Alchemist's fire (4), Antiplague (2), Antitoxin (2), Burst jar (2), Ghast retch flask (2), Sunrod (2), Vermin repellent (4); Other Gear Masterwork Lamellar (leather) armor, Masterwork Buckler, Club, Crossbow bolts (20), Darts (6), Masterwork Light crossbow, Cape of free will +1/+2, Alchemist's lab, Alchemy crafting kit, Backpack, masterwork, Bandolier, Belt pouch, Bomb launcher (2), Candle (3), Canteen, Chalk (4), Cold weather outfit, Earplugs, Flint and steel, Scroll case (empty), Silk rope, Snow goggles, Snowshoes, Thieves' tools, masterwork, Tindertwig (6), Trail rations (4), Travelling formula book, Twine (50'), Vial (4), Waterproof bag (empty), 20 PP, 5 GP, 8 SP, 9 CP
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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.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Bomb 2d6+5 (7/day) (DC 15) (Su) Thrown Splash Weapon deals 2d6+5 fire damage.
Cognatogen (DC 15) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
Cold weather outfit +5 Fort save vs. cold weather.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Precise Bombs (4 squares) (Su) 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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Warded Against Witchery +1 to spellcraft to ID spells of evil arcane spellcasters, +1 to save vs thier spells and abilities.

Background:

Gilganis, or “Lucky” to his friends, was born to a female worker living in Fort Clearwater, a small and relatively unknown outpost on the edge of the Worldwound. Because of his appearance at birth he was instantly shunned by his family and handed over to the crusaders that called the fort their home. Not knowing what to make of the birth, the soldiers brought the child to the attention of Ylyda Svyn, an alchemist of note who had spent her life struggling with the forces of the Worldwound and protecting the borders from further incursions. Ylyda felt a pang of sorrow for the child, knowing it would find no acceptance in a place so driven by conflict with the very creatures that it owed its appearance to. So she kept the child, and raised him within her home. What was indeed unknown to the majority of the fort was that Ylyda herself had become so obsessed with finding a solution for the never-ending tide of demons that flowed from the Worldwound that she had begun to experiment on her own people. In time, Gilganis would learn this as well.

It was obvious from an early age that Gilganis was bright, exceptionally gifted was the term Ylyda used when referring to him. He had an almost insatiable curiosity when it came to lore and history, and she fed this with countless books and tomes on all manner of subjects. He learned about the creatures within the Worldwound as well as those in the rest of the land. He also learned a trade from Ylyda, picking up the fundamentals of alchemy as easily as a fish learns to swim. As he grew he also learned how to survive, shadowing the crusaders that made the fort their home and watching them go about their daily routines and training. Always the outsider, his curiosity would not be held back and he took the muttered comments and quips about his heritage well, knowing that he would be his own man in time. He also began to understand that the experiments that Ylyda was working with were wrong, and he began to distance himself from her. Not before too much exposure to the wild forces left him a bit scarred and unstable in the process.

In time, when Gilganis was a young man, he felt the tug of the wide world beyond the fort pull at him, and he knew in his heart it was time to make his way in the world, taking with him all he had learned and finding his calling. He also knew that to stay any longer would be a great risk to him, as he began to suspect that Ylyda had fallen from the path and was becoming something much worse than the caregiver he knew. He wanted to retain at least a small shred of the good memories he had, and that meant leaving forever. So without any fanfare or pageantry he set off south from Fort Clearwater to follow his own path.

In the years that followed he found himself teamed up with three different groups of adventurers. The first was a group calling themselves “The Band” who had agreed to a mission to plunder the remains of an ancient Thassalonian ruin. After not more than thirty steps into the ancient grounds the party encountered the guardians of the place, stone statues that came to life. Every member was lost except for Gilganis, who managed to beat a hasty retreat from the ruins and scramble back to the surface. He reported back to their sponsor that all hands were lost during the adventure, which did not please the man who promptly had him chased from the village. A second group, going by no specific name, came to be formed in the village of Sandpoint. Their quest was to uncover the reasons behind a rash of recent goblin attacks. After the party set out it wasn’t long before they discovered the seemingly abandoned goblin village. In reality these goblins had been laid claim to some rare devices that the goblins proceeded to use against the party, once more killing all but Gilganis. He made his way back to the village to report the outcome, and was treated to some rather sour looks. The final group, “The Dawn’s Edge” was a hardier bunch, having some success until the encounter with the strange being in the woods that ended up luring them all into a hidden pool of quicksand. Gilganis, ever wary, was not so quick to follow the light that bobbed through the dark wood and kept his distance. When the party vanished into the muck he did his best to save them, but to no avail. When he reported this to the society that hired the group they called him “Lucky” for surviving the mess and his previous encounters, and the name stuck.

In the years that followed Gilganis was somewhat of a transient, working in places that would have him and keeping his eyes peeled for the next bit of adventure that he might find himself thrown into. After visiting many countries and never truly finding a home he found himself in southern Irrisen, in the village of Waldsby. There he met a woman by the name of Tatya Bresillinova and despite his appearance she was taken by the warm smile and quick wit of the tiefling. They were wed a year later and Gilganis settled down into a happy existence, despite the harsh climate of the frozen north. They later had two children, twins, who showed none of the telltale signs of Gilganis’ racial heritage. For this he was eternally thankful, as it was his most powerful adversary in all of his travels. He opened a small shop, where he sold elixirs and potions to the people of Waldsby and offered his services as a sage and lore master when the need arose. The great demand for his specially brewed alchemical fire concoctions helped keep his family well fed and taken care of, and he enjoyed no small amount of success.

Not long after the twins were born, the struggles of late began. The Winter Guard from Whitethrone became increasingly oppressive, and the already harsh existence of the north was made all the more difficult. One evening, a raid descended on the village and because of the defiance of a few, many were slain, including his beloved Tatya. Children were taken to insure that the people of Waldsby would remain compliant and offer no further opposition to the local rule, and his own twins were in that group that were spirited away. “Lucky” was not such an appropriate title after all.

That was six months ago, and since that time Gilganis has thought of nothing more than getting his revenge for the murder of his dear Tatya and recovering his children. He has followed the movements of the local garrisons in an attempt to understand their methods and schedules and has poised himself to be ready for the right moment to strike back at the evil that has taken ahold of his adopted home.

An opportunity unlike any he had hoped for is about to present itself…

Description:

Galganis is an ebon-skinned tiefling of just under six feet in height. He sports a two pair of large horns which curve over the top of his bald head. His eyes are bright yellow and slitted like those of a feline, which gives his stare a rather unsettling effect. He also has a long whip-like tail that trails behind him, constantly swaying back and forth. When agitated it typically whips frantically about, as if possessed by a mind of its own.

He wears a well polished and oiled suit of banded leather armor crossed with a pair of bandoliers which hold a number of strange and dangerous looking items, from bubbling vials of liquid to needle sharp darts. He keeps a crossbow at his hip and a quiver of bolts along the back of his belt. Upon his shoulders rests a rust colored cloak, the hem showing obvious wear and extensive exposure to the elements. Strapped to his back is an impossibly large pack with countless pouches and loops, within which are stuffed all manner of vials, bottles, and bags. A single silver locket hangs from his neck, usually neatly tucked within the safety of his shirt.

He voice is impossibly deep, and sometimes hard to understand due to the nature of it, much like the sound of hard stones slowly scraping together.

Mannerisms:

Gilganis is well studied, and is a wealth of knowledge and lore. He spends much of his free time buried in books and tomes, and has a love for any form of knowledge. He goes to great lengths to acquire and consume lore on new and strange topics. His mental retention is exceptional and he rarely forgets a fact or detail once he has studied it.

Because of his childhood and formative years he is slow to trust, as he has seen those close to him betray him. He has also seen many companions fall around him and does not form attachments easily. This tends to leave him a bit aloof when it comes to forming close ties with others, and can be taken as a bit standoffish.

Recent troubles have left him with an axe to grind and a debt to repay, further darkening his demeanor and leaving him obsessed with revenge. One day the old "Lucky" might be able to emerge again, but Gilganis has a long road ahead of him to be able to put aside his anger and hate towards those who have caused him so much pain.