About Hayl FolsomBack Story:
A cold shiver runs down Hayls back there weren't many places that would put so much fear and anxiety as the place he was about to head into, but looking up at the large gate leading into Roslar’s Coffer it felt like he was heading for his own grave. The last time he had seen the entrance to Roslar’s Coffer he being carried by a guard running with a group of villagers for their life, the night sky filled with smoke and lit up with the flames of his childhood as the scream of innocent death and waring orcs echos through the night. He wasn't sure if it was fear or just the hit of memory being back at his childhood town, he had never hesitated this much before. He was a man sure of his purpose but now he was more likely to keep walking down the road following the Tourondel River away from this the one thing that would break him down. Reliving the fear of that night. Even thinking about the river send his mind back to his childhood with his mother, fishing along its banks. Waving at knights in their shining armour going off to smite some evil and save the day. But now back in the present day, he understood those men were going off to die, to fight a war that couldn't be won. Harsh realisations of how innocent he was and of how simple he thought the world was for it all to be taken away at a young age. He was determined to made something of himself, while he stayed with this family he had never seen before. He hardly knew them or the new town he was in he had no friends no one to really turn to but that just pushed him to be smarter and get out on his own sooner. He was lucky to meet a crazed alchemist looking for some help, the fact Hayl stood out so much was one of the reasons he was picked and it put him on a crazy path. He was taught about gun power and the power of alchemical concoctions. But he was always running towards something, new discoveries, new rumours of crazy alchemist stories. He stayed and learnt everything he could and then it was time for him to go on his own adventures to find his own place in this world. His hand instinctively squeezes the Wayfinder he always keeps close to him just knowing he had it helped centre himself. Looking down at it, he is still just amazed just like the first time he saw the incredible device, although it was now smashed and almost unrecognisable to anyone that didn't know what it was before. It was the memories it brought back of the person he loved who used to use it that help him, like it’s intended use to help find your way, it helped take him back to happier times. But he knows those times are fleeting because of the dark things in his world, he had faced some monsters in his time and he’s seen how these things destroy people. Evelin the pathfinder who owned the Wayfinder he now held was a friend but she didn't make it, he couldn't help then but now he needed to look back he was always running forward. He wanted to settle down and do some good in the place he used to be the happiest in. That last mission ended all his dreams and future plans it reminded him of what he was running from, and why running never worked to truly heal he needed to look back. He lost a part of himself when Roslar’s Coffer was destroyed all those years ago. But now he wanted to go back and help them, put what skills he had learnt to really help people. To hopefully rebuild something he lost all those years ago. So he steps through the gate into Roslar’s Coffer looking to start over, to help where ever he is needed.
Story Points:
-He has no idea who his father is.
Looks:
Hayl is classically Tiefling in looks but favours his human side so is less shaped like a demon. But there is no hiding what he is his skin is dark as obsidian, his eyes deep shades of red that seem to shift in colour like staring at an open fire. His long black hair does nothing to hide his horns. He has embraced what he is in his older age. He has a tail that he doesn't hide and is proficient in using it almost like a 3rd arm. He holds himself like a man sure of his purpose and what he needs to do, always one to jump to action and not shy away from the hard decisions.
Experience:
I have been playing Pathfinder for about 8 years now, originally started with 3.5 and then moved to Pathfinder a year later and never looked back. I started playing online games mainly here on the forums about 3 years ago, finishing a Carrion Crown game to completion about 5 months ago. I was very impressed to finish a game on the boards as I know, through no fault of everyone involved they normally die. I’m currently not playing any games on the boards but I'm in two that are played on discord, one is a 16 player game that has been going for 3-4 months now and surprisingly works very well. Carrion Crown - https://paizo.com/campaigns/JZsCarrionCrownShadowsOverGallowspire/gameplay& amp;page=1
Iron Gods - https://paizo.com/campaigns/IronGodsAPWithGMMustache/gameplay&page=last
Kingmaker Custom Game (16 players) - I’m playing a Drow Alchemist. It’s a custom game with all race except core, it’s very intense and interesting to play an evil race and it’s fun having so many people to bounce off there has been a lot of good RP with the good/evil aspects coming in when trying to set up laws. Strange Eons (Home Game) - I’m playing a Dhampir Paladin of Sarenrae, I thought I’d find playing a paladin to be tricky but in the Strange Eon game you have to bend a little but I’ve found it really fun flexing my muscles with a Lawful Good character. Character:
I’m not locked into a gun chemist, I just love alchemists and really had an urge to try and play one a gun chemist. But if you find my submission to be what you're looking for I will be happy to tweak him. I’d prefer to stick with a ranged character but at the end of the day, I’d really like to play this adventure path. I took beastmorph as well and was going to play up that side of my tiefling heritage/ my alchemical tinkering. To push myself more towards my fiendish heritage just to get the job done not really caring where he ends up after the end of it all. My overall progression is to just stick with the alchemist, picking up ranged feats. Being skilled/Damage dealer. Hayl
Defense:
-------------------- Defense -------------------- AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 9 (1d8+1) Fort +3, Ref +4, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm Resist cold 5, electricity 5, fire 5 Offense:
-------------------- Offense -------------------- Speed 30 ft. Melee dagger +0 (1d4/19-20) Ranged pistol +3 (1d8+1/×4) Special Attacks alchemical ordnance 5/day (1d6+4 fire, DC 14) Spell-Like Abilities (CL 1st; concentration +0) 1/day—darkness Alchemist (Beastmorph, Gun Chemist) Extracts Prepared (CL 1st; concentration +5) 1st—cure light wounds , shield Statistics:
-------------------- Statistics -------------------- Str 10, Dex 15, Con 12, Int 18, Wis 14, Cha 8 Base Atk +0; CMB +0; CMD 12 Feats GunsmithingUC, Point-Blank Shot Traits black powder fortune, the reclaimer Skills Bluff +1, Climb +0, Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +3, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +7, Profession (soldier) +6, Spellcraft +8, Stealth +3, Survival +6, Swim +0; Racial Modifiers +2 Bluff, +2 Stealth Languages Abyssal, Common, Dwarven, Elven, Goblin, Orc SQ alchemy (alchemy crafting +1), gunsmith, mutagen (+4/-2, +2 natural armor, 10 minutes), prehensile tail Special Abilities:
-------------------- Special Abilities -------------------- Alchemical Ordnance 1d6+4 (4 rds, 5/day, DC 14) (Su) Infused ammo deals 1d6+4 fire damage (5 with scattering shot). Lasts 4 rds before becoming inert. Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Gunsmith Gain free starting firearm that only you can use properly. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Equipment:
kikko armor, dagger, greataxe, backpack, belt pouch, blanket, crowbar, flint and steel, hemp rope (50 ft.), poncho, pot, soap, torch (10), trail rations (5), waterskin, 36 gp, 5 sp |