Palaveen

Kut Bit's page

1 post. Alias of VoodooMonkey.


Languages

Common, Abyssal, Goblin, Elven, Draconic, Orc, Dwarven

Strength 11
Dexterity 16
Constitution 11
Intelligence 21
Wisdom 11
Charisma 17

About Kut Bit

CRUNCH:

Alchemist( Wasteland Blighter/Chirurgeon/Sacrament alchemist)/Sorcerer(Crossblooded: Djinni/Daemon)

HP:9
AC:13 Touch:13 FF:10 (DEX:+3 Size: Armor:
INIT:+7
Speed:30ft
FORT:+2 REF:+5 Will:00
Resistance: cold:5 electricity:5 fire:5.
SIZE: M
Languages: Common,
Favored Class Option: Alchemist: +1/2 Bomb DMG Current:0(1/2)
BAB:+
MELEE:Starknife +0/+3//1d4(x3) 20'
RANGE:Electricity ray(6/day(3+CHA MOD))):1d6(+1/2 SOR/LVL) 30'

BOMB(20')/(30') w/Bombchucker:6/day (CL+INT Mod) +4 to hit/1d6+5 (fire)(x2 on 1st d6 only)
Splash=Min DMG (6) REF SV 1/2: DC:15(10+1/2 LVL+INT Mod)

SPELLS/FORMULAE:

Spells:
Per day:--//4//00//00//00//00//00//00//00//00
Known:03//01//00//00//00//00//00//00//00//00

CANTRIPS:Acid splash/Open/Close/Disrupt Undead
LEVEL 1: Ear-Piercing Scream FORT DC:14
Formulae:
Per day:03//00//00//00//00//00

level 1:
Ant Haul
Comprehend Languages
Crafter's fortune
Cure light Wounds
Disguise self
Illusion of calm
Shock shield

BLOODLINE:
Arcana:
DJINNI: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell’s descriptors to match this energy type
DAEMON: Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier (minimum 1). The second spell you cast must be of an equal or lower level than the first one.

Powers:
Level 1:Electricity Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.


Sacramental Cognatogen:
Chaos--Azata(Chaos)
Good--Azata(Good)
Liberation--Freedon//Revolution
Luck--Curse//Fate
Travel--Exploration

FEATS/DISCOVERIES:
Alchemist Bonus Feats:
Brew Potion
Throw Anything
Sorcerer bonus feats:
Eschew Materials
Archetype Bonus feat:
Level 1 Feat:Improved initiative
Level 2 Discovery:
Level 3 Feat:
Level 4 Discovery:
Level 5 Feat:
Level 6 Discovery:
Level 7 Feat

TRAITS:
Base Racial:
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Daemon-spawn alternate skill mods: Disable Device, Sleight of Hand +2
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery
Starting Traits (2):
Outlander:Lore Seeker
Heirloom Weapon: Proficiency with starknife

Equipment:
Carrying Capacity:43/86/130(x3 w/Ant Haul)Current:32 Wealth: 13gp 5sp
Starknife (24gp/3lbs.)
Alchemist's Kit(40gp/26lbs.):This kit includes an alchemy crafting kit, a *masterwork 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
Thieves Tools, common (30gp/1lb.)
Spring-loaded Wrist Sheath(x2):(5gp/.5lbs. each):This item works like a standard wrist sheath, but releasing an item from it is an swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity)
Bombchucker (12gp/1lb.)
Bandolier(5sp/--)

Skills:
ACR:❏//03= DEX:+3//RANKS://MISC:
APP:☑//05= INT:+5//RANKS:00//MISC:
BLU:☑//03= CHA:+3//RANKS:00//MISC:
CLI:❏//03= DEX:+3//RANKS:00//MISC:
CRA:☑//10= INT:+5//RANKS:01//MISC: (Alchemy) +1/AlcLvl= +1
DIP:❏//03= CHA:+3//RANKS:00//MISC:
DDV:☑//09= DEX:+3//RANKS:01//MISC: +2 Racial Mod
DIS:❏//03= CHA:+3//RANKS:00//MISC:
ESC:❏//03= DEX:+3//RANKS:00//MISC:
FLY:☑//03= DEX:+3//RANKS:00//MISC:
HAN:❏//NA
HEA:☑//04= WIS:00//RANKS:01//MISC:
INT:☑//07= CHA:+3//RANKS:01//MISC:
arc:☑//10= INT:+5//RANKS:01//MISC: +1 Trait
dun:❏//00= INT:+5//RANKS:00//
eng:❏//00= INT:+5//RANKS:00//
geo:❏//00= INT:+5//RANKS:00//
his:❏//00= INT:+5//RANKS:00//
loc:❏//00= INT:+5//RANKS:00//
nat:☑//09= INT:+5//RANKS:01//
nob:❏//00= INT:+5//RANKS:00//
pla:☑//00= INT:+5//RANKS:00//
rel:❏//00= INT;+5//RANKS:00//MISC:
LIN:❏//NA
PER:☑//04= WIS:00//RANKS:01//MISC:
PRF:☑//03= CHA:+3//RANKS:00//MISC:
PRO:☑//NA
RDE:❏//03= DEX:+3//RANKS:00//MISC:
SEM:❏//00= WIS:00//RANKS:00//MISC:
SOH:☑//NA +2 Racial Mod
SPC:☑//09= INT:+5//RANKS:01//MISC:
STE:❏//03= DEX:+3//RANKS:00//MISC:
SUR:☑//00= WIS:00//RANKS:00//MISC:
SWI:❏//00= STR:00//RANKS:00//MISC:
UMD:☑//07= CHA:+3//RANKS:01 ☑ ❏

BIO-Long Version:
"How far are you willing to go?"
The words echoed through the halls Of the sylph's mind down to the very aether of her soul. How many times was she asked that? How many times did she ask herself that? Since being taken into the tutelage of Brother Soljen, it was a nightly ritual..."How far are you willing to go DJ?"

Brother Soljen was a veteran Wasteland Blighter/chirurgeon, in a long line of Alchemists stationed at a church of Desna, in Katapesh. Aiding tomb raiding parties there, in the effort to reclaim and protect knowldege and artifacts of ancient ruins, was the pride of his line. Always about the knowledge gained, not ever too much about the compensation...oh, not that payment wasn't nice or useful, mind you! But to gain and become a part of ancient knowledge-to hold an artifact in your hands, even for the few moments you were allowed to-after a successful tomb raid, that's where the true value of it all was!

The little sylph girl, that was said to have been left on the doorsteps of the church, had the thirst-and the talent for that matter. She was about as intelligent and nimble as they came-quick to grasp everything about keeping adventurers alive that Brother Soljen had to offer, and also, everything the stationed elven wizards had to offer, as well. It was a common, but friendly argument between Brother Soljen and the Elven masters which she was better at-being an Alchemist or Wizard-forever destined to be at an impasse, as she was quite adept at both. "How far are you willing to go DJ?" Every night before she went to bed he would ask her that...it was only fitting she would end up always asking herself the same question before every reclamation excursion.

Brother Soljen's interests were never solely limited to Katapesh, though. The extracurricular research of his line had long been pointing to something big on the horizon. The timing would put it in in to the generation of his grandchild, if he had one-but the location of the staring point?...now, that was the part that seemed to evade every single attempt of divination. Meeting with this ancient crone was the little sylph's latest task...to find out where.

"How far are you willing to go?" the crone asked. Before any answer could be attempted, two grotesque humanoids phased into the dwelling. Carrying a full set of painter's equipment, the tentacled and lobster-clawed fiends set up for-what looked to be-a portrait session."Don't mind them, dear, they're just here to capture the beautiful moment." At that, the crone started convulsing. She then buckled for a few moments, before being seemingly raised to her tip-toes by a set of invisible marionette strings. Her jaw unhinged-further than any serpentine creature the sylph had even known to be researched. Crawling out of the mouth of cackling witch-who seemed to be in throes of an equal mix of agony and ecstasy-was a dark, lithe, feminine figure. Shaken, the sylph stood her ground. The crucidaemon then shed the amorphous costume-like form of the crone-which oozed back to a dark corner, to consume the contents of an unstoppered flask.

The fiend's chain daggers lept at the sylph, piercing her hands through. In a flurry of graceful whips, the daemon spiraled the chains up the arms of her victim and hooked a couple of wall sconces behind each side of the girl-creating a sick torture-device pulley system. The crucidaemon pulled the chains as it slowly advanced, dragging the sylph back to the wall and suspending her in air to full crucifixion pose.
"Yes, dear...something big on the horizon...and Soljen wants to know where it all starts. And my payment? Your pain, your suffering, and..."

"My soul, I know!" the sylph grunted.

The crucidaemon reared back in laughter, "Oh, no, no, no...normally, yes, but I can see all the precautions put in place upon you dear," the crucidaemon sniffed at the sylph, "You reek of the divinity of Desna! Not your soul...your heir."

A quizzically horrified expression eclipsed the sylph's face.

"Oh, yes...we take on a form your plane recognizes as feminine. But, I assure you, more than a few of us have the right tool for the job." Valdesqua, the crucidaemon nuzzled up to the suspended sylph girl, "So...how far are you willing to go DJ?"

She knew the answer-whether to Soljen during her training, or herself before every tomb raid-it was always the answer. Di'Jhanna Bituin gritted her teeth and nearly spat out the words at her tormentor... "As far as I have to!"

"All will be revealed upon the birth of the baby." That was the deal. Sometimes, it seemed to be the only thing that kept the sylph going, that and Betha. The time spent carrying her child was uncomfortable to say the least-but considering what "fathered" it, pain was to be expected. It didn't help that the broth her hired nursemaid served her seemed to make it worse. "Is good for baby, yah!" is what she would say, and no matter how much Di'Jhanna protested in he most stubborn fits, the phrase would always win. Having isolated herself from Soljen and the church, Betha was all she had taking care of her in the remote cottage. Soljen respected her wishes and kept his distance.

Then came the morning of the arrival. Betha appeared at the bedside, before the sylph could even think about working up the strength to cry out. Panting, the sylph asked, "When should I push?" Betha took a step back, "Won't be necessary." Before Di'Jhanna could could react, two grotesque humanoids phased into the dwelling. Carrying a full set of painter's equipment, the tentacled and lobster-clawed fiends set up for-what looked to be-a portrait session. Betha looked into the eyes of the sylph, "To capture beautiful moment." This time, instead of crawling out, Valdesqua tore out of the body of the nursemaid-possibly to foreshadow what was about to happen to the sylph.

The two piscodaemons painted away as the child tunneled its own way out of the girl-sometimes deftly catching some of the gore, on their brushes, to use as part of their art projects. A final stream of blood made its way out of the carnage. Seemingly an entity of its own-and crackling with the electricity of her Djinn heritage-it snaked up the base of the desk holding a mess of the sylph's collected knowledge, including a map of Galorian. As it settled at a stopping point on the map, Di'Jhanna Bituin mused in her last breath, "Huh...Sandpoint."

Upon the conclusion, the crucidaemon bundled up the child and dismissed the two "artists." At that, as punctual as its presence at the start of the birth, a green glow encompassed the cottage. "Oh bother,"the fiend sighed. It paused, squinting one eye as it looked up with the other, as if waiting for something to happen. A series of grates, snaps, and explosive reports answered the daemon's patience. "Now, let's go see what we've caught, now shall we!" it cooed at the infant.

Emerging from the cottage, Valdequa surveyed the results of her trap-setting. A staggered semicircle of bodies littered the lawn. The daemon sauntered up to the height of the arc, where the profusely bleeding form of Soljen knelt. "You should have been a Trap Breaker, Soljen! All this time and effort you put in, just to fail now...how pathetic!"

Brother Soljen glared up at the crucidaemon, his face curling into a wry smile, "Not as pathetic as the arrogant carelessness your kind shows when you think you've won!" he spat. At that, a decade of rays-made of the same green energy as that which engulfed the cottage-hit Valdesqua, preventing any escape by teleportation. Simultaneously, a flock of spectral hands reached out-grasping and delivering healing magic-to the dying bodies, which dutifully snapped to attention. As a flurry of scorpion whips lashed about Valdesqua, the closest elf to Soljens left, deftly snatched the child away and dematerialized before them.

As Soljen produced a glowing starknife, the tethered crucidaemon growled at him,"Portraits of your daughter's suffering will grace certain halls in Abaddon for centuries to come!"

"It will only serve as a reminder of how badly you failed!" the Alchemist retorted. With that, Brother Soljen ended the existence of Valdesqua.

Hastily, Soljen turned his attention to the cottage. As he entered the bedroom, he regarded the elven wizard that was holding the newborn child. He made his way over to the bed, sat down, and cradled the lifeless body lying there, "You did good, DJ! I'm so proud of you! You did so good!" he wept.

Arkien, the elven wizard master spoke, "The clerics are prepared to perform the resur..."

"No!" Soljen snapped, "There will be no resurrection. Not after what that thing..." the alchemist bowed his head, "...what I put her through. Have her buried, and hollow the ground...please."

"Excuse any unintended disrespect, but why would you spoil your bloodline with such foul ilk as Velesqua?" Arkien inquired. "I mean, I understand you breeding with Djinn, but that..."

"Though somewhat reckless, the daemon are a crafty lot," the Alchemist interjected, "with that, and the Djinn blood of DJ-and her mother before her-running through him, this child's mind will be vast enough to harbor the knowledge of a council of sages!" Soljen beamed. "Daemon blood is strong, and it will make him strong! He, Kutsilyo, as he will be called, will be strong enough to defy death itself! Or, at least give her a good run for her money!" he allowed himself a small chuckle. Soljen regarded the map, the living-electric stream of blood, now flowing around its edges. "A final thumb to the nose, eh DJ? Well, I suppose, I will have to be satisfied with Kutsilyo being the only one to know where!" He shook his head as he left the room, cuddling the baby in his arms.

Over the coming years, Kutsilyo Bituin was trained by his grandfather in the ways of the Wasteland Blighter/Chirurgeon alchemist, as well as in arcane magic by the stationed elven wizards. Somewhere along the line, he was anointed as a Sacrament Alchemist of Desna-most likely by someone trying to exorcise the daemon blood from him, rather than stack another ability on top of what he was already learning. Arcane magic came more as the natural talent of a sorcerer than the scholastic memorization of the wizard masters, so they just rolled with it. Soljen's final years weren't kind to him. Madness, as a result of the guilt-wracked pain the Alchemist carried, not only gave Kutsilyo more of his family's history than Soljen would have allowed, but it also gave him his purpose.

As Kutsilyo made his way to the doors of the temple, Arkien reached out his hand. "You know, your family's presence here was always, well, unofficial. When you leave, we won't be able to aid you."

Kutsilyo clasped the out-stretched hand, "You have done too much for us as it is. There's nothing more I would dare ask of you."

"Where will you go?" the elven wizard inquired.

"I will say goodbye to my mother, and then..." Kutsilyo shrugged, "...who knows..."Kutsilyo smiled, winked, and then turned to the journey ahead. As the doors to the temple shut, he pulled the map out of his backpack. The electrical Djinni blood shifted, and then snaked its way to form a line to his destination, "...at least as far as Sandpoint!"

BIO-Short version:
Kutsilyo Bituin is the result of his grandfather's purposeful breeding. Brother Soljen, as his grandfather was known, bred with a Djinn, who gave birth to a Sylph daughter. He then set up a rendezvous with his daughter and a crucidaemon to breed Kutsilyo. Soljen was wasteland blighter/chirurgeon alchemist stationed in a temple of Desna in Katapesh, whose line was involved with helping tomb raiding parties reclaim lost knowledge and artifacts in the area. His sylph daughter, Di'Jhanna Bituin, was trained in the arts of his line, as well as wizardry from the stationed elves. Soljen's line had long been researching some "event" on the horizon. In an attempt to find out the starting point, Di'Jhanna was set up with a crucidaemon, who impregnated her with it's child as a part of the deal. Kutsilyo was delivered into the hands of Valesqua, the crucidaemon. As a result of the vicious and blood delivery, Di'Jhanna died. Kutsilyo was promptly saved from the clutches of the daemon by Soljen, as well as the stationed wizards and clerics of the temple. He, too, was brought up in "the family business" as well as displaying a sorcerer's natural spell casting ability, rather than that of a wizard. Along the way, he was also anointed as a Sacrament Alchemist of Desna. A map, which houses a portion of the still-living blood of his mother, has pointed him to Sandpoint as the starting point of whatever "event" his line has been researching.

Personality, classes, archetypes, ability score allocation:

Born of both Djinni and Daemon blood, Kutsilyo is highly intelligent. Inheriting his family's thirst for knowledge, he lives life to amass a great amount of knowledge-specifically from the knowledge passed down from his ancestry and whatever his storyline is pointing to in Sandpoint. Born into the business of keeping tomb raiders alive, the welfare of fellow party members is his top priority- keep them alive and you stay alive. He is less concerned with treasure than whatever knowledge and experience is to be gained in Sandpoint. (not that he won't take his fair share!)Thus carries the Outlander- Lore Seeker campaign trait

Kutsilyo stands 5'9 inches and at 145 lbs he is rather fit. There is no mistaking his tiefling heritage as two horns running horizontal from his brow line mark him as such. He has long, jet-black hair and a bronze-ish skin tone. He tends to use his charm to move people's feeling about "his kind" to his favor.
Kutsilyo is a gestalt alchemist/Sorcerer

Alchemist archetypes:
Wasteland Blighter-replaces poison resist +2, swift poisoning, poison resist +6, and discovery at 8th level
Chirurgeon-replaces poison use, poison resist +4, and poison immunity
Sacrament alchemist-replaces mutagen and swift alchemy

Sorcerer archetype:
Crossblooded: Djinni/Daemon

Stat allocation: Rolls: 17 17 14 13 11 11 with reroll used

STR:11= Base roll 11
DEX:16= Base roll 14--Alternate Heritage Daemon +2
CON:11= Base roll 11
INT:21= Base roll 17--Alternate Heritage Daemon +2/Variant ability (replacing "darkness" ability) #46 +2
WIS:11= Base roll 13--Alternate Heritage Daemon -2
CHA:17= Base roll 17