Lady Annsa Shivarlu

Nasifi Calaso's page

241 posts. Alias of rdknight.


Full Name

Nasifi Calaso

Race

Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Size

Medium

Age

19

Alignment

CG

Deity

Cayden Cailean

Location

The Shackles

Languages

Taldane, Polyglot, Banuwat, Halfling, Osiriani

Homepage URL

Nasifi Portrait

Strength 11
Dexterity 17
Constitution 14
Intelligence 18
Wisdom 12
Charisma 10

About Nasifi Calaso

Statistics:
Female Human Alchemist (Grenadier) 5
CG Medium Humanoid (Human)
Init +3; Senses Perception +9
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
hp 45
Fort +6, Ref +7, Will +2
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OFFENSE
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Speed 30 ft.

Melee +6

Ranged +6
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STATISTICS
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Str 11, Dex 17, Con 14, Int 18, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD +16
.
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Traits

Firebug:
You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Pragmatic Activator:
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Touched by the Sea:
You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Hedonistic (Drawback):
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or suff icient entertainment or pleasure.

Feats

Point Blank Shot
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Throw Anything
You are used to throwing things you have on hand.
Benefit: 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.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Precise Shot
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Skills (20 points; 12 class, 12 INT , 3 Skilled, 6 Background)
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Acrobatics* +6 = DEX 3+3+0
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Appraise +8 = INT 4+1+3
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Bluff 0 = CHA 0+0+0
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Climb* +1 = STR 0+1+0
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Craft (Alchemy) +12 = INT 4+5+3 (+4 Background)
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Diplomacy 0 = CHA 0+0+0
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Disable Device*† +11 = DEX 3+5+3
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Disguise 0 = CHA 0+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† 0 = CHA 0+0+0
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Heal +5 = WIS 1+1+3
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Intimidate 0 = CHA 0+0+0
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K (Arcana)† +10 = INT 4+3+3
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K (Dungeoneering)† +4 = INT 4+0+0
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K (Engineering)† +5 = INT 4+1+0
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K (Geography)† +5 = INT 4+1+0
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K (History)† +4 = INT 4+0+0
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K (Local)† +5 = INT 4+1+0
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K (Nature)† +10 = INT 4+3+3
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K (Nobility)† +4 = INT 4+0+0
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K (Planes)† +4 = INT 4+0+0
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K (Religion)† +4 = INT 4+0+0
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Linguistics† +4 = INT 4+0+0
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Perception +9 = WIS 1+5+3
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Perform 3 = CHA 0+0+0
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Profession (Military Sapper)† +5 = WIS 1+1+3 (Background)
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Profession (Sailor)† +8 = WIS 1+4+3
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Profession (Baker)† +5 = WIS 1+1+3 (Background)
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Ride +3 = DEX 3+0+0
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Sense Motive +1 = WIS 1+0+0
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Sleight of Hand*† +7 = DEX 3+1+3
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Spellcraft† +9 = INT 4+2+3
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Stealth* +7 = DEX 3+4+0
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Survival +8 = WIS 1+3+3+1 (Machete)
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Swim* +7 = STR 0+3+3+1 (Trait)
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Use Magic Device† +11 = CHA (INT) 4+4+3
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ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

+1 Swim & In Class: Campaign Trait
+1 Survival: Wilderness Survival (Machete)
INT to UMD: Pragmatic Activator

Languages Taldane, Polyglot, Banuwat, Halfling, Osiriani

Special Abilities:

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SPECIAL ABILITIES
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Alchemist (Grenadier):

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 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: Alchemist. 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 becoming inert, 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 formulae 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. 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 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) 9/Day:
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.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

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.

Martial Weapon Proficiency:
Machete

Alchemical Weapon (Su):
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces poison resistance.

Precise Bombs (Ex):
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.
This ability replaces poison use.

Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Discoveries:

Infusion
Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Tanglefoot Bomb (Su)
A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Formulae:

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Formula List
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1st (3+1/day)

Adhesive Spittle
Bomber's Eye
Crafter's Fortune
Cure Light Wounds
Expeditious Retreat
Heightened Awareness
Longshot
Shield
Targeted Bomb Admixture
Tears to Wine
Touch of the Sea

2nd (1+1/Day)

Alchemical Allocation
Cure Moderate Wounds
False Life
Focused Scrutiny
Invisibility

Gear/Possessions:

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GEAR/POSSESSIONS

Consumables
Crossbow Bolts (20)
Acid Flask (x5)
Alkali Flask (x1)
Alchemists Fire (x4)
Potion of Cure Light Wounds
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Chain Shirt
Machete
Light Mace
Dagger
Brass Knife
Light Crossbow
Alchemy Crafting Kit
Thieve's Tools
Backpack
Waterproof Bag (x2)
Waterskin
Whetstone
Bedroll
Belt Pouch
Bandolier (x2)
Notebook
Pen & Ink
Flint & Steel
Iron Pot
Mess Kit
Soap
Torches (x5)
Rations (5 Days)
Basic Dress
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 6 GP 5 SP 0 CP

Appearance and Personality:

Height: 5'1" | Weight: 110 | Hair: Black | Eyes: Dark Brown

Nasifi is short and rather small-framed. Her head is topped by a great mass of thick black curly hair that comes just to her shoulders. Her skin is deep brown, but not quite as dark as is typical for her Ijo and Kalabuta ancestry. In fact there is some Chelaxian in her from her mother’s side. Her “surname” Calaso is actually the word in Kalabuta for “faded” and has been used to describe her family by other Mwangi long enough that it simply stuck. Nasifi is not unattractive, but she doesn't put much effort into highlighting her looks.

She typically wears clothing that is practical for dirty and messy work. Tough durable fabrics like canvas in colors that do not show stains well are her choice because stains, burns, and other chemical mishaps wreck nicer clothes so easily. She can usually be found in dark brown trousers, boots or sandals, a loose black cotton shirt, and a pocketed vest of brown or dark green. If the weather is hot, the vest alone will do.

Nasifi is not great with people. It's not that she is unfriendly or mean spirited, quite the opposite actually. She's helpful and considerate (at least by the standards one would apply to pirates), and unselfish as a member of a crew. She is not very good at reading people, so she often misses the interpersonal cues people give in communicating. Nasifi often vacillates between overly friendly and too reserved, not quite getting the balance between the two correct. She is also very focused on her particular interests so while some few other people might find alchemical processes and gadgetry interesting, she often bores people without realizing it.

Generally she is cheerful and positive in her outlook towards things. She is an optimist who rarely gives up without good reason. She is also not terribly concerned with, or necessarily aware of, some social rules and norms.

While she may lack in soft skills, Nasifi is a focused and logical thinker. She likes plans, and is good at thinking through the longer term results of actions. She can be a worrier, and prefers to have as much information as possible when making important decisions. These parts of her personality sit awkwardly with most people’s perception of Caydenites, but Nasifi is much more relaxed and spontaneous when the stakes are not high. She is every bit the typical Caydenite hedonist.

Background:

Nasifi Calaso was born among the Mwangi neighborhoods surrounding the walls of Eleder, the capitol of Sargava. Her mother Abshir belonged to a Kalabuta family that had long lived in the area. They had for generations supplied labor and servants for Chelaxian colonials. Her father Faarax is from the Ijo fisher-folk living immediately north of the city on the coast. Her parents met, and then courted, walking into the city each day. Abshir ran a small bakery in the city. Faarax came to sell the day’s catch.

When they married, Faraax moved to live with Abshir near the city walls, rising very early each morning to walk back to the fishing boats. When she was old enough Nasifi would occasionally go with her father. Unlike her older sister, who had trouble with sea-sickness, Nasifi loved spending time out on the fishing boat, and the stories Faarax told about the sea.

Much more commonly she went with her mother and older sister to help out at the bakery. Nasifi came to alchemy through baking. Her mother was a baker of great artistry. As she taught the young Nasifi her craft, Abshir endlessly emphasized the mastery of fundamentals: exact proportions of ingredients, precision in timing and temperature. It was those things, Abshir said, that can make even the plain loaf of bread stand above the most delicious looking pastry or tart. “Baking is edible chymistry” Abshir asserted. Only after the fundamentals are mastered should one look to infuse baking with imagination, to follow one’s inspirations in creation. Nasifi is one hell of a baker as a result of her mother’s efforts.

In her teens Nasifi began looking beyond baking. She was very smart, and curious about what else in the world might follow similar rules. Using whatever texts or advice she could scrounge, Nasifi began taking her mother’s baking fundamentals, precise ratios of ingredients, careful application of heat, and exact timing, in other directions. Nasifi soon discovered she must have inherited some small spark of magic from someone among her ancestors. With practice she was able to move beyond mundane chymistry and herbalism to true alchemy.

Abshir died of a fever when Nasifi was seventeen. Her older sister Mosi, who had married by then, took over running the bakery. The place was not actually hers though. It was owned by a colonial man who left the place alone, except to come by occasionally to check the books and collect his profits. Nasifi did not want to continue working there, so she joined Sargava’s militia. The pay would be steady, and better than if she were a baker, especially since she would have to work in a colonial’s shop.

Her talents landed her a place as a sapper and grenadier, which is what she wanted. Nasifi had begun reaching the limits of what she could achieve with alchemy all by herself. At first she did learn quite a bit about the preparation and use of explosives, and she was delighted. But, before too long she found that the military was only interested in teaching her what they needed her to do, and exactly no more. Her career prospects in the militia were dim for other reasons as well. As a Mwangi, she could never become an officer.

Nasifi was perfectly willing to fight for Sargava against another Chelish invasion, treachery by the Free Captains, or Bandu raiders and slavers. She did in fact see some skirmishing against the Bandu. But as she learned more about Sargava outside the area around Eleder, she became troubled. More than anything the Sargavan militia was used internally against the increasingly restive Mwangi of the interior. It troubled her conscience as she became more aware that the colonists were not really trying to make a poor land something better. They, especially the families at the very top, were creaming off so much of a potentially wealthy land that everyone else, specifically the Mwangi, suffered.

After a little more than a year, Nasifi slipped away. Militia officers would call it desertion, but Nasifi didn’t see it that way. She had been conned into a contract that the Sargavan Militia had breached. She didn’t figure it was too serious anyway. If she stayed away for a couple of years nobody would even remember. There was some cachet in being a former officer among colonials, but not much in staying on for a career. Officers didn’t last long, and quality was low.

Nasifi went back to the coast to visit her father, who had moved back among the Ijo fishing boats after Abshir died. She told him she was taking some time away from Sargava to decide what to do next. She would try to earn enough money working aboard ships to study in another country. Thuvia was renowned by the quality of the alchemists it produced. If not that maybe something else, but regardless she would be back in a couple of years or maybe a little longer.

She went north to Crown’s End, where smugglers were common and red tape was not. She found a ship in need of a body and sailed north toward The Shackles. Over the next few months she became a Caydenite, although she had never thought much about religion before. She also began to wonder if what she has promised her father was actually true. She couldn’t see a future for Sargava that did not include much spilled blood, and she tired of trying to work out what her place there would be when that reckoning came.