About Neachtuirbackground, with fluff:
Even as he began blacking out from the laced drink, he wondered if they'd caught up to him at last. All the way from Kyonin, and they'd used poison, hadn't they? And he, an alchemist, hadn't noticed. So crude. So utterly disappointing on both their accounts. In a lawless land, at least have the dignity to shoot him instead! Where was the ritualistic tribal-feathered arrow through his skull!? Didn't he deserve at least that much? At least he'd lived like a king, he thought with some satisfaction, as he hit the ale-soaked tavern floor and stared ahead. He'd obscured all the funding he could. Played both sides of the pathetic settlement of Greengold to where neither side was any the wiser of his crimes. The elves had their diplomat in place, the humans their 'ambassador' and the women their supposed high-status trophy. Oh, he'd miss that latter role the most. He'd miss- A pang of regret through the haze. He'd miss... his sons. The name didn't come for some reason. But the faces... yes. Why was one scowling? And the mother? He should know, but... Gone when he left, right? He'd bribed the guards. They told him in advance, so he could run... but there was no one when he did. And his inventions? He could be useful. He could- -no longer think, and was dragged out by heavy boots... Background (ooc) and personality:
Neachtuir is a corrupt former elven diplomat on the run from his original home in Kyonin. Using his silver tongue, smarts, connections and Elven looks, he'd pretended to be a much higher ranking Ambassador from the secluded capitol city of Iadara and essentially traded empty promises, cheap trinkets and self-brewed alchemical droughts to the local human population in return for their riches. From bribing the guards, he knew when him and his Elven associates had finally been found out in advance and feld, almost as far away as possible, to a nation of pirates to flee from any potential persuit. He assumed a false name for a time, but his ego got in the way of such tactics eventually (since fake names do not tend to work in PBP parties :)). Determined to regain his lost riches and still make his mark on the world, he began a career in piracy, and had just been in the proces of designing a contraption that could launch his explosives straight at other ships, when a night of bragging and story-telling in the formidably maid had taken a turn for the worse. In general, Neachtuir is a selfish individual driven by a lust for wealth and a desire to be recognized for his greatness. He is absolutely convinced he is capable of creating things that can alter the very course of history! If only he had the funds to do so. And what faster way to get them by just stealing it from others? It's not as if they would put it to good use! (His goal, other than regaining his lost wealth, is to build truly devastating siege weapons, cannons even if given the chance, and perhaps magically-enhanced ships that would endure long after his death and cement him both as a feared pirate and scientific genius). For all his drive, he knows how to sell himself and not immediately alienate those around him by playing the part of the coincited noble. As any elf, he knows the way to success is the long game (so long as you had the money to have it as an option), and thus he plays to his charms, presenting himself as a reliable and knowledagble advisor of sorts. One who also strongly presses any opportunities to better themselves first and foremost. His weakness, on the other hand, is that during his years at Greengold, he started a family with a woman there, Presaea, with whom he'd had two sons who are now of young adult age for half-elves. Try as he might, he misses his boys, and there is always a lingering fear that any would come in search of him, or worse, as part of a police force of sorts to arrest him for his earlier crimes. Not because he'd think that would succeed in the Shackles, but because very bad things would probably happen to them long before they'd be able to reach him... or he would be able to save them. appearance:
Neathtuir attempts to be as sharply dressed as a pirate in a sea-faring outfit can reasonably be, replacing his clothes for new ones often, keeping his beard and mustache tightly trimmed. While not as handsome as most elves, he finds that it is generally enough to get by, especially combined with feigned empathy and a carefully maintained impeccable image. He wears a chain shirt over or under his clothes along with a many-ended spear and the bombs he carries along his belt. In combat he moves with the fluent grace of his kin, altering between stabbing unlucky targets with his spear and throwing bombs at marks further away. Statistics:
Neachtuir
Alternate racial traits: Vigilant (Gain a +2 dodge bonus vs chaotic enemies), replaces Elven Magic. --------------------
Ranged bomb +5 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Spell Level 1: Monkeyfish x1, Reduce person x1. Extracts known: Monkeyfish, Expeditious retreat, Jump, Targeted Bomb admixture, Cure light wounds, Shield, Reduce person. --------------------
Traits : Barroom Talespinner (Diplomacy is a class skill and gets +1, can gain +1 bonus to increase notoriety once per week), Student of Philosophy (Use intelligence instead of charisma for diplomacy checks to convince others, or to lie with bluff), seafearer (at sea: +1 know. nature and geography, swim is a class skill and gets +1). Drawbacks : Paranoid (Aid another DC for others to assist you is increased to 15). Skills Craft (alchemy) +8 (+9 to create alchemical items), Craft (ships) +8, Craft (siege engines) +8, Diplomacy +9 (-5 for gather informtion), Knowledge (arcana) +8, Knowledge (geography) +5, Knowledge (nature) +8, Perception +7, Spellcraft +8 (+10 to identify magic item properties), Swim -1; Racial Modifiers +2 Perception Languages Common, Elven, Celestial, Draconic, Sylvan, Orc SQ alchemy (alchemy crafting +1), elven magic, mutagen (+4/-2, +2 natural armor, 10 minutes) Other Gear Branched spear, dagger, chain shirt, alchemist's kit, light mace, artisan tools: craft ship, artisan tools: craft siege engines, 3 gp.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Party and Ship crew role, development from here:
Neachtuir is primarily meant as a ranged attacker focused on using bombs, and his development will add both damage and debilitating effects to his explosives over time. Aside from bringing the alchemist arcane/druid party buffs, of course! However, his grenadier archetype also grants him some melee ability. At present, that is by his decently accurate elven reach weapon which hits for okay damage at level 1 (+5 vs ac, 1d8+3). He can be altered to a more Hybrid switch hitter if the party would like this better and it needs more of a melee presence. This would be done by increasing his strength to 14 or so by dropping his intelligence back down to 16, giving him much more melee damage at the cost of some ranged, and potentially by picking combat reflexes to make the most of his reach weapon. His high dexterity, mutagen, and elven racial of a +2 dodge bonus to ac vs chaotic enemies make him fairly hard to hit. For out of combat utility he has good diplomacy, spellcraft and perception, some knowledges and a focus on craft: ships and siege engines to be able to both repair the ship and forge it weapons. I see his eventual role as a gunnery officer of sorts, though I'd have to know which siege weapons our ships have before taking exotic weapon proficiency to fire one :) If magic item crafting feats are allowed he will probably take a valet familiar early on along with craft woundrous item to make the party their basic common magic items. Should trapfinder be lacking from the party, he could fill in for the Rogue utility by taking a level of that class or changing one of his traits to the one that grants trapfinder (tomb robber or such?), though I seem to recall that is a campaign trait for a different campaign. Above all else though, explosions! Greek fire on the enemy ships! :D He was designed for the mental image of building his own ballista only to have it fire his special compound of all-consuming smoldering goodness straight to the other deck >:) Grenadier Alchemist archetype:
Martial Weapon Proficiency
This ability replaces Brew Potion. Alchemical Weapon (Su)
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)
This ability replaces poison use. Directed Blast (Su)
This ability replaces swift poisoning. Staggering Blast (Su)
This ability replaces poison immunity. |