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About Nissim SivertoStatistics:
Male Human Witch (Alley Witch) 3
NG Medium Humanoid (Human) Init +8; Senses Perception +8 ------------------------------ DEFENSE ------------------------------ AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield) hp 23 Fort +8, Ref +6, Will +6 (+2 Poison Resistance) ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee +2 Ranged +4 (+5 Thrown Splash)
Base Atk +2; CMB 2; CMD 14
Traits Reason to Protest
Pattern Seeker
Self-Taught Scholar
Trustworthy
Drawbacks Nervous
Feats Toughness
Extra Hex: Evil Eye
Throw Anything
Brew Potion
Nemesis (Story)
Improved Initiative
Skills (9 points; 8 class, 8 INT, 2 Human)
SKILLS Acrobatics* +3 = DEX 2+1+0
*ACP applies to these skills
+3 Perception (Pattern Seeker, Speak to the City)
Languages Common, Elven, Halfling, Infernal, Osiriani Special Abilities:
------------------------------ SPECIAL ABILITIES HUMAN Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. Terrain Type: Urban
ALLEY WITCH Child of the Streets
Crowd Patron
2nd—ears of the city, 4th—alter self, 6th—witness, 8th—shadow step, 10th—mage's private sanctum, 12th—heroes' feast, 14th—limited wish, 16th—create demiplane, 18th—shades. Speak to the City
This ability replaces the witch's 1st-level hex. Hex Trader
This ability replaces the witch's 6th-level hex. WITCH Hexes Cackle (Su)
Evil Eye (Su)
Familiar Lugo the Rat ALCHEMIST Alchemy (Su)
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)
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.
Brew Potion (Ex)
Poison Resistance
Perfect Recall
Discovery
Cognatogen
Benefit: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens. Upon being imbibed, the cognatogen grants 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 cognatogen is in effect, the alchemist takes a –2 penalty to one of his physical ability scores. Swift Alchemy (Ex)
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Spells & Extracts:
------------------------------ Spells ------------------------------ 0th (4/day) Arcane Mark
1st (3/day) Cause Fear
2nd (2/Day) Glitterdust
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Blurred Movement
Spell-Like Abilities 0th (1/day) Enhanced Diplomacy
1st (1/Day) Heightened Awareness Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Explorer's Outfit Scrivener's Kit Ink Parchment x3 Scroll Case Journal Novel (Comedy) Belt Pouches x2 Spell Component Pouch Bandolier Small Metal Mirror Dagger Smoke Stick Tinder Twig x2 Shaving Kit (Home) Grooming Kit (Home) Soap (Home) Portable Alchemist Lab (Home) Carrying Capacity
Money 23 GP 5 SP 0 CP
10 Minute Background:
10 Minute Background Write 5 background and concept elements that you feel are important to your image of the character. List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. 1. Nissim wants to remove House Thrune's influence from Kintargo in simple terms. But 2. I would like for Nissim to develop from his beginning as a placid but somewhat concerned "man in the crowd" into an assertive character who develops leadership abilities and isn't afraid to make decisions. Going from an observer to an actor. List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Appearance and Personality:
Height: 5'10 | Weight: 165 | Hair: Black | Eyes: Dark Brown Nissim Siverto’s appearance is typically Chelaxian with his black hair, dark brown eyes, and pale skin. At 5’10” he’s only slightly on the tall side of average, but his thin, slightly gangly frame can make him seem taller than he is. Nissim’s hair is very thick and a bit unruly. He wears it shoulder length and swept back, which would make it look like a lion’s mane if he had the face to match that impression. Instead his face is thin and a bit sharp in its angles, too bookish to carry off a regal appearance. He’s reasonably handsome if one likes that type. His hands match his body, with long thin fingers that are nimble and precise. As much as he tries to avoid it with scrubbing, Nissim’s hands are often stained from the ingredients he uses making medicines and poultices at the Siverto Apothecary. He tends to favor clothing in darker colors for the same reason. There is nothing particularly remarkable about Nissim’s overall appearance, and on the street he looks like a typical student or apprentice of one of the non-laboring professions. Personality
Nissim’s interests and pleasures are those of a person who does not crave great excitement. He enjoys reading, and with his intelligence has fashioned himself into something of a scholar on history and the arcane. It frustrates Nissim that books on these subjects have become rarer, and now the most interesting ones have become too expensive for him to afford. He enjoys occasional evenings at he opera with friends followed by a meal at a restaurant. Appearances would be somewhat deceiving though. Through his rat familiar Lugo, Nissim has a connection to Kintargo that he cannot quite explain in words except to say that it is something like half-heard music in his head. He feels the city’s movements, swirls and patterns on a level that is not entirely conscious. Nissim is always aware of its presence on some level, although sudden changes or disruptions to the “music”, the overlapping movements, happenings, and patterns within Kintargo can force its presence to the forefront of his attention. For example the ringing of the Devil’s Bells is like an arrhythmia in Kintargo’s pulse. Nissim can sense their ringing even when he cannot physically hear them because of the disturbance they cause in the city’s normal patterns. If such disruptions are powerful and negative, they can affect Nissim physically, in the form of terrible headaches or feelings of nausea. Although he did not know why at the time, the Night of Ashes provoked such terrible headaches that Nissim was unable to get out of bed for most of the next day. Nissim has with time learned to think over the stream of emotive feelings he experiences through developing calm, rational mental habits. If he often seems a bit detached or overly analytical, it is because he is holding a great deal in check mentally. His familiar Lugo is his focused point of access to this superorganic aspect of Kintargo, and through him he can draw upon portions of its magic to create effects in the form of spells. Hexes are different. Nissim has committed to memory certain pieces of the great song that encompasses Kintargo. He can snatch those pieces out of context and have them play out upon a certain person or thing at a moment when they wouldn’t otherwise appear. For example, there is a segment within the pattern representing a person tripping, or dropping a freshly baked pie on the floor. Knowing that segment he can make it play upon a person when it wouldn’t normally. (Evil Eye)
Background:
In progress but here are the essential points: 1. The Sivertos are a very, very old middle class commoner family in Kintargo. Their apothecary is one of the oldest businesses in the city. Located in Old Kintargo. 2. There have long been rumors of a few drops of fey blood in the Siverto line, and maybe it's true. It might explain Nissim's magical talents, roused by his familiar Lugo, that none of the rest of the family have. 3. As small business owners, the Sivartos are usually inclined to let politics be politics, keep their heads down, and stick to business. But Nissim is feeling the restrictions and is very unhappy with them. The restrictions on night tea and mint are very damaging to their business as well. Completely irrational that such beneficial treatments and ingredients would be randomly banned. 4. Since Thrune's arrival in the city and the night of ashes, Nissim has been having more, and worse headaches. He senses that Kintargo is being sapped of it's vitality. He fears that that Thrune's direct control of the city is like a cancer or infection, damaging his "patron", the magical superorganic aspect of Kintargo. If it doesn't "kill" Kintargo, it may alter and damage it forever. |