Cruel Instructor

Nissim Siverto's page

368 posts. Alias of rdknight.


Full Name

Nissim Siverto

Race

Human

Classes/Levels

| HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Gender

Male

Size

Medium

Age

19 (Birthday: 21 Calistril)

Alignment

NG

Deity

Shelyn

Location

Kintargo

Languages

Common (Taldane), Elven, Halfling, Infernal, Osiriani

Occupation

Apothecary/Herbalist

Homepage URL

Nissim Portrait

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 12
Charisma 13

About Nissim Siverto

Statistics:
Male Human Witch (Alley Witch) 3
NG Medium Humanoid (Human)
Init +8; Senses Perception +8
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield)
hp 23
Fort +8, Ref +6, Will +6 (+2 Poison Resistance)
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OFFENSE
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Speed 30 ft.

Melee +2

Ranged +4 (+5 Thrown Splash)
Bombs 6/day | Touch Attack | Damage 2d6+4 | Save DC: REF 14
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STATISTICS
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Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 13

Base Atk +2; CMB 2; CMD 14
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Traits

Reason to Protest
Staying up on Current Events: Public protests are a great place to gather inspiration and information alike, more so from those who are being protested against than from the protesters themselves. You’re heading to the Aria Park protest primarily to watch people, but
also to make sure you stay up to date on current events. Things have a way of happening at politically charged public gatherings, after all, and you’d kick yourself if you missed the protest and something big happened. Beyond listening for rumors, it might be an interesting opportunity for you to rabble-rouse a bit, either by making a performance or simply using diplomacy to sway or guide the crowd’s frustration and anger.
Benefits: You gain a +2 bonus on all Diplomacy and Perform checks made during the protest itself.

Pattern Seeker
There are patterns in the world, both natural and artificial, that if only one can interpret them
correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you’ve uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil’s Bells has yet accurately predicted the tolling. Many have
tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil’s Bells?
Benefits: You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

Self-Taught Scholar
Being self-taught has made it necessary for you to scour all documentation you can get your hands on.
Benefits: You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

Trustworthy
People find it easy to put their faith in you.
Benefits: You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Drawbacks

Nervous
Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly.
Penalty: Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.

Feats

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).

Extra Hex: Evil Eye
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.

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.

Brew Potion
You can create magic potions.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Nemesis (Story)
A past enemy seeks your ruin.
Prerequisite: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating.
Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.
Goal: Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count.
Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.
Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.

Improved Initiative
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Skills (9 points; 8 class, 8 INT, 2 Human)
ACP -0

SKILLS

Acrobatics* +3 = DEX 2+1+0
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Appraise +4 = INT 4+0+0
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Bluff +7 = CHA 1+2+3 +1
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Climb* 0 = STR 0+0+0
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Craft (Potions) +9 = INT 4+2+3 (+1 Background)
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Diplomacy +7 = CHA 1+2+3 +1
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Disable Device*† +6 = DEX 2+1+3
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Disguise +1 = CHA 1+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +1 = CHA 1+0+0
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Heal +6 = WIS 2+1+3
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Intimidate +5 = CHA 1+1+3
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K (Arcana +12 = INT 4+1+3+4 (PR)
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K (Dungeoneering)† +4 = INT 4+0+0
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K (Engineering)† +4 = INT 4+0+0
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K (Geography)† +4 = INT 4+0+0
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K (History) +12 = INT 4+1+3+4 (PR) (+1 Background)
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K (Local) +14 = INT 4+1+3 +2+4 (PR)
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K (Nature)† +4 = INT 4+0+0
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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 +8 = WIS 2+1+3 +3
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Perform +1 = CHA 1+0+0
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Profession(Apothecary)+7 = WIS 2+2+3 (+2 Background)
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Ride +2 = DEX 2+0+0
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Sense Motive +8 = WIS 2+1+3 +2
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft +9 = INT 4+2+3
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Stealth +8 = DEX 2+1+3 +2
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Survival +2 = WIS 2+0+0
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Swim* 0 = STR 0+0+0
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Use Magic Device +6 = CHA 1+2+3
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*ACP applies to these skills
Non-Standard Skill Bonuses

+3 Perception (Pattern Seeker, Speak to the City)
+1 Linguistics Decipher Unfamiliar Languages (Self-Taught Scholar)
+1 Spellcraft Decipher Scrolls
+1 Bluff to Fool Others (Trustworthy)
+1 Diplomacy (Trustworthy)
+2 K Local (Speak to the City)
+2 Stealth (Speak to the City)
+2 Sense Motive (Speak to the City)
Perception Class Skill (Pattern Seeker)
Linguistics Class Skill (Self-Taught Scholar)
Diplomacy Class Skill (Trustworthy)
Stealth Class Skill (Fey Magic)
Sense Motive Class Skill (Fey Magic)

Languages Common, Elven, Halfling, Infernal, Osiriani

Special Abilities:

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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
Class Skills: Stealth, Sense Motive
SLA's: 0/Enhanced Diplomacy, Detect Poison, Resistance, 1/Heightened Awareness
Low-Light Vision

ALLEY WITCH

Child of the Streets
An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch's class skills.

Crowd Patron
An alley witch draws power not from a patron, but from the crowd of minds around her. She doesn't select a patron at 1st level; instead, she gains the following bonus spells at the listed levels.

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
An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement.

This ability replaces the witch's 1st-level hex.

Hex Trader
At 6th level, once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches. While a hex is sealed into a token, the alley witch loses her ability to use that hex until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it. If a hex has no set duration, it lasts for 1 minute once activated.

This ability replaces the witch's 6th-level hex.

WITCH

Hexes

Cackle (Su)
Effect: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye (Su)
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.

Familiar

Lugo the Rat

ALCHEMIST

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)
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.

Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Poison Resistance
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Perfect Recall
At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
This ability replaces poison use.

Discovery
Benefit: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Cognatogen
At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen as a discovery).

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)
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.

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Spells & Extracts:

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Spells
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0th (4/day)

Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1st (3/day)

Cause Fear
Cure Light Wounds
Ears of the City (Patron)
Hex Vulnerability
Ill Omen
Mage Armor
Shadow Trap
Sleep
Urban Grace
Web Bolt

2nd (2/Day)

Glitterdust
Vomit Swarm

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Infusions
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1st (3/day)

Blurred Movement
Cure Light Wounds
Disguise Self
Expeditious Retreat
Illusion of Calm
Monkey Fish
Polypurpose Panacea
Recharge Innate Magic
Shield
True Strike

Spell-Like Abilities

0th (1/day)

Enhanced Diplomacy
Detect Poison
Resistance

1st (1/Day)

Heightened Awareness


Gear/Possessions:

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GEAR/POSSESSIONS
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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
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 18 lb.

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 seems mild mannered, not given to great emotional high and lows. Compared to the stereotypical striving, climbing Chelaxian he is relaxed, almost laid back in his aspirations. Nissim would be perfectly content to continue in his family’s business, working at the apothecary, taking it over after his father, and running a simple honest business that benefits his community. This is what the Sivertos have done for generations.

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.