Nox was born in the Varisia city of Korvosa. While his parents were both human, he was born a tiefling, a phenomenon which he has never been able to explain, though he suspects it may have something to do with his parents arcane experimentation. His parents ran a small alchemy shop, and he studied the trade as well. Tragically, the shop was destroyed and his parents killed in a fire while he was away picking up a shipment of supplies. Scraping together what was left of his inheritance, he left the city, too distraught to stay in the city, which had never been kind to the tiefling anyway.
The next few years saw him travel ought of Vairisia, stopping here and there to set up shop for a while,but never staying long. Eventually, he passed into Molthune, where he was recruited to join their military, where he worked in a quartermaster's shop, producing alchemical supplies for the Molthuni Army. Stationed at Fort Ramgate, he witnessed the Fort Ramgate Massacre, and even tried to intervene and stop the hobgoblins from slaughtering civilians. This won him nothing but grievous wounds and a discharge from Molthuni service. The incident horrified him, and haunted his dreams for weeks afterward. He left Molthune and dedicated himself to using his talents to aid Nirmathas. Since then he has traveled the Nirmathi forests selling simple alchemical goods, never staying in the same place for long. A few days ago, he arrived in Phaendar, and hopes to stay and sell goods for a few weeks, perhaps a month.
Nox is an alchemist and a worshipper of Nethys. He has long studied alchemy in the hopes of one day finding a cure for his 'condition'. While he has yet to find a way to restore his humanity via alchemy, he keeps experimenting, confident that a breakthrough is just around the corner. He often sells alchemical goods to make a living.
In the short term, he hopes to atone for his support for Molthune by helping the people of Nirmathas. This is, however, also the source of his greatest fears: either that Molthune wins and allows their monstrous troops to overrun the fair forests of Nirmathas, or that he might be exposed as a former Molthuni soldier, perhaps even accused of spying.
To any but the most casual observer, Nox's status as a tiefling is clear. He has a tail, orange eyes, pink-tinged skin, horns, and even stunted, vestigial wings, as well as the coal-black hair and coppery scales that led to his name. He wears a leathery coat reinforced with a lining of mail, which is stained and scorched from years of dangerous alchemical experiments. He also wears bandoliers, on which he carries his extracts and alchemical items. When nervous, he tends to flick his tail absently, and generally seems unaware that he is even doing so.
Oni-spawn tiefling alchemist (beastmorph, vivisectionist) 1/fighter (dragonheir scion) 1/gestalt 1 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder Player Companion: Legacy of Dragons 12, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Ultimate Magic 20)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +0
Resist cold 7, electricity 7, fire 7
Speed 35 ft. (25 ft. in armor)
Melee dagger +4 (1d4+7/19-20 plus 1d6 sneak attack)
Special Attacks fearful might +1, sneak attack +1d6
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 1st; concentration +3)
1st—cure light wounds, shield
Str 18, Dex 16, Con 14, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 18
Feats Arcane Strike, Brew Potion, Combat Expertise, Deadly Aim, Fiendish Heritage, Power Attack, Throw Anything
Traits ironfang survivor, magic is life, unscathed
Skills Acrobatics +1 (-3 to jump), Craft (alchemy) +6 (+7 to create alchemical items), Disable Device +7, Disguise +1, Intimidate +1 (+2 to demoralize foes), Knowledge (arcana) +6, Knowledge (geography) +3, Knowledge (nature) +6, Perception +4, Spellcraft +6, Use Magic Device +3; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Common, Dwarven, Gnome, Infernal
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear acid (3), alchemist's fire (4); Other Gear armored coat[APG], dagger, alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 2 gp, 3 sp, 4 cp
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Fearful Might +1 (Ex) Add a bonus to intimidate to demoralize foes.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.
Prerequisite: Tiefling, must be taken at 1st level.
Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Mutagen (DC 12) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.