Valeros

Nox Copperscale's page

258 posts. Alias of Ouachitonian.


Full Name

Nox Copperscale

Race

Tiefling

Classes/Levels

Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft

Gender

Male

Size

Medium

Age

34

Alignment

Neutral

Deity

Nethys

Languages

Common, Draconic, Elven, Gnome, Halfling, Infernal, Skald

Occupation

Chymist

Strength 11
Dexterity 17
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Nox Copperscale

Background:

Nox doesn't really know where he came from. Perhaps experimentation by some wizard. Perhaps the influence of foul extraplanar entities. He does know that he grew up in poverty on the streets of Irrisen. It's not a place he's fond of. But he grew up tough, and learned the value of knowledge. Eventually he managed to get out. He knew enough by then to make himself a useful assistant in an alchemist's shop. He traveled far and wide, eventually finding himself in Alkenstar. He was fascinated by the alchemical weapons found in that land, and apprenticed himself to one of the dwarven smiths to learn the technology for himself. Once he'd learned enough he moved on. Hearing rumors of strange cold weather near the Border Wood, he traveled there to investigate.

Appearance:

Nox has coal black hair and coppery skin. He tries to hide his tiefling status through bulky clothing, but it is difficult. His tail is particularly dificult to hide, but his voluminous coat obscures it well. His claws are likewise hidden by heavy leather gloves. The faint odor of sulfur which seems to trail him everywhere is easier to explain, given his occupation. He wears a leathery coat reinforced with rows of leather lamellar plates 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.

Stats:

Nox
Male daemon-spawn tiefling alchemist (gun chemist) 2 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Player Companion: People of the Wastes 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 15 (2d8+2)
Fort +4, Ref +6, Will +0; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Resist cold 7, electricity 7, fire 7
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
2 claws -1 (1d4)
Ranged pistol +4 (1d8/×4)
Special Attacks alchemical ordnance 6/day (1d6+5 fire, DC 15)
Alchemist (Gun Chemist) Extracts Prepared (CL 2nd; concentration +6)
1st—cure light wounds, longshot[UC], shield
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Statistics
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Str 11, Dex 17, Con 12, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats Agile Maneuvers, Armor Of The Pit[ARG], Combat Expertise, Deadly Aim, Gunsmithing[UC], Power Attack
Traits accelerated drinker, unscathed, warded against witchery
Skills Acrobatics +2, Craft (alchemy) +9 (+11 to create alchemical items), Diplomacy -1 (-4 to gather information or improve a creature’s attitude.), Disable Device +8, Heal +4, Knowledge (arcana) +9, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +9, Knowledge (planes) +5, Linguistics +5, Perception +5, Spellcraft +9 (+10 to identify spells cast by evil arcane spellcasters.), Use Magic Device +4; Racial Modifiers +2 Disable Device
Languages Common, Draconic, Elven, Gnome, Halfling, Infernal, Skald
SQ alchemy (alchemy crafting +2), cartridge savant +1, discovery (chemical stability), gunsmith, mutagen (+4/-2, +2 natural armor, 20 minutes), poison use, prehensile tail[ARG], stigmatized
Combat Gear mutagen[APG]; Other Gear lamellar (leather) armor[UC], alchemical ordnance (2), black powder[UC] (10), black powder[UC] (10), bullet[UC] (20), dagger, pistol[UC], alchemist starting formula book, alchemy crafting kit[APG], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], ink, inkpen, mess kit[UE], pot, powder horn[UC], powder horn[UC], soap, thieves' tools, torch (10), trail rations (5), waterskin, 4 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemical Ordnance 1d6+5 (4 rds, 6/day, DC 15) (Su) Infused ammo deals 1d6+5 fire damage (6 with scattering shot). Lasts 4 rds before becoming inert.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Cartridge Savant +1 (Ex) DC to negate or reduce a catridge’s effects increases. Add +4 to damage done by catridges that replaces firearm’s normal damage.
Chemical Stability Misfire from alchemical ordnace is reduced by 1 and ignored from alchemical cartridges.
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.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Stigmatized –3 on Diplomacy checks to gather information or improve a creature’s attitude.