Mason Karbie

"Old Jessup" Stavain's page

2 posts. Alias of Gerald.


About "Old Jessup" Stavain

Chaotic Good
Alchemist (Saboteur) 1
Worshipper of Cayden
Small Size (3'6", 38 pounds, Eyes: Amber, Hair: Blueish Green)
Age: 46
Move: 20'
Languages: Common, Elven, Gnome, Infernal, Sylvan

Strength 8 (-1)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 15 (+2)
Wisdom 13 (+1)
Charisma 12 (+1)

Initiative: +2 (+2 Dexterity)
AC: 15 (13 Touch, 13 flat footed)
Hit Points: 11/11 (1d8 + 3 Con)

BAB: 0
Melee:
+0 Dagger (1d3-1, 19-20 x2, 10')

Ranged:
+4 Bombs/Alchemic Solutions (+5 if within 30' due to PBS) 3/day, 1d6+2 fire damage.

CMB: -2
CMD: 10

Saves:

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Fort: +5 (Base 2, +3 Con)
Ref: +4 (Base 2, +2 Dex)
Will: +1 (Base 1, +0 Wis)
*+1 on saves versus Illusions.

Feats:

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ABonus: Brew Potion
ABonus: Throw Anything: no penalty on ranged improvised weapons and +1 circumstance bonus on thrown splash weapons.
1. Point Blank Shot: +1 Attack/Damage within 30'.

Skills:

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(4 per level + 2 Int)

Craft Alchemy +9 (1 rank + 2 Int + 3 Class + 1 Alchemy + 2 Obsessive)
Disable Device +6 (1 rank + 2 Dex + 3 Class)
Know. Engineering +5 (1 rank + 2 Int + 3 Class)
Perception +8 (1 rank + 1 Wis + 3 Class + 2 Racial + 1 Trait)
Stealth +6 (2 Dex + 4 Size)
Survival +5 (1 rank + 1 Wis + 3 Class)
UMD +5 (1 rank + 1 Cha + 3 Class)

Traits:

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*Pattern Seeker: +1 on Perception checks. +1 to DC of any Illusion spell you cast. +1 on saves against illusions
*Accelerated Drinker.

Extracts Known and Prepared per Day:

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Known:
1st level: CLW, MonkeyFish, Reduce Person, Shield

Prepared: CLW, Shield

Alchemist and Preservationist Features:

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*Bonus Feat: Brew Potion.
*Bonus Feat: Throw Anything.
*Alchemy: Bombs, Extracts and Mutagen.
*A preservationist has the following class features. Bottled Ally I, At 2nd level, a preservationist adds Handle Animal to his list of class skills. He adds summon nature’s ally I to his formula book as a 1st-level extract. When he prepares that extract, he actually prepares a tiny, preserved specimen in a bottle (as with a caster casting the spell, the preservationist doesn’t have to choose the creature until he uses the extract). When the alchemist opens the bottle, the specimen animates and grows to normal size, serving the preservationist as per the spell and otherwise being treated as a summoned creature. When the duration expires, the preserved creature decays into powder. If the preservationist has the infusion discovery, another character can use the infused specimen. The Augment Summoning feat can be applied to these specimens. This ability replaces poison use. Bottled Ally II, At 5th level, a preservationist adds summon nature’s ally II to his formula book as a 2nd-level extract. This ability replaces poison resistance +4. Bottled Ally III,[/i] At 8th level, a preservationist adds summon nature’s ally IV to his formula book as a 3rd-level extract. This ability replaces poison resistance +6. Bottled Ally IV, At 10th level, a preservationist adds summon nature’s ally V to his formula book as a 4th-level extract. This ability replaces poison immunity. Bottled Ally V, At 14th level, a preservationist adds summon nature’s ally VII to his formula book as a 5th-level extract. This ability replaces persistent mutagen. Bottled Ally VI, At 18 level, a preservationist adds summon nature’s ally IX to his formula book as a 6th-level extract. This ability replaces his 18th-level discovery.

Racial Abilities:

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*Favored Class Bonus: at first level, chose to add 1/2 to total number of bombs per day.
*+2 Con/Chr, -2 Str.
*Small size
*20' movement
*Defensive Training: +4 to AC versus giants
*Keen Senses: +2 on Perception checks.
* Obsessive: +2 on any Craft or Profession check.
*Pyromaniac: treated as one level higher for determining damage of alchemist bombs. SLA's 1/day Dancing Lights, Flare, Prestidigitation, and Produce Flame.
*Hatred: +1 on attacks versus goblins and reptilian creatures.
*Low light vision.

Regular Equipment:

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2 gold 4 silver

Leather Armor, 10 gold
Dagger, 2 gp.
Traveler's Outfit, free
Backpack, 2 gp.
Waterskin, 1 gp.
Belt Pouch, 1 gp.
3 day's rations, 1.5 gp.
Ink vial-, 8 gp.
Parchment (x5)-, 1 gp.
Ink Pen-, 1 sp.
Scroll case, 1 gp.
Thieves' Tools, 30 gold
Alchemist's kit, 25 gold
Acid Flask (x2), 20 gold
Formulae book, free

Appearance:

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Nininox is slightly above average height and weight for a gnome. His most distinguishing feature is his shock of bluish-green hair. He typically wears some sort of hat, helping keep his mane in check. Without it, there would be no controlling the hair. He has a slightly disheveled appearance, with tiny vials and tubes tied all over himself.

He isn't physically strong, but like most gnomes, he's quite sturdy. He comes off fairly intelligent, but he is prone to rambling run-on sentences when he gets excited discussing one of his preferred topics.

Nox enjoys having a drink or three with his friends, quietly venerating Cayden as he does so, not wanting to attract undue attention with the dark times that have recently hit Kintargo.

Background:

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Nininox, like most gnomes, left home to find something interesting during his younger years. He wasn't one to ever allow The Bleaching to hit him. His travels led to the town of Kintargo several years ago. The town didn't seem a great deal different than most of the others he had seen over his journeys. That was until he saw and heard what would become his singular obsession, those strange Devil's Bells atop the Temple of Asmodeous! Why didn't they ring at proper intervals? Who rang them? What does that signify?!. Try as he might, he couldn't figure out any consistent pattern to the device. This made his gnomish mind race and set his heart aflutter... He knew he had to crack whatever code was happening right in front of his eyes.

Nox had to find a job to fund his experiments and study of the Bells, so he took a job as a janitor at the Alabaster Academy, helping clean the dorms and labs after the students mucked them up. His intense desire for study and learning led to him striking up a conversation with a friendly professor of alchemy, Hans Echenfesse who helped him with some theories about the Bells and taught him a bit about alchemy as he did so. Nox was a good study, and with his natural ability, learned how to increase his already impressive sneaking ability with a discovery.

He would love for the Temple of Asmodeous to be opened up to the general public, so he could explore that building, and look at the Bells up close! They shouldn't be allowed to hoard that knowledge! The rest of us deserve to know about that as well...

His two overreaching goals are to find out more about the Devil's Bells, and to ensure that the rule of Thune leaves his friends alone at the Academy. He knows of people vanishing not long ago, and he intends to protect the students and faculty of the Academy with his last breath.

Nox plans on attending the large gathering at Aria Park to protest the government, with all its purported shadowy actions. He wants to keep his ear to the ground to ensure that there are no malicious plans involving the academy and to hear and new gossip about the Bells, his two driving passions,

[b]Appearance:

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Old Jess is an sturdy sized human male of roughly thirty five years. His skin is quite tanned, from being on and around vessels most of his adult life. He is strong and prefers nothing more than to punch an enemy square in the face, or someone who isn't quite an enemy, if they annoy him. MHe keeps a shaved head and a tight goatee of his black hair. Jess is eerily silent during combat, hoping to get inside the head of his opponents while squaring off with them. He has more tinkling vials on him than most alchemists, having them strapped all over his belt, proficient at quickly chugging one or more before battle. He creation he's most proud of is one he learned from a hedge witch, granting him increased battle capabilities upon drinking.

Backstory:

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Old Jess has spent more years swabbing the decks of various sailing ships, than most young whippersnappers have been alive. He's spent many more years on a ship than off it, having been taken in as a cabin boy in his early teens. He's really never left the deck since then.

His years of service haven't been without troubles, as he's seen ships sink and sailors have to swim for their lives. That's why he always has an emergency swimming potion with him at all times. On one such occasion, he ended up marooned on a tiny island. That was the place he encountered Teo the witch, who taught him many tricks about brewing herbs. He eventually was rescued and went right back on duty on a ship.

Whether it's because he's taken too many blows to the head, or due to some strange magic, Jess still has visions of Teo, as she randomly appears to him, sometimes giving him advice on whatever problem is facing him. No one else seems to see her, so it might just be a hallucination, brought on by punches or too much rum punch over the years.

He's still a good hand on deck, and his punches are legendary among the local pirates. He's not one to cross.