HP: 6d8 + 5 ⇒ (8, 3, 7, 7, 3, 5) + 5 = 38
Say hi to Hothead, the Flame Oracle Hydrahead who really hates fire!
Hydrahead (Flame Oracle 6)
N Medium Magical Beast Init +7 Senses: Perception -2, low-light vision, darkvision 60 ft
AC 20, Touch 14 FF 17 (+1 armor, +1 deflection, +3 Dex, +5 Natural)
Speed Depends on body.
Oracle Spells Known (CL 6th; concentration +11)
3rd (4/day, DC 18) - cure serious wounds, deeper darkness, fireball
Str 11, Dex 17, Con 13, Int 13, Wis 7, Cha 20
(racial bonus) Cyrohead You are immune to cold, take 50% extra damage from fire, and have a breath weapon. This breath weapon is a 15-foot cone (starting from any point within your reach) that deals 3d6 points of cold damage (Reflex 10 + 1/2 level + Con modifier for half). It is usable once every 1d4 rounds.
(1st) Gaze of Flames (Su) 6 rounds/day You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally.
FCB to skill points every level
Languages: Common, Aquan, Ignan, Abyssal, Celestial, Infernal, Draconic
Background & Personality:
Sometimes, for whatever reason, the gods feel like granting a puny mortal the amazing power to engulf everything around them in an inferno of divine fire in exchange of having to deal with a tiny little curse. Most of the aforementioned puny mortals find the deal pretty neat. Hothead, on the other hand, doesn't. Being a Cyrolisk, he's extremely afraid of fire, and for a good reason. Most people merely burn if they happen to be a bit too close to a flame. Hothead? He melts. Needless to say, he doesn't feel very positive about either his powers or the gods who saddled him with them.
Given that his most effective ways of dealing violent death are also disproportionally dangerous to himself, Hothead greatly prefers defusing volatile situations with his silver tongue over resorting to violence. He's generally an even-keeled person (Hydra? Head? Magical beast?), if a little bit inattentive. This changes when confronted with his greatest fear, fire, which can turn him into anything between a whimpering wreck of a head and a raging beast.
I'll make an alias and copy the stuff there if selected. Good luck to all who applied! :)
I read through this whole thing so far, and it looks way too fun not to give it a shot.
4d6 ⇒ (3, 6, 2, 6) = 17 - 2 = 15
I got really excited for a second until I remembered to drop the lowest roll. :D Oh well, it's still pretty good. I'll see what I can come up with.
Rosita the Riveter wrote:
I once wrote up a Paladin who grew up in Andorra. Having grown up under democracy, she dislikes the very concept of monarchy, and does not trust royalty. She knows better than to openly disrespect aristocrats or start revolts (She actually thinks Andorra got lucky, and Galt is a more typical result), but she is no friend to the gentry. She also believes that law goes both ways, and that governments have responsibilities to their people and must be held accountable (which democracy is a tool for doing). This has actually made her increasingly critical of Andorra itself, which seems increasingly not accountable. She doesn't really have a solution to any of this or a way to spread democracy, however, which worries her. So she spends most of her effort on helping authorities maintain law and order at the low level where people slip between the cracks, and tries to avoid politics.
I'm pretty sure that Andorra is a monarchy though. :D Fairly unusual one, but still a monarchy.
Name: Dieuwer Eleazar
Edit: Man, just a tiny bit too slow. :P I'll leave this here just in case anyway, if someone has to drop or something.
Considering the disgusting amount of racism that the roma face in Europe, I'd say it's a damn good reason not to use the term.
Klaus van der Kroft wrote:
Grumble grumble grumble Arica grumble grumble grumble Antofagasta grumble grumble grumble.
Of course, there's nothing wrong with education. But unless I misunderstood something, the OP was proposing enforcing "baby caps".
By the way, I don't think that increased consumption neccesarily improves the quality of life, or vice versa. The guy who eats beef every day and drives a big car consumes more than the one who eats mostly vegetables and goes to work by bike or public transport, but I wouldn't classify his lifestyle as "better". Certainly not "healthier".
Arguments like these make me angry. Why? Since it's basically people from rich countries (which often have a fertility rate under 2 kids/woman) blaming the people from poor countries instead of changing their own unsustainable lifestyles. Sure, the average woman in Guatemala has more than two times as many children as her Canadian counterpart. But the average Canadian's carbon dioxide emissions are fifteen times larger than the Guatemalan's. Sure, population growth can be too large, and that's not good. But I'd be reclutant to name Guatemala as the more pressing problem.
Instead of artificially limiting population growth by methods that violate human rights, it would better to think how the 10 billion people that the world will ultimately end up with can live sustainable lifestyles.
No offense, but that seems a pretty messed up way to view it. I mean, the only difference between your neutral and evil is that evil is not racist/hypocritical.
Eh. I wouldn't really mind if Paizo published a book called "Muthaf%@%as of Golarion", but only as long as it dealt with how different cultures of Golarion deal with incest and not, say, gangsta rappers. As far as I care, if someone married a goat and had kids with the afromentioned goat, the kids wouldn't be bastards. And would you dare to call the adorable little fluffy half-goat, half-human hybrids bastards? (Yes you would. Meanie.)
Maybe. But remember that the more shadows are around, the more likely is that one of them rolls poorly with their stealth check. And the more people are around, the more likely is that one of them rolls highly on their Perception check. My uneducated guess would be that around about new shade #6 somebody would notice and the town would be alerted. Besides, a commoner can actually survive about thirteen rounds against a shadow:
Rounds 1 and 2: Get out of the house;
A shadow will need about three hits to bring down someone of average strenght. Plenty of time for the guy to start running away while screaming: "Shadows! Everybody run to the church!" The shadow may manage to kill a few persons, but during that time everyone near them has ran away to alert the town wizard/cleric/guard force.
Now, let's take a look at these two pages. We'll assume a small town that has a population of 1240 people (the population of Sandpoint!). This means that spellcasting of 3rd level can be obtained, so at least one 5th level wizard and cleric can be found. (For this thought exercise, let's assume that there are also two 3rd level clerics and wizards/sorcerers each and four 1st clerics and wizards/sorcerers. Not an unreasonable amount by any measure.) It will also have 12 regular military personnel and 62 militiamen. The regulars will probably each have an oil of Magic Weapon each, and a single casting of Greater Magic Weapon from the wizard will be enough to enchant fifty pieces of ammunition, enough for a majority of the militiamen.
In a few minutes, most of the people are either in the local church or hidden in basements under 5 foots of terrain. The militia and spellcasters meet at the church, as has probably been agreeded upon in cases of undead attacks. If the shadow(s) decide to attack the church, in one round of combat they'll face 11d6 of Channel Energy, 11d4+11 of Magic Missiles, a few dozens of crossbow bolts dealing from one of three points of damage if they hit, and a comparable amount of vials of holy water dealing one point of splash damage each, potentially to multiple shadows. The initial shadow will have to raise quite a formidable amount of minions to overcome those odds.
And so the verisimilitude has been saved, if only from the shadows. ;)
Scott Betts wrote:
Who do you think are the intended market?
Scott Betts wrote:
I wouldn't dismiss it that quickly. At the least, it means that about 90% of the vocal internet users following large gaming websites are not going to buy a Xbox One. Do you believe that the ratio will be significantly different for other groups?
That would seem to be a bug, not a feature.
All right, here is a litte more crunch for Ke'zsothar:
Fiendish template, with the following additions:
Telepathy 100ft; This is kind of necessary, since badgers can't speak.
Grant Spells (Domains: Chaos, Evil, Animal, Strenght. Subdomains: Demon, Fur, Ferocity.); He is a demon lord after all. :D Just in case he manages to convert someone. (Which would actually be quite an interesting RP opportunity.)
I had some difficulty choosing between ranger and barbarian, but in the end I decided on Ranger, though with some modifications. The changes I'm suggesting are these:
I'll elaborate on these later, I'm pretty much posting as I come up with stuff, so that you can say "Hell no!" if you see something terrible.
Using the normal badger, but with animal companion badger's ability scores.
Senses: low-light vision, scent.
+1 Natural Armor;
Speed 30 ft, Burrow 10 ft;
Natural attacks: Bite 1d3, 2 claws 1d2;
Blood rage; (Link)
+4 on Escape Artist.
Ability Score modifiers: Dex +6, Con +4, Int -8, Wis +2;
Count Chocula wrote:
Working on it! I have been pretty much thinking about taking a badger, (animal companion version) and sticking a fiendish template onto it. The class will probably need to be edited a little to capture the flavour, but it'll likely be a melee one.
I'll get back to it later today!
All right, here comes the background.
Ke'zsothar, the demon lord of badgers:
The existence of Ke'zsothar, the third least powerful demon lord in existence (The second being Dh-bot, the demon lord of squirrels) is unknown for the majority of even the most well-read planar experts. He was once content to rule his diminutive realm in the Abyss, eating fiendish insects and small mammals and chasing off the occasional dretch or quasit who dared intrude his realm.
Those days of (relative) peace however ended when some upstart conjurer dared to summon him to Golarion. His first instinct was to show the fool why summoning demon lords is a bad idea, but the guy was kind of big and scary, and Ke'zsothar ended up just pretending to be an entirely ordinary badger. The conjurer, thinking that he had made some mistake, threw the diminutive demon lord out of his house.
Ke'zsothar was now stranded in a foreign land, with no idea where he was and his clergy (four farmers in Tian Xia) nowhere to be found. This didn't brother him very much, though, as he had lately been getting a little bored anyway. Curious to see what this strange realm contained, he began his journey through Ustalav.
His travels went reasonably well, only interrupted by an overconfident hunter now and then, but they were no match for him. Eventually, he ended up in a small town, where professor Lorrimorr was coincidentially visiting, and decided that it was time to stop being lazy and start building a cult. Unfortunately, however, the people there refused to believe that he was a demon lord, instead dismissing him as just another telepathic badger. This greatly offended him, and he was just about to put some respect into those unrespectful fools, when suddenly...
The zombies didn't even notice him at the beginning, but after one of them stepped on his tail, he flew into a blood rage and promptly sliced and diced half of the horde with his vicious claws. Professor Lorrimor, naturally, was quite curious about how such a small beast could bring down half a dozen undead, and was more than mildly surprised when the badger began communicating telepathically with him.
Though he did not agree to worship him, Professor Lorrimor didn't outright deny his claim of being a demon lord, and listened for his recounting of the past few weeks, offering in return a few tips against fighting undead. They traveled together for a while, then went their own ways, but Ke'zsothar, who had taken a liking on the professor, promised that if he would need help with anything, he would just need to ask.
A few weeks ago, when cheking out his mailbox, he found a letter inviting him to the professors funeral. Without paying attention to the fact that the box had not been there yesterday, he set off towards Ravengro.
I hope that you like it. :)
A Brigand! wrote:
With the "no buying magic items" clause, that might not be the case. The only way to add spells would be finding scrolls in loot, and the player would not have any control over what spells they get. (Besides those gained at first level)
To be honest, I'm not very keen on the idea of closing the recruitment early. I have made some pretty late submissions myself, (as in a hour before deadline) and it would not be fair for someone who has put a lot of time to make a submission just to find out that the recruitment has been closed a day earlier.
Also, a thing I forgot to mention:
Why, oh Why?:
The main thing for me in this AP is the focus on the interaction between the PCs and the NPCs. Especially the fact that the same key NPC's are going to be involved for the whole AP, which allows deeper relationships than with the usual Quest-giver/Big bad/Kidnapped princess.
You also seem to understand how PbP's work quite well, and Jade Regent is one the more intresting AP's out there. (Not to say that the rest are uninteresting, but the premise certainly is strong.)
Good luck for everyone!
You already have over thirty, so one more submission wouldn't hurt, would it?
Sorry, but I couldn't write this any shorter. :(
The mother of Talathel was a human adventurer, who had sneaked to explore the ancient elven city of Celwynvian. Whatever happened there, she never told anyone, but she managed to limp to the village of Crying Leaf, wounded, tired, and shaken. The elves there let her stay for a while, but soon she started showing signs of pregrancy. Everyone's fears were confirmed when she gave birth to a half-drow, a spawn of a terrifying cousin of the normal elves.
His mother left the town soon enough, leaving Talathel in the care of the elves. They considered initially just killing him, but in the end decided that he could stay there until adulthood, after which he would leave, never to return again.
This didn't mean that he was accepted, however. He lived at the outskirts of the town in virtual solitude, and whatever interaction he had was marred by badly-hidden contempt at him. There was one exception to the rule, however: Shalelu Andosana, who despite not actually living in the village, saw through his vile ancestry and kept him company whenever she visited the village, treating him almost like a younger brother and teaching him how to move and survive in the wilds.
After the day he had to leave the village, he spent some time accompanying Shalelu on her travels, but left soon enough for the Theumanexus College in Korvosa, to further hone his partly innate magical skill, with the aid of a magic item that changed his appearance to one of a "normal" half-elf. His studies went well enough, despite that he used a lot of his time practicing with a pelicular (some would say badly crafted) bastard sword he had made himself. Everything looked good...
...Until a magical mishap left the item disguising his true nature permanently broken. He barely managed to escape the city and, his face hidden by a heavy cloak, made his way to Sandpoint, where he temporarily resides in the Rusty Drangon, which he knows Shalelu visits from time to time. He knows that it will be only a matter of time (Days? Weeks?) before he'll have to leave, but he wants to see Shalelu again before that.
I have a vague idea about Talathel's personality, but I think that I'll rather have it form naturally during play (if I'm accepted, of course) than trying to put it into words here. However, I want to assure that I do not think that CN equals Chaotic Stupid and that he is able to play nicely in group. :)
With a dusky gray skin tone and silver hair, Talathel could easily be mistaken with a full-blooded drow. Should anyone take a closer look, however, his humanlike, brown eyes betray his half-bloodiness. Most of the time, however, he dresses in a heavy cloak that covers his face entirely.
Male CN Half-Elf Magus (Kensai) 1
STR 17; DEX 12; CON 12; INT 15; WIS 9; CHA 13
Skills (ranks): Craft (Weapons) +6 (1); Knowledge (Arcana) +6 (1); Diplomacy +1 (1); Spellcraft +6 (1); Use Magic Device +5 (1); Perception +1 (0); Survival +1 (0);
Feats: Weapon Focus (Katana)(bonus); Extra Arcane Pool;
Traits: Student Survivalist; Reactionary; (I know... I know... But it fits the background!)
Spell Combat (Make all attacks and cast.)
Canny Defense (Add 1 point of Intelligence bonus per class level to AC)
Drow-Blooded (Alternate racial trait, replaces Low-light vision.) (Gain darkvision 60 feet and light blindness.)
Drow Magic(Alternate racial trait, replaces Adaptability and Multitalented.) (Cast dancing lights, darkness, and faerie fire each once per day.)
Elven Immunities (Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.)
Keen Senses (+2 racial bonus on Perception checks.)
And that should be everything. The stats are not 100% ready, but everything that was requested is there. Ask away if you have anything to ask. :)
I can post at least once a day on most days, even weekends.
All right, Crunch is ready! Backstory is still in the works.
I have little gestalt knowledge, so if anyone more experienced would want to read this over and check for any obivious mistakes, it would be greatly appreciated. :)
Race: Dhampir (Moroi-Born)
Class: Fighter(Unarmed Fighter), Alchemist(Chirurgeon) 8 (gestalt)
18 point buy for stats
Stat advancemets from levels 4 and 8 went to STR and CON.
Hit Points: 64/64
Skill points = 4 + INT
ACP = 0 //Armour Check Penalty
Acrobatics: 5 = 3 + DEX Mod + 0 - ACP;
*Appraise: 5 = 0 + INT Mod + 0;
Bluff: 5 = 4 + CHA Mod + 0;
*Climb: 7 = 1 + STR Mod + 0 -ACP;
*Craft (Alchemy): 14 = 8 + INT Mod + 0;
Diplomacy: 9 = 4 + CHA Mod + 4;
*Disable Device: 8 = 4 + DEX Mod + 0 -ACP;
Disguise: 1 = 0 + CHA Mod + 0;
Escape Artist: 1 = 0 + DEX Mod + 0 -ACP;
*Fly: 6 = 2 + DEX mod + 0 -ACP;
*Handle Animal: 5 = 1 + CHA Mod + 0;
*Heal: 9 = 4 + WIS Mod + 3;
*Intimidate: 10 = 3 + CHA Mod + 2;
*Know(Arcana): 10 = 2 + INT Mod + 0;
*Know(Nature): 10 = 2 + INT Mod + 0;
*Know(Dungeoneering): NA = NA + INT Mod + 0;
*Know(Engineering): NA = NA + INT Mod + 0;
Know(Noble): 8 = 1 + INT Mod + 2;
Linguistics: NA = NA + INT Mod + 0;
*Perception: 5 = 2 + WIS MOD + 0;
Perform: 1 = 0 + CHA Mod + 0;
*Profession(Cook): 3 = 1 + WIS Mod + 0;
*Ride: 5 = 1 + DEX Mod + 0 -ACP;
Sense Motive: -1 = 0 + WIS Mod;
*Sleight of Hand: 7 = 3 + DEX Mod + 0 -ACP;
*Spellcraft: 16 = 8 + INT Mod + 0;
Stealth: 6 = 1 + DEX Mod + 3 -ACP;
*Survival: 4 = 2 + WIS Mod + 0 +3 (SF);
*Swim: 7 = 1 + STR Mod + 0 -ACP;
*Use Magical Device: 12 = 8 + CHA Mod + 0;
Class features, feats, traits etc.:
Harsh Training (+2 bonus on saving throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores.)
Tough Guy (4 DR/- against non-lethal damage and damage while he is grappled.)
Weapon Training (+1 bonus on attack and damage rolls with weapons in the monk and natural weapon groups.)
Clever Wrestler (No penalties to Dexterity or on attack rolls while grappled, retain his Dexterity bonus to AC while pinning an opponent. Can make attacks of opportunity even when grappled and even against creatures attempting to grapple him if the opponent has the Improved Grapple feat or the grab ability.
Fighter Bonus Feats:
Bomb (4d6+3; splash 7; 11/day; Ref 17 Half)
Mutagen (80 Minutes/day)
Infused Curative[ (Cure Extracts are automatically infused.)
Poison Resistance (+4 on saves vs. poison)
Swift Alchemy (Can prepare alchemical items in half the normal time, can apply poison to a weapon as a move action.)
Swift Poisoning (Can apply poison to a weapon as a swift action.)
Infused Curative (Cure Extracts are automatically infused.)
Anaesthetic (Damage caused by a failed Heal check deals minimum damage.)
Alchemist Bonus Feats:
+1 Nine-Section Whip (2008gp)
Saves, AC, Attacks:
Note! When fighting defensively, add +4 to the dodge bonus and +1 to shield bonus.
(Armoured)AC: 18 = 10 + 5(Armour) +0(Shield) +2(Dex) +1(Dodge);
(Armoured)Touch: 13 = 10 +2(Dex) +1(Dodge);
(Armoured)Flat: 15 = 10 + 5(Armour) +0(Shield);
(UnArmoured)AC: 15 = 13 + 1(Armour) +0(Shield) +2(Dex) +1(Dodge);
Kyras Cathasaigh, cleric of Naderi, is ready!
Kyras was born in Erages, a small fisher village of half-elves in the otherwise elven nation of Kyonin. His life there was quite dull, mostly fishing and practising archery, and he ferquently took part into smuggling operations as a way to alleviate it.
One day a smuggler ship arrived carrying, instead of the usual narcotics or stolen goods, a group of Pathfinders. The pathfinders were seeking to explore the tunnels under the ruins upon which Erages was built, but due to the enmity between Kyonin and the Pathfinder society, they had to be smuggled in and the preparations for the journey to the notoriously dangerous tunnels had to be done in secret.
The group included Aelia Abbascia, a Chelaxian and a devout follower of Shelyn. Kyras became infatuated with her the moment they first met, and as passed on and they learnt to know each other she started to slowly reciprocate these feelings. She found him slightly callous at times and he found her a little stuffy sometimes, but otherwise they were like made for each other.
Whatever dreams of a future together they had did not last for long, though. Information about the operation had reached the ears of people who did not appreciate at the slighest the Pathfinder's actions, and who decided to make an example of the expedition to dissuade further excursions by the society.
That fateful day Kyras was delivering the final batch of supplies to a camp well hidden at the outskirts of the town, only to find it razed down and the expedition dead. He rushed to find Aelia, but all hope was ejected from his soul as he saw her lying on the ground, her chest pierced by an arrow. Driven over the line by his sorrow, he took a dagger from his belt and plunged it into his chest.
His story did not end there, however. Instead of joining the love of his life in death, he got a vision. A vision of an endless ocean, a dagger, and a crying eye. Something that he would normally had dismissed as a hallucination, would it not be that the blood from the self-inflicted wound forming a similar pattern as it flowed. Startled by this, he removed his dagger, which fortunately had not hit any vital parts.
For the next night, he restlessly guarded the body of the person who he had, maybe the . As the sun rose, he realized that he could no more bear being in the land that had stolen his dreams from him, and boarded the next ship crossing the lake Encarthan, one which was heading to the haunted nation of Ustalav.
Kyras himself does not remember much of the months following his arrival in Ustalav, as he was trying to forget his sorrows and drown them into cheap alcohol. The odd vision he had seen haunted him through the whole period, and after he had gotten over the worst, he decided to decrypt it's secrets, and headed to the University of Lepidstadt.
While not a natural scholar, he managed to pass the admittance examination by the sheer willpower that he put on studying. Though his studies progressed only moderatly at best, he managed to attract the attention of Professor Lorrimor with his thought-out questions when the Professor was giving a lecture in Lepidstadt. In the rare occasions that Lorrimor was not travelling through the Inner Sea region, they often had long discussions about the subjects of religion and philosophy. But always when Kyras asked about the nature of his vision, the professor sidestepped the question.
Kyras did not give up the subject, however, and Lorrimor finally gave up shortly before the graduation of Kyras. Identifying his vision as the holy symbol of Naderi, the goddess of romantic tragedy, suicide, and drowning, the professor reluctantly pointed him towards a priest of her that he had interviewed for his research. Shortly after graduating, Kyras headed out to meet the priest.
The priest held that the Lost Maiden was calling Kyras to her service, and asked him to search his soul to confirm this. After a day and a night of quiet contemplation, Kyras too came to this conclusion, and returned the next day to the priest to be formally intiated to the priesthood of Naderi.
When the letter telling about the professor's demise arrived to him, he was travelling through Ustalav, trying to help lovers separated by society's restrictions and administering the last rites of the followers of Naderi to those who have died by their own hand or by drowning.
There's very little canon information about Naderi, so I might have taken some artistic liberties. (I even drew a holy symbol for her. :P)
STR: 15 DEX: 14 CON: 11
INT: 10 WIS: 15 CHA: 16
Feats: Improved Channel
Domains: Souls, Love
With his natural charisma, he can also act as a secondary face and use a longbow in a pinch.
Also, I'll be the first to admit that the Sacred Conduit trait is there purely because of the mechanical benefit. If you are going to use channeling offensively, you need every DC boost you can get.
What motivates Kyras? Kyras is a devoted servant of his goddess, but apart from that he is a "normal" person, who is always ready to help those who he considers friends. Which are not many, but he is very loyal to those few. Especial care he takes in protecting those close to his friends, as he knows how much losing a loved one can hurt.
Strenghts and weaknesses? The greatest strenght that Kyras has is his relentness. As long as he thinks something is worth fighting for, he will fight for it. He does not fear his death, and refuses to bend to the pressure. On the other hand, he can also be quite stubborn, and is slightly callous about the consequenses of his actions when pursuing a goal he feels is important.
Furniture? Kyras is a bed of nails. If you poke it, it will sting you, but once you manage to get fully on it, it is actually quite comfortable.
I spent too much time trying to get this sound not dirty.
GM? Apart from staying involved, I think the GM's most important job is to make the world alive. The world of the AP's is wonderfully crafted, but the GM breathes the life on it.
Players? The PC's almost always are a ragtag bunch of different races, nationalities, personalities and social classes. How these persons relate to each other, interact, disagree about things but work together all the same, presents wonderful role-playing opportunities, and I'd like to see people take advantage of that.
I'm very interested!
I have a channel-focused Cleric that I have the background more or less planned in my head. (Though getting stuff from your head to the paper can be tough sometimes...)
About me: I am currently in three pbp games, one offsite and two here. I post about 1-2 times a day. I'm in the positive side of the GMT, but I have too much free time and consider sleeping a sign of weakness so it should not be a problem. :)
Filthy Lucre: 4d6 ⇒ (1, 5, 1, 5) = 12
The site has been mean to me and not allowed me to edit the profile of my alias... But here is the stats of Ferka Olasz for your enjoyment/suffering.
Ugly and quickly made stat thingy because the site decided to devour the pretty one which took a long time to make... twice.:
M Human Alchemist/1
Medium Humanoid (Human)
Skills: (8 ranks)
Feats: Brew Potion, Extra Bombs, Point-Blank Shot, Throw Anything
Traits: Framed, Hedge Magician
Gear: Leather Armor, Dagger (2), Potion of CLW (2), Alchemist's fire, Backpack, Formulae Book, 6GP
1st Level: Cure Light Wounds, Shield, Disguise Self, Comprehend Languages, Expeditious Retreat. (DC 14, 2/day)
Bomb 1d6 6/day, Mutagen.
I'll try later and see if I can put this into the alias, but as you mentioned that you are going to do the selection soon, I decided to play it safe and post it here also. My apologies in advance if it causes any trouble.