Elf

Setesh Bantling's page

826 posts. Alias of Luke_Parry.


Full Name

Setesh Bantling

Race

Half-Elf

Classes/Levels

Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Gender

Male

Size

Medium

Age

37

Alignment

Neutral

Deity

Irori

Location

Wati

Languages

Common, Elven, Osiriani, Kellish, Terran

Occupation

Embalmer

Strength 19
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 12
Charisma 7

About Setesh Bantling

Loot Link

Extracts Prepared:
1st: (4) Endure Elements (used), Shield (0/2 used), (open)
2nd: (2) Alchemical Allocation (0/2 used)

Appearance:
Setesh is lean and muscular, a testament to his
harsh childhood. He has coffee-coloured skin, and long brown hair,
which is usually braided and interwoven with multi-coloured beads. His
mixed heritage is betrayed by his long, pointed ears and narrow,
aquiline features, although his ears at least are usually hidden under
his hair. His emerald green eyes sparkle with a fierce zeal, but he
rarely smiles. When working, he typically dresses in a crisp white
smock with plenty of pockets; when out and about, he trades that in
for a comfortable shirt and breeches, but always wears a voluminous
cloak, with a large number of internal pockets, perfect for carrying
the tools of his trade. Despite his best efforts, he is usually
surrounded by a faint aroma of spices and embalming fluid, which many
find subtly disconcerting...

Background:
Setesh is the youngest son of the current crop of
the powerful Subhi Trading Consortium. His father, an Elf originally
named Galendor Ka'Narlist, moved to Katapesh more than 400 hundred
years ago, and set-up a clearing-house for exotic goods along the
caravan lines, adopting the name 'Subhi' to better adapt to the local
population. Firmly believing that blood-ties provide the best
security, he takes a new wife every seventy years or so (usually from
a minor trading house within Katapesh) to produce a new batch of
children to take over his caravans.

Over the years, Galendor has diversified his interests in Katapesh
into more than just import/export, usually through what he describes
as 'wise investments' (i.e. marriages) into small Keleshite-run family
businesses, which he gradually over-takes, and then builds-up into
powerful mercantile forces.

One such business is Bantling and Ancestors, Embalmers, one of the
premiere undertakers of the city of Katapesh, whose motto is "The Only
Real Choice When Considering Eternity."

Setesh was groomed by his father to eventually take-over BAE, but
being a firm believer that in order to understand a business properly,
one must understand it from the ground up, Galendor made certain that
his son *really* understood the business, learning the secrets of the
embalmers trade, starting first with animals, and gradually working
his way up to people.

At first, Setesh was more than a little put-off by the macabre nature
of his assigned profession, but over time, as he delved more and more
deeply into the history of his profession, and the quasi-magical
techniques that were a crucial part of it, he came to appreciate the
artistry of what was involved, almost as much as the peace and quiet
(the dead rarely talk back, after all). He even began experimenting
with some of the techniques that he had learned, discovering that when
his skills were applied to living tissue, it was possible to
temporarily grant the recipient certain traits reminiscent of the
Dead, such as unnatural strength, and superior resilience... He saw no
harm in it, being a firm believer that the pursuit of magical
knowledge, and personal betterment, is always justified...

...of course, others did not share this view, and when his father
found out about his experiments, Setesh was quietly removed from his
position, and sent-off on an enforced 'sabbatical'; not a banishment
as such - more a suggestion that he take some time off to get his
'youthful restlessness' out of his system. His father has made it
abundantly clear that he is welcome back, once he has come to his
senses, and decided to settle-down properly (or at least learn to
quietly hide his 'hobbies').

As such, Setesh finds himself on the prowl for some work, preferably
something that will take him away from Katapesh, and outside his
father's immediate sphere of influence...

Having heard that the Pharasmins that oversee the famous 'half-dead' city of Wati were planning to open up the complex to limited delving, Setesh saw an opportunity to make his mark, and possibly acquire some further knowledge to complement his own studies. Consequently, he headed there as quickly as possible, hoping to find a group of like-minded individuals.

Initiative: +3 [+1 Dex + 2 Trait]
Senses: Low-Light Vision, Perception +13
Speed: 30 ft (20 ft in Armor)

AC: 21 (10 + 10 (+1 Full Plate) + 1 Dex)
Touch: 11 (10 + 1 Dex)
Flat-footed: 20 (10 + 10 (+1 Full Plate))

Hit Points: 31/31

Fort: +6 Ref: +5 Will: +2

+2 racial bonus on saving throws against Enchantment spells and effects.

Combat:
Base Atk: +3; CMB: +7; CMD: 18

Melee
Cold Iron Sickle: +7 to Hit; Dmg 1d6+6; crit 20/x2, Type: S
Masterwork Cold Iron Heavy Mace: +8 to Hit; Dmg 1d8+6; crit 20/x2, Type: B

Ranged
Sling: +4 to Hit; Dmg 1d4+4; crit 20/x2; Type: B, range 50 ft.

Skills:

Skill Points per level: 4 (Class) + 3 (Intelligence) + 1 (FC)
Acrobatics -4 (+1 Dex - 5 ACP)
Appraise +9 (+3 Int + 3 ranks + 3 class skill)
Bluff -2
Climb -1 (+4 Str - 5 ACP)
Craft(Alchemy) +15 (+3 Int + 4 ranks + 3 class skill + 4
Alchemist + 1 Lab)
Diplomacy +2 (-2 Cha + 1 rank + 3 class skill)
Disable Device +11 (+1 Wisdom + 4 ranks + 3 class skill + 1 Trait + 2 MW Thieves' Tools)
Disguise -2
Escape Artist -4 (+1 Dex - 5 ACP)
Intimidate -2
Knowledge(Arcana) +10 (+3 Int + 4 ranks + 3 class skill)
Knowledge(Nature)/Heal +10 (+3 Int + 4 ranks + 3 class skill)
Perception +13 (+1 Wisdom + 4 ranks + 3 class skill + 3 Skill
Focus + 2 Keen senses)
Perform -2
Profession(Embalmer) +8 (+1 Wisdom + 4 ranks + 3 class skill)
Ride -4 (+1 Dex - 5 ACP)
Sense Motive +1
Spellcraft +10 (+3 Intelligence + 4 ranks + 3 class skill)
Stealth -4 (+1 Dex - 5 ACP)
Survival +1
Swim -1 (+4 Str - 5 ACP)

Feats:
1st: Medium Armor Proficiency
1st (Racial Bonus): Skill Focus(Perception)
1st (Alchemist Bonus): Brew Potion
3rd: Heavy Armor Proficiency

Traits:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Wisdom in the Flesh:
Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.

Benefits: Select any Strength-, Constitution-, or Dexterity-based skill (Disable Device). You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.

Trap Finder:
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.

Benefit: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Racial Abilities:
Low-Light Vision: Half-elves can see
twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus (Perception) as a
bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any
effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects
and get a +2 racial saving throw bonus against enchantment spells and
effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception
skill checks.
Fey Thoughts: The character sees the world more like a native of the First World. 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.

Class Features:
Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical
substances such as alchemist’s fire and smokesticks, but also of
fashioning magical potionlike 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 1stlevel 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.

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.

Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he
can imbibe in order to heighten his physical prowess at the cost of
his personality. It takes 1 hour to brew a dose of mutagen, and once
brewed, it remains potent until used. An alchemist can only maintain
one dose of mutagen at a time—if he brews a second dose, any existing
mutagen becomes inert. As with an extract or bomb, a mutagen that is
not in an alchemist’s possession becomes inert until an alchemist
picks it up again.

When an alchemist brews a mutagen, he selects one physical ability
score—either Strength, Dexterity, or Constitution. It’s a standard
action to drink a mutagen. Upon being imbibed, the mutagen causes the
alchemist to grow bulkier and more bestial, granting 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 mutagen is
in effect, the alchemist takes a –2 penalty to one of his mental
ability scores. If the mutagen enhances his Strength, it applies a
penalty to his Intelligence. If it enhances his Dexterity, it applies
a penalty to his Wisdom. If it enhances his Constitution, it applies a
penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10
+ 1/2 the alchemist’s level + the alchemist’s Intelligence modifier)
or become nauseated for 1 hour—a non-alchemist can never gain the
benefit of a mutagen, but an alchemist can gain the effects of another
alchemist’s mutagen if he drinks it. (Although if the other alchemist
creates a different mutagen, the effects of the “stolen” mutagen
immediately cease.) The effects of a mutagen do not stack. Whenever an
alchemist drinks a mutagen, the effects of any previous mutagen
immediately end.

Sneak Attack:
A vivisectionist gains the sneak attack ability as a rogue of the same
level. If a character already has sneak attack from another class, the
levels from the classes that grant sneak attack stack to determine the
effective rogue level for the sneak attack’s extra damage dice (so an
alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an
alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue,
and so on).

Poison Use (Ex):
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Torturer’s Eye:
At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Discovery - Feral Mutagen:
Benefit: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage and the bite attack deals 1d8 points of damage. While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Beastform Mutagen:
At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.

This ability replaces swift alchemy.

Cruel Anatomist:
At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Preserve Organs (Ex):
Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Formulae Known:
1st Level: Ant Haul, Comprehend Languages, Deathwatch, Endure Elements, Enlarge Person, Identify, Polypurpose Panacea, Shield
2nd level: Alchemical Allocation

Equipment:
Explorer's Outfit (-)
Silver Holy Symbol (Irori)
Silver Holy Symbol (Anubis)
Ioun Torch (75gp)
Four Mirror Armor (45gp)
Sickle (6gp)
Masterwork Cold Iron Heavy Mace (324gp)
Masterwork Alchemical Silver Heavy Mace (402gp)
Sling (-)
Sling Bullets [20/20] (0.2gp)
Spring-loaded Wrist Sheath [x2] (10gp)

Masterwork Backpack (50gp)
Bedroll (0.1gp)
Winter Blanket (0.5gp)
Crowbar (2gp)
50' Hemp Rope (1gp)
10' Pole (0.05gp)
MW Thieves' Tools (100gp)
Portable Alchemist's Lab (75gp)

Belt Pouch (1gp)
Whetstone (0.02gp)
Iron Vial (0.1gp)
Chalk [x3] (0.03gp)
Small Steel Mirror (10gp)
Alchemist's Fire (20gp)
Acid Flask [x3] (30gp)

Coins: 632gp, 2sp, 1cp

Scorpion Venom (7 doses):
injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Str damage; cure 1 save.

Black Adder Venom (5 doses):
injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Whiptail Centipede Venom (2 doses):
injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save.