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About Setesh BantlingExtracts 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
One such business is Bantling and Ancestors, Embalmers, one of the
Setesh was groomed by his father to eventually take-over BAE, but
At first, Setesh was more than a little put-off by the macabre nature
...of course, others did not share this view, and when his father
As such, Setesh finds himself on the prowl for some work, preferably
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]
AC: 21 (10 + 10 (+1 Full Plate) + 1 Dex)
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
Ranged
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:
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:
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,
Extracts are the most varied of the three. In many ways, they behave
An alchemist can create only a certain number of extracts of each
Although the alchemist doesn’t actually cast spells, he does have a
Brew Potion (Ex)
Mutagen (Su)
When an alchemist brews a mutagen, he selects one physical ability
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10
Sneak Attack:
Poison Use (Ex):
Torturer’s Eye:
Discovery - Feral Mutagen:
Beastform Mutagen:
This ability replaces swift alchemy. Cruel Anatomist:
Preserve Organs (Ex):
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)
Belt Pouch (1gp)
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. |