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2 posts. Alias of TriShadow.


About Shadow the Dawn Hunter

Okay, here is Shadow the Dawn Hunter (updated with background skill)

Crunch:

Shadow the Dawn Hunter

Male elf alchemist (mindchemist) 2/investigator (empiricist) 3
CG Medium humanoid (elf)
Init +4; Senses darkvision 60 ft.; Perception +22
Speed 30 ft.

[spoiler=Defense]
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 33 (5d8+5)
Fort +5, Ref +10, Will +4; +2 bonus vs. poison
Defensive Abilities trap sense +1; Immune blindness, dazzled

Offense:

Melee elven branched spear +3 (1d8/×3)
Ranged +1 composite longbow +8 (1d8+1/×3) or
bomb +8 (1d6+4 Fire)
Space 5 ft.; Reach 5 ft. (10 ft. with elven branched spear)

Special Attacks bomb 6/day (1d6+4 fire, DC 15)
Spell-Like Abilities (CL 5th; concentration +5)

At will— light
Alchemist (Mindchemist) Extracts Prepared (CL 2nd; concentration +6)
1st—endure elements , targeted bomb admixture UC (2)
Investigator (Empiricist) Extracts Prepared (CL 3rd; concentration +7)
1st—expeditious retreat , heightened awareness, shield (2)

Statistics:

Str 10, Dex 18, Con 12, Int 18, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 17

Feats:

Breadth Of Experience
Brew Potion
Extra Investigator Talent
Point-Blank Shot
Skill Focus (Perception)
Throw Anything
Traits
Alchemical Prodigy
Bruising Intellect

Skills:

Acrobatics +8
Appraise +8
Bluff +4 +1d6
Craft (alchemy) +10 (+15 to create alchemical items, +15 to create
alchemical items)
Diplomacy +7 +1d6(+11 to gather information (You can use your Intelligence Modifier instead of Charisma))
Disable Device +15 +1d6
Escape Artist +10
Heal +5 +1d6
Intimidate +12 +1d6
Knowledge (arcana) +14 +1d6
Knowledge (dungeoneering) +14 +1d6
Knowledge (engineering) +14 +1d6
Knowledge (geography) +14 +1d6
Knowledge (history) +14 +1d6
Knowledge (local) +14 +1d6
Knowledge (nature) +14 +1d6
Knowledge (nobility) +14 +1d6
Knowledge (planes) +14 +1d6
Knowledge (religion) +14 +1d6
Linguistics +12 +1d6
Perception +22 +1d6
Sense Motive +10 +1d6
Sleight of Hand +9 +1d6
Spellcraft +9
Stealth +9
Survival +5
Use Magic Device +12
Racial Modifiers +2 Perception, ceaseless observation

Languages:

Abyssal
Celestial
Common
Draconic
Dwarven,
Elven
Gnome
Infernal
Orc,
Sylvan,
Undercommon

Special Qualities:

Alchemy (alchemy crafting +5)
cognatogen
discovery (bonus feat)
inspiration (5/day)
investigator talents (expanded inspiration, underworld inspiration)
keen recollection
lightbringer
perfect recall
trapfinding +1

Other Gear:

+1 mithral chain shirt
+1 composite longbow
elven branched spear
eyes of the eagle
handy haversack
alchemist starting formula book
concealable thieves' tools
investigator starting formula book
wrist sheath, spring loaded (2)
780 gp

[spoiler=Special Abilities]

Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Cognatogen (DC 15) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white only).
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).

and here is the...

Fluff:

Growing up on the Isle of Evermeet teaches one to be both self-reliant and appreciative of their rich elvish heritage. Shi’Etel grew up surrounded with art, architecture and arcane arts. While he came to see the beauty in all of it, some things he would never be able to partake in. He was born without the ‘spark’ of magic in him. He had to learn from early on to overcome hardship, and not to depend on magic to survive. Shi’Edel learned these lessons well. While others would spend hours learning centuries old spells, this elf would spend weeks researching more mundane ways to achieve the same effect. He established an alchemical lab and he worked tirelessly in the workshop. He experimented with different components, combining them in a variety of way to develop his own formulas. As he grew older, daylight hours found him experimenting with different alchemical mixtures and tinkering with mechanical objects. The evenings however found him researching in the library. He felt he had to push himself to find and memorize every scrap of information he could find to make up for the fact that he would never cast a spell. These nights became so long that he would leave as the sun was starting to rise. The staff had derided Shi’Edel, mockingly hanging him with the moniker ‘Dawn Hunter’.

Shi’Edel was undeterred. He invested years trying to unlock these hidden mysteries and discover how base elements could duplicate magical effects. Working this way served as a welcome distraction from the difficulties of growing up without his mother. Atorai had left Evermeet decades ago without explanation. Shi’Edel and his father, Delahn, had been alone together since that day, politely shunned by society due to her departure.

Ten years ago, everything changed when Delahn explained on his deathbed the truth behind Atorai’s mysterious exodus. Atorai felt drawn to the Realms of Men, her divinations granting her some sense of impending danger. She had tried to have the Council investigate, but they were unconcerned with the fate of humans. Atorai left Evermeet to find whatever it was her visions were trying to show her.

Shi’Edel was stunned by the news, and enraged that the Council would be so callous. His mother had been gone for decades trying to solve a mystery without any help from those she depended on. With his father’s passing, Shi’Edel had nothing to keep him on the Isle. He decided to travel to the Realms and find his mother. When he arrived in Waterdeep, one of the first people he met was Flarghin Ironstone, a dwarf of some experience.

“Whas’yer name elf?” the ale voiced dwarf asked.
“Shi’Edel”
“Shiada what now? Anybody ever call you nuthin’ else?”
“Some in the Library called me Dawn Hunter, but I think that they--”
“Great” the dwarf cut in, “Shadow the Dawn Hunter it be! Nice to make yer acquaintance. Now drink up.”
In the years since that meeting, Shadow and Flarghin had seen much together, but no clue as to the location of Atorai of her mysterious quest.