Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
As everyone turns to awe at the preseason of clerics parading through the market, Thaleles can’t help but roll his eyes. When they look back, he has moved slightly, his back to the tree, hoods drawn over his eyes, arms crossed over his chest, and appears to be sleeping.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
The Alchemist looks up at the squire and chuckles, Skilled, yes. I have many talents that can prove to be useful in times of need. As for the adventurer part, I’m afraid the most adventuring I do is delving deep into a pot of goods stew.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Our faring is quite dim at the moment actually, Thaleles looks to the squire, Unfortunately there isn’t much call for healing or alchemical services so far. But each day brings a new Dawn. Perhaps you might have need of our services?
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Drats, the Alchemist curses, then stands up to look about, trying to spot where he might find some raw ingredients. That’s when he notices the man in unkept armor walking through the streets. He taps Anatoli on the shoulder and whispers. Man, would you look at that? Even the Royals are being hit hard in the economy.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Thaleles things for a moment and asks, I don’t suppose you have any components I could use to make a tanglefoot bag do you, Perhaps some different types of acids would be better though? he begins rummaging through a small pouch by his side, looking for any extra ingredients that may be left over that he can use.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Always happy to help a kin from the homeland says Thaleles. Silently he wishes to be able to return in fact, but without much coin, there really isn’t a point. He wonders if thoughts of his own ship might be keeping him from something more. Adventure and danger has called his name once, perhaps it will again.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
knowledge nature: 1d20 + 8 ⇒ (19) + 8 = 27
That’s one hell of a pain killer, Thaleles comments, Mixing aspirin and mandrake will surely put a guy on his backside given the right dosage. Though the waxed paper throws me, some kind of incense perhaps? All three ingredients do have calming effects, though why not just make it a tonic instead to introduce the chemicals faster? Google is my friend
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Thaleles looks at the newcomer and wishes his wares were a bit more… ware-ish. As it stands my good sir, I’ma little short on raw ingredients, however, if you care to see some of the elixirs I can prepare, I’d be glad to show you my formula journal. Some of these recipes are extremely common, though you might see one or two to catch your eye. He pulls from his pack a rather beaten journal. Some of the pages are worn from frequent use and the cover has a couple stains on it. If flipped through, the wizard will see the following conditions, though he may not understand the magic that goes into making them. 1st - Brewer’s Insight (crafters fortune), Seal Minor Wounds (cure light wounds), Reveal the Passage (detect secret doors), Crafters insight (identify), Floating Belch (shield), Reduced Splash (targeted bomb admixture)
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Thaleles considers his proposal, Do be perfectly honest, I had no desire to take your coin, but to earn my own. Our skills together could make a right pairing in forming a reputable business in the future. It is of course, my dreams to own and run an apothecary, though we will both need some coin to do this. It appears our characters are a bit scattered about, are Anatolia and I positioned in a park across from the court, or are we in a separate area of the city altogether? Where is everyone else at? Perhaps Quen will be seen passing by us, gazing up at the sky when Wingsworn and Erawain exit the court?
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Shalafi2412 wrote: I think not, only because it will complicate things, at least leadership. OK, I was mostly looking to gain a cohort to act as a manager of the shop while we are out adventuring, wasn't sure how much time we would have in a specific settlement through the adventure.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Thaleles enters the scene weather studiously. Quickly passing his eyes over everyone he greets. He has a long leather coat on, faded and worn from long travels. You see several small vials along his belt, a bow rests over his shoulder, and a sword hangs off his left hip, his quiver providing balance on his right.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Good morning, Thaleles reporting in. Was there any thoughts on my taking Leadership, and will we be utilizing the Downtime System rules? Thaleles is a traveling merchant, but hopes to be able to start his own apothecary and potion shop.
And without furthur ado, here he is. Where is the recruitment thread Goblin? And thank you for reminding me! Character: Thaleles Darkshine
Male Silvanesti Elf alchemist 1 CG Medium humanoid (elf) Init +3, Senses Elfsight; Perception +7 ================================================= DEFENSE ================================================= AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 8 ((1d8)) Fort +2, Ref +5, Will +1, +2 vs. enchantment spells and effects =================================================
Prepared Spells
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Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you 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. Bomb (Su) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage. Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat. Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Formulae 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 1st-level 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, pages, 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. Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Merchant You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you. Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save 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. Mutagen (Prime Stat Selection) Mutagen (Second Stat Selection) Mutagen (Third Stat Selection) Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. =================================================
Background: House Lebeda had been quite grateful when a little bundle of joy ended up on their doorstep. This one just happened to have pointed ears. Almost 150 years ago Thaleles Darkshine arrived. Showing great promise in the art of potion brewing, he was immediately sent off to the University in Bravoy to achieve his training. His quick pickup of the bow made him highly adept at target practice. Upon returning home, he worked diligently to pick up a new trade, knowing that while magic was powerful and dangerous, it wouldn't due for earning to much coin. So he worked with the House to develop his Merchant skills, always trying to become better at everything he did. One day his great -nephew came to him and asked how happy he was. After being stuck in the same place and watching most of his human family pass on already, he stated that he was ready to leave the nest. This made his Nephew very happy to hear as the King was looking for adventurers to set out and discover everything there was to see in the Stolen Lands. Being the highly trained Wizard, and pretty good Merchant Thaleles was, he could think of no one better. So Thaleles set off at once to see what adventures would hold for him.
Throwing my hat in the ring here for an Elf Alchemist. He has traveled the world but looking to settle down now after the war as a merchant. Of course, this requires capitol which he does not have. As he adventures, he keeps some money set aside that he will utilize to build his shop. Will he be successful in achieving his dreams of a prosperous future, or will he fizzle out prior to seeing them come true. NOTE: this is the character I will be using, I will scale him back as the adventure he was built for drizzled out. Future note, if allowed, I want to take the Leadership trait and have Gabla come in to run his store for him, which hopefully he will have up and running by then.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Thaleles takes a couple of steps out and gets behind one of the kobolds to shout out. draw the little beasts to me, then step back! He then fires at the mite attacking his protector. attack: 1d20 + 7 ⇒ (7) + 7 = 14(+1 w/in 30 ft)
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Thaleles keeps his cool, but one can't help but see the smirk forming on his face when the giant bug falls in a pool of blood from his arrow. He takes aim and fires at the closest mite to him not yet engaged. attack: 1d20 + 6 ⇒ (17) + 6 = 23
REMAINING ARROWS: 17
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Talathel grabs the lead reins of the wagon once everyone is across and slowly guides the horses and wagon across. Making sure to keep one of his hands on the rail, and the other on the reigns, he watches every step. We don't have the time. Every second we waist getting sidetracked is time we don't have. I expect to be at the southern border of the area we are to search in two days, and I'm not going beyond those borders set by the King.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Unfortunately I have no such items. Only that of which we have collected from the bandits we have slain. My protege kept most if that with her to help her in constructing a small laboratory. That being said, please kindly remove yourselves from my stores. his hand reaches down for his bow, but doesnt grasp it yet.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Thaleles climbs down from the wagon and observes the bridge. Everyone head across. I will traverse last leading the wagon in case the bridge gives out. I don't recommend anyone riding across on their horses either. Less weight going across the better.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
I shall give us three days. If we have not located the Stag Lord by then, then we should continue with our mission to explore this region. If you choose to continue the search, I shall have no choice but to leave so that we may send word of our progress. I will await at Oleg's for five days after that. If I have received no word from you after that, I will have no choice but to assume the worst and report a new Exploration Party will be needed. Fair enough?
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
My whole thought is that we have no idea how strong the bad guy is, nor, and more importantly, where he is. Why would we not secure the land as per our contract, and IF we run into him, take him out. I mean, what if he is outside where we are suppose to secure? Do we hunt him down anyways? This land is currently unclaimed. Our purpose is to explore it and claim it. If he is a Lord as per his name suggests, then technically he has laid a claim to this region as well. possibly with backers. At this point, we have no backers, and no claim to this region. When thought of as this, are we not technically breaking the law by trespassing onto someone else's land and trying to kill them because we "perceive" them as just bandits?
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Ok, maybe I am getting the point of this campaign wrong. Are we suppose to just be going after every bad guy we here about, or are we suppose to be exploring the region and taking them on as we go. I thought we were suppose to be doing the latter of these. If this is not the case, please let me know so I can re-evaluate my play style and not take up any more time in play arguing. I'm under the assumption that we are building a kingdom, not just out taking on bad guys.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Clearing out the base is no issue. For all we know we killed them all. But this "Stag Lord" as he calls himself is already well set up in this region as this was only an outpost of sorts. He probably has many more men, and better fortifications. I came out here for the King to help him establish a new city, no go on a suicide mission to end all evil. Now that is not to say I'm completely against taking on the bandits, but we should do so cautiously, and with much more resources. If that is to much to ask, then I will just return to the outpost myself.
Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7
Thats great folks, we can hunt down the Stag Lord amongst MILES of land, East, West, and South of here. Not to mention his possable small ARMY of bandits that we may have to contend with. Our mission is simple here gentalmen, Investigate the Stolen Lands. With limited resources at our dispossal I suggest we head back to the outpost and send word to the King. If he truely desires this land, I'm sure he will send aid. In the mean time, let us continue with our mission.
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