Thirteen was a mundane, fire-loving, horse-hating, goblin, until an alchemist named Victor Osborne got ahold of him and several of his kin and spent many years experimenting on their bodies. Time passes so much differently when all you know is imprisonment and pain, when not even a sliver of sunlight is available to help you understand the passage of time, so it is impossible for Thirteen to know exactly how much time did pass. All he knows is that as the experiments, long down the line in their progression if the number branded on his left wrist is any indication, have altered his body. His once dirty, dark green skin has become nearly as dark as a shadow under half-moon light and the irises and pupils of his eyes are milky white - seemingly blind. He can take to the shadows with barely a thought, and with a little bit of concentration, use the shadows as doorways. Shock spell treatment, hypnotization, alchemical substances, poisons, drugs, surgeries, elemental and planar infusions; nothing was off the table when it came to building a better servant, and, claiming stupid or clumsy servants are practically worthless, Victor's experiments were not limited to physical effects - increased intelligence and physical capability were both sought after and acheived. When Victor was finally satisfied with the work put into Thirteen, he brought in "tutors". Those specialists who spent their time ensuring that Thirteen could move without being seen or heard, that he would be able to slide a knife into a man's heart in the middle of a crowd without anyone being the wiser, and that, in the event that stealth and subtlety were no longer useful, he would be able to bring his enemies down in explosions of the greatest fury.
Thirteen took these many lessons to heart. He learned patience, the ability to bide his time and gather information, to think through his plans and consider all possible outcomes before committing. It was only when Thirteen was partnered with Eighteen that he even started to consider planning an escape. Victor trusted in some failsafe to keep his experiments in line, and he was continually improving and refining the failsafe as his creations grew in strength and ability, attuning each failsafe to its specific creature. If there was ever a record of what each monster's failsafe was, Thirteen was not able to discover it. Surprisingly, or, perhaps not so surprisingly, Victor's fatal flaw in everything was hubris. He believed none of his creations could get the better of him - his personal experiments into the depths of Alchemy allowed him to convince himself that the creatures were forever under his dominion - and so it seemed that he never trusted his failsafes to another, thinking that they would never be needed. Therefore, when Thirteen appeared in Victor's sleeping chambers one night, strapped him to the bed and woke him up, and then severed the tendons in his forearms and calves, Victor was unable to do anything except watch as Thirteen slowly, deliberately pressed a small dagger up under his ribs and with nearly surgical precision, clipped a small but fatal hole into into his heart. Thirteen fell into the shadows covering the floor and disappeared. On his way out of the laboratory, Thirteen and Eighteen were able to free several other experiments who were either so deep into the process as to become useful to one group or another, or so early in the process that they could return home and pretend this was nothing more than a slightly traumatic experience.
Thirteen and Eighteen often made good use of their abilities in the outside world. Both would bring in the other when they needed assistance with one task or another. Thirteen maintained two identities for the most part. The public persona is a small, mangled, blind goblin scrounging around various city slums for every copper he can find. He even uses his assigned number as his name and a slightly altered backstory to tell people if they ever get curious or if he lets himself get caught stealing. Dymer is the name he gives when he walks out of the shadows, no longer hunched over, but standing straight, even on the tall side for a goblin, a small glamour hiding his skin and eyes to remove the remaining physical links to the Thirteen persona. It was the name that he heard Victor mutter when poring over various Tomes - whether this was the name of some renowned scientist or a even some serial killer from ages ago, Thirteen has never bothered to figure out. Whoever it is or was, he's got a killer's reputation now. The kind of reputation spoken only in hushed whispers as some kind of boogeyman with everyone on both sides of the law looking for him - either to kill him, capture him, or hire him. And, for better or worse, Thirteen has finally been roped into something... larger than life. A secret squad of the world's deadliest, on call for the highest bidder. And honestly? He's not so mad about that.
Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. He was modified by a mad-scientist-type alchemist. Who knows if he was ever told about everything that the madman did to him?
2. He was built to be an infiltrator, but he has an affinity for his bombs that sometimes override his good sense.
3. The Inquisitor portion of his background is known only to one other person - one of his many tutors who went... outside of the required instruction and gave Thirteen knowledge of more than just the primary deities of the world. Count Ranalc, the Eldest of betrayal, exiles, and shadows drew Thirteen in like no other, and with Thirteen's own training, making the connection nearly seemed to be providence.
4. Despite all of the darkness (hehe, I'm punny) in Thirteen's life, his sense of humor is surprisingly broad, although he keeps it narrowed mostly to cutting remarks and sarcastic one-liners until he is familiar with someone.
5. Because of his background, he has no sympathy for slavedrivers or slaveowners of any kind. That being said, he won't go out of his way to maim or kill as long as the slaves were treated well, and he will willing turn a blind eye to owners as long as their slaves vouch for them being mostly decent. This does not apply to business contracts or debts owed.
List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Custom Racial (Alchemically-Enhanced Goblin):
4 Advanced Ability Scores: +2 Str, +2 Dex, +2 Con, +4 Int, -2 Cha
4 Advanced Int : +2
2 Climb : 20ft
2 At-will Spell-like : Expeditious Retreat
2 At-will Spell-like : CLW
4 At-will Spell-like : Darkness
4 See in Darkness
5 Sneaky: +4 racial stealth
1 Stalker: Perception/Stealth class skills
4 Defensive Training, Greater : +2 dodge AC
4 Greater Lucky : +2 luck saving throws
3 Pyromaniac : +1 level for [Fire] spells, etc
2 Quick Reactions: Improved Initiative
Artifact (Boots of the Shadow's Charge):
Boots of the Shadow's Charge
Slot: Feet; CL 20th; Weight 2lbs; Aura: Strong conjuration
Dread energies from the Plane of Shadow have leaked into the countryside of Nidal for thousands of years, pooling in shadowed groves and along darkened hillsides. Some animals, forced by hunger or adversity, are compelled to enter these areas, and a small number of those are wholly transformed by these energies, becoming shadow animals. These animals, like nearly all others, have had their base components - blood, bones, skin - captured and used by the more intelligent being for eons. The hide-workers of Nidal have perfected the art of not only keeping the shadowy hide intact, but in keeping some of the base properties of the original creature and allowing that to imbue the wearer of the new item with small level of control over shadows. These items are sturdy to the touch, but appear nearly see-through when in bright light, with the shadow-stuff seeming to melt off of the base item.
As a swift action during a turn in which you move at least ten feet by any means or action, you can travel between dimensions as Dimension Door with a maximum range equal to your base speed with the restriction that the magical transport must begin in an area of dim light or darker and end in an area of dim light or darker which you have line of sight to. This magical transport is so absolutely seamless that it does not interrupt the flow of your stride or of other actions and you can complete your remaining actions - including the remainder of your movement, if any, after jumping to the new location. Consequently, this movement also does not provoke attacks of opportunity.
In addition, because the outer soles of the boots are made from a shadow animal's natural foot padding, the wearer gains a +10 untyped bonus to stealth and can use stealth while moving at full speed at no penalty.
Finally, the penalty for Sniping - returning to stealth after a ranged attack - is reduced by 10.
The Boots of the Shadow's Charge can be destroyed if placed for 24 consecutive hours in an area of direct sunlight which has been consecrated as holy ground to Desna.
Combined Tristalt character output:
Primary class: Alchemist (grenadier) 10 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
Secondary classed: Unchained rogue (shadow walker) 6/Shadowdancer 4 (Pathfinder Player Companion: Blood of Shadows, Pathfinder Unchained 20)
Vigilante (teisatsu) 2/Inquisitor of Count Ranalc 8 (Pathfinder Player Companion: Spymaster's Handbook 26, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Intrigue 9)
LE Small humanoid (goblinoid)
Init +15; Senses See In Darkness; Senses Perception +19 (+22 in dim light or darkness)
AC 25, touch 20, flat-footed 19 (+5 armor, +2 deflection, +5 Dex, +1 dodge, +1 natural, +1 size)
hp 108 (11d8+20)
Fort +13, Ref +18, Will +11; +4 and one size larger to resist effects of wind
Defensive Abilities evasion, uncanny dodge
Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft.
Melee rapier +13/+8 (1d4+5/18-20 plus 3d6 sneak attack) or
. . unarmed strike +13/+8 (1d2+1 plus 3d6 sneak attack)
Ranged +2 bomb +17/+12 (6d6+13 fire) or
. . tanglefoot bomb +17/+12 (entangle) or
. . thorny bomb +17/+12 (5d6+10 piercing) or
. . immolation fire bomb +17/+12 (1d6+13 fire for 6 rounds) or
. . immolation thorny bomb +17/+12 (1d6+10 piercing for 5 rounds)
Alchemist (Grenadier)Special Attacks bomb 18/day (5d6+8 fire, DC 23), staggering blast
Attack bonus calculations:
- BAB +7
- Agile Maneuvers (Dexterity) +5
- Weapon focus +1
- Throw Anything +1
- Weapon Attunement +2
- Size +1
Damage bonus calculations:
Alchemist (Grenadier) Extracts Prepared (CL 10th; concentration +18)
Total Spent: 80380.22
Alchemist Extracts known:
Detect Secret Doors
Targeted Bomb Admixture
Tears to Wine
Touch of the Sea
Inquisitor Spells known: