Horgus Gwerm

Thorn Slivertip's page

643 posts. Alias of nightdeath.


Full Name

Thorn Slivertip

Race

HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|

skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|

Classes/Levels

Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Gender

Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2

Size

Medium

Age

Not sure

Alignment

Neutral Good

Deity

Shyka

Strength 17
Dexterity 15
Constitution 15
Intelligence 15
Wisdom 12
Charisma 16

About Thorn Slivertip

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[Url]Crimson Knights of the Black Blade[/url]
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Thorn Silvertip
Thorn's True appearance

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Character Crunch:

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Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2
Neutral Good Medium Humanoid
Init +4(+2); Senses Low light Vision Perception +9

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Defense
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AC 21, touch 12, flat-footed 19 (+6 armor, +3 Shield, +2 Dex, +0 natural)
hp 32 (1d10+2d8+2d8+10)
Fort +10, Ref +7, Will +4
Resist None

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Offense
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Speed 20 (30) ft.
Ranged Composite Longbow +5 (1d8 20/x3 110 Ft)
Melee Light Mace +6 (1d6+3 20/x2)
Melee Mithral Dagger +6 (1d4+3 19-20/x2)
Special Attacks Bomb 1d6 2/day
Spell-Like Abilities Fey Magic, Detect Alignment

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Statistics
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Str 17, Dex 15, Con 15, Int 15, Wis 12, Cha 16
Base Atk +3; CMB +6; CMD 17
Languages
Common (Taldane) - Fluent
Elven - Novice >>> Fluent
Sylvan - (Starting Bonus Language) Novice >>> Fluent
Ancient Elven (Elthimil) - (Starting Bonus Language) Novice >>> Fluent
Celestial - (Trait) Novice >>> Fluent
Ignan - Novice

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Feats
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Skill Focus (Stealth) (Racial)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Fey Foundling (1)
Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Deceitful (Slayer Bonus Feat)
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Throw Anything (Alchemist Bonus Feat)
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Brew Potion (Alchemist Bonus Feat)
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.

Fey Obedience (3)
Each Eldest requires a different obedience, but each obedience takes only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for that Eldest.

If you have at least 12 Hit Dice, you also gain the first boon granted by your Eldest upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the Eldest’s second boon. If you have at least 20 Hit Dice, you also gain the Eldest’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Feysworn gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Skill Focus (Linguistics) (Bonus for having 5 fluent languages)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

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Traits
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Unintentional Linguist (Social)
You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

Acolyte of Apocrypha (Basic (Faith))
Your religious studies hinged on teachings rarely recognized by your faith. You can select one of the apocryphal subdomains detailed below, provided the subdomain is associated with your patron deity. In some cases, you can select a subdomain associated with a deity despite that deity not offering the associated domain—these exceptions are noted with an asterisk (*), and you gain domain powers and domain spells from the associated domain as usual, even though your deity normally doesn’t grant access to that domain. When selecting a subdomain associated with two domains, a priest can choose only a subdomain that modifies a domain to which he has access. All deities referenced in the following subdomains appear in Pathfinder Campaign Setting: Inner Sea Gods or Pathfinder Campaign Setting: Dragon Empires Gazetteer

Time Lost (Custom Trait modification) (Campaign)
With the Fey, one could never tell from which era into which I were born. Perhaps I was born too late, and that my interests were better suited to a previous age. Maybe I was born too soon, and that my destiny lies in some distant future. With the Fey who's never concerned with the whys or the whens, they might forget that I'm mortal despite being adopted. At times I receive brief visions of friends or enemies much older or younger than their actual age. I've long since grown used to this strange condition, but it'll be nice to have an answer to this.

I have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks. Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.

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Class Features
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Weapon and Armor Proficiency:
A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex):
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Deceitful:
At 1st level, a cleaner becomes skilled at deceiving others, and gains Deceitful as a bonus feat. This ability replaces track.

Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Whimsical Worship (Ex):
A sworn of the Eldest uses her Charisma modifier, rather than her Wisdom modifier, to determine all class features and effects relating to her inquisitor class, including her spells, cunning initiative, and true judgment abilities.

Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Deity:
A sworn of the Eldest must select one of the Eldest as a deity and must select a domain or subdomain of that Eldest for her domain ability; she cannot be devoted to an ideal or philosophy.

This alters domain.

Domain:
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Disarming Discernment (Ex):
A sworn of the Eldest adds her Charisma modifier on Sense Motive skill checks, in addition to her Wisdom modifier.

This replaces monster lore.

Orisons:
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Feytongue (Ex):
A sworn of the Eldest receives a morale bonus equal to half her inquisitor level (minimum +1) on Bluff and Diplomacy checks.

This replaces stern gaze.

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Weapon and Armor Proficiency:
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su):
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like 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. Bombs are explosive splash weapons, 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 2–1. 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 losing its magic, 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 formuale 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. An alchemist can draw and drink an extract as a standard action. 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 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.

Bomb (Su):
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

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.

Cognatogen (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).

The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

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.

Throw Anything (Ex):
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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.

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. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use.

Discovery (Su):
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

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.

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Adventuring Skills
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Acrobatics +1 (+2 Rank, +3 trained, +2 Ability, -6 Armor)
Bluff +11 (+2 Rank, +3 trained, +3 Ability, +2 Feat, +1 Morale)
Climb -3 (+0 Rank, +0 trained, +3 Ability, -6 Armor)
Diplomacy +9 (+2 Rank, +3 trained, +3 Ability, +1 Morale)
Disable Device +1 (+2 Rank, +3 trained, +2 Ability, -6 Armor)
Disguise +19 (+1 Rank, +3 trained, +3 Ability, +2 Feat, +10 Spell)
Escape Artist -4 (+0 Rank, +0 trained, +2 Ability, -6 Armor)
Fly -4 (+0 Rank, +0 trained, +2 Ability, -6 Armor)
Heal +5 (+1 Rank, +0 trained, +1 Ability)
Intimidate +3 (+0 Rank, +0 trained, +3 Ability)
Knowledge (arcana) +9 (+2 Rank, +3 trained, +2 Ability, +2 Class)
Knowledge (dungeoneering) +9 (+2 Rank, +3 trained, +2 Ability, +2 Class)
Knowledge (local) +8 (+1 Rank, +3 trained, +2 Ability, +2 Class)
Knowledge (nature) +9 (+2 Rank, +3 trained, +2 Ability, +2 Class)
Knowledge (planes) +10 (+3 Rank, +3 trained, +2 Ability, +2 Class)
Knowledge (religion) +10 (+3 Rank, +3 trained, +2 Ability, +2 Class)
Perception +9 (+5 Rank, +3 trained, +1 Ability)
Ride -4 (+0 Rank, +0 trained, +2 Ability, -6 Armor)
Sense Motive +9 (+2 Rank, +3 trained, +1 Ability, +3 Charisma)
Spellcraft +7 (+2 Rank, +3 trained, +2 Ability)
Stealth +5 (+3 Rank, +3 trained, +2 Ability, +3 Feat, -6 Armor)
Survival +7 (+3 Rank, +3 trained, +1 Ability)
Swim +1 (+1 Rank, +3 trained, +3 Ability, -6 Armor)
Use Magic Device +8 (+2 Rank, +3 trained, +3 Ability)

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Background Skills
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Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Artistry +2 (+0 Rank, +0 trained, +2 Ability)
Craft (Alchemy +10 (+0 Rank, +3 trained, +2 Ability, +5 Background)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability)
Knowledge (engineering) +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (geography) +9 (+2 Rank, +3 trained, +2 Ability, +2 Class)
Knowledge (history) +8 (+1 Rank, +3 trained, +2 Ability, +2 Class)
Knowledge (nobility) +8 (+1 Rank, +3 trained, +2 Ability, +2 Class)
Linguistics +14 (+0 Rank, +3 trained, +2 Ability, +1 Trait, +5 Background, +3 Feat)
Lore +2 (+0 Rank, +0 trained, +2 Ability)
Perform +3 (+0 Rank, +0 trained, +3 Ability)
Profession +1 (+0 Rank, +0 trained, +1 Ability)
Sleight of Hand +2 (+0 Rank, +0 trained, +2 Ability)

*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*
*4 points in Linguistics used for Upgrade.*

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd: 1)
Caster Level:
Inquistor Spells Known (5) Level 0 DC 13
Acid Splash: Orb deals 1d3 acid damage.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Detect Poison: Detects poison in one creature or object.

Inquistor Spells Known (3) Level 1 DC 14 3/3
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Expeditious RetreatY: Your base land speed increases by 30 ft.
Shield of FaithY: Aura grants +2 or higher deflection bonus.

Alchemists Formulae Prepared (2+1) Level 1 DC 11
Crafter's Fortune: Subject gains +5 on next Craft check.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Alchemists Formulae Known Level 1 DC 11
Level 1:
Crafter's Fortune: Subject gains +5 on next Craft check.
Reduce PersonY: Humanoid creature halves in size.
Bomber's Eye: Increases thrown weapon range; +1 attack.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Fey Magic Level 0 DC 13
Detect Poison: Detects poison in one creature or object.
Know Direction: You discern north.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Fey Magic Level 1 DC 14
GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours). 1/day

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Special Abilities
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Divine Subdomain
Divine Vessel (Su):
Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charisma Modifer used instead of Wisdom. --->Whimsical Worship

Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.
Replacement Domain Spells: 2nd—bless water, 5th—cleanse, 7th—resurrection, 9th—miracle.

Fey Magic (Su): Forest
Is able to use Fey Magic Spells in Forest Terrain.

Mutagen (Su) :
This discovery gives the alchemist the mutagen class ability. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutagens.)

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

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Equipment
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Equipment list
Melee Weapons Masterwork Mithral Dagger, Light mace
Ranged Weapons Mwk Composite Long bow, 40 Arrows
Armor Mwk Breastplate, Living Steel Snarlshield +1
Other Gear
Alchemist's kit:
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.

Cooking kit:
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.

Inquisitor's kit:
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Formula Book
Acid x 3
Alchemist's Fire x3
Pot x3
Explorer's Clothing
Cold Weather Outfit

Magic Item
Traveler's Any-Tool
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Hat of Disguise
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.

Wealth 32 gp


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Racial Traits
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Half-Elf Racial Traits:

+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus 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 gain a +2 racial saving throw bonus against enchantment spells and effects.
Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.

A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Appearance
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Thorn Slivertip:

Nondescript would be a characteristics of this Man by the name Thorn Slivertip if such could be used in a positive way.

Dressed in the garb of an archetypal adventurer, archetypal arms and armor of one and the average looks of a man ill suited for the rigors of an adventuring life.

Sporting day old beard and close cropped hair that fails to hide a receding hairline, a developing paunch and slight limp. Any casual observer would not spare him a further glance, dismissing him without a thought. Blue eyes gazes at you but there's no expression other then this man isn't the sharpest tool around.

They would not notice that his equipment is well maintained and though scruffy looking, entirely serviceable. Any distinguishable marks are faded but those observant enough will note that his non combat gear are well made. Tough leather is used for his belt, and backpack. The potions hanging at its side are firmly clasped and not likely to jostle or drop easily but accessible enough for immediate use. The placement and arrangement hides that not only are they easily drawn, they are packed in a way to allow for more equipment to be carried masking a muscular tht is in now way inferior to a common Warrior.

They would not noticed that this man has already studied them, their movements and deduced their likely reactions.

Just because the man isn't worth one's observation doesn't mean that he wasn't observing you.................

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Background Story
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Thorn Slivertip:

I am Thorn Slivertip. I was named Thorn.
I do not know my true name.

I am adopted but I don't really know my age or who my true family are and I care not for them.
They abandoned me.
They tried to kill me but failed as I flowed into Time.

My fey Family found me and taught me how to live.
They taught me how to Fight. How to hide. How to jump within the eddies of time.
I lied.

I don't know how to traverse the eddie of time.
I have met several people. I may have met you. It's not where we met. It's when.
I can't explain it properly. My Guardian, one of those in service to the Eldest we know as Shyka.

She showed me Death. Where one should celebrate life, I learnt about the nuances of Death.

I experienced Reincarnation. Some Idiot claiming to be kin to me popped up in the wilds where I was playing Hunted with the others. He struck me with his axe, missed and joined the cycle as my club broke his neck.
He's now enjoying life as a rabbit.
All I did was touched him and wished him life. My brothers and sisters cheered me on as it happened but I did it. I saved his life. As kin at least. I gained the second name of Slivertip.

Catastrophe seemed mild as my true family decided that I should rejoin my so called family who actually attempted to have me join them in bringing forth Great Arcane Works in the name of some divine lord of theirs. Seriously. I don't find self mutilation fun, inspiring or even sensible. Where's the fun in leaving parts of yourself all over?
They obviously took it badly. I nearly didn't make it.

Somone saved me (Any other PC may insert here.) Didn't take long before my True family whisked me away to tend to my wounds as they wept over my missing skin, limbs and face. I healed Quickly.

Shyka thought it amusing and as the shock wore off, so did I. She gave me gifts and sent me out but this time I went out to learn about the world I apparently belonged too.

Summer, winter, Spring or Authumn it made no difference as each time I came out things were different. Even the towns and languages seemed to have changed each time I visited. I'm a quick learner though I mingle with the people easily enough. Skilled in fighting and making the odd alchemical playthings, I saw the world.

May have met my great grand father or at least someone who looked like me. Loved to flail himself. Don't get it. Must have started from him. Runs in the family I suppose. Would have loved to speak to him but that swinging sharp bits on his flail makes conversation really awkward and betrayal of blood? Come on. I like my blood to stay inside me and not spilling it out willy nilly.
T h i s/ f a m i l y/ is/ i n s a n e.
No Fun. Is that why they keep trying to kill me? Shyka pops me out and pops me back in sometime when.

So I came across this really strange papyrus message. It startled an assassin by landing on his head. Obviously sent by that Family. Really unprofessional, the way he caught my thrown vial to his face. Couldn't even pull off an ambush properly.
Who yells out a target name during an Ambush anyway?
I digress.

This papyrus message was for me. I detected Shyka's hand in this but it was interesting. So here I am at this vault.

Thorn Slivertip, that's me.

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Associated Element
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Time Suggested Abilites:

Identify
Level 1 - Moment of Greatness (Utility)
Level 1 - True Strike (Offensive/Defensive)
Level 1 - Twisted Futures (Offensive/Defensive)
Level 3 - Haste (Offensive/Defensive)
Level 3 - Slow (Offensive/Defensive)
Level 4 - Legend Lore (Utility)
Level 6 - Borrowed Time (Offensive/Defensive)
Level 6 - Prophetic Lore (Utility)
Level 7 - Temporal Divergence (Offensive/Defensive/Utility)

What I need from you:
• A complete character sheet, <-- Check baring Hit point rolls.
• Short description, <--- Check
• Short personality,
- Friendly
- Willing to be a team player
- Also a leader whoever wants him
- Reliable
- Willing to learn multiple languages.
• Quirks and flaws,
- Short Attention Span really.
- Might just be a little detached from what's normal after being raised by the Fey.
- Intelligent but not very observant to people around him
- Has problems differentiating degrees of dangers and reactions.
• Background story, <---Check
• What element or type of abilities you have gained and some examples of abilities,
Time Element
More focused on association with time as borrowing spells involving time. Such as knowledge on selected item or speeding/slowing one's perception of time.
• At least one 'plot hook' for me to use for a side quest involving your character
- Oh why do I have this family who's my family and apparently IS my family trying to kill me?
• At least one NPC or PC that is important to you and why.
- Insert PC name in here if selected. Or all of them. Thorn is friends with everyone. Just when or Not........

Gm Bonus: just +2 to one stat (int) and able to use one more elemental ability.