Lantern Bearer

Twitchy Ha'el's page

131 posts. Alias of Krallek.


Full Name

"Twitchy" Ha'el Pyrestone

Race

Elf

Classes/Levels

Alchemist 2 (HP: 11, AC: 17, TAC: 14, FFAC: 13, F: 4, R: 6, W: 0, Init: 4, Per: 4)

Gender

Male

Size

M

Age

112

Alignment

Chaotic Good

Languages

Elvish, goblin, common

Occupation

Alchemist

Strength 11
Dexterity 18
Constitution 15
Intelligence 19
Wisdom 10
Charisma 12

About Twitchy Ha'el

Backstory:Ha'el Pyrestone is a bit of an anomaly. Though he is an elf, he was never raised within a 1000 miles of an elven community. As refugees of the war between the Gods, Mortals, and Outsiders, Ha'el's mother moved him at a very young age deep into the human heartlands well away from the war. They settled in a small town called Shims Vale (Turvar region) and Ha'el's mother opened up a small alchemy shop in town. This community was wary of outsiders and never really accepted them as one of their own. However, Ha'el's mother made excellent alchemical lamps, poultices, and other valuable elixer and the community developed a tolerance for her if only for her valuable skills.

Ha'el was raised among humans and as such had human children as playmates. However, he was an excellent athlete and an even better student and the local children shunned him as a freak. They didn't like to be shown up by an outsider. What few friends he did manage to make grew up and matured much faster than he did; as would be expected. Many of them grew up and started families of their own while Ha'el was still a relatively young man.

One particularly brutish young lad named Hegel took to bullying Ha'el and treated him like a pariah. He and his cronies would stop at nothing to belittle or demean Ha'el and when they were out of sight of the school master they would beat him mercilessly. Most of their pranks were more than just school boy tomfoolery. Over the years they just got worse and worse. Ha'el started spending more time in the shed behind his mothers shop experimenting with explosives and volatile chemicals. This became something of a passion for the boy and he did it day and night just to get away from it all. He knew he would never fit in and Hegel and his gang were making his life a living hell. One day Hegel's house exploded in a ball of flames killing his parents, brother and two little sisters. There was never any proof that Ha'el did this crime but the court of public opinion weighed heavily.

When Ha'el's mother died he tried to continue on with the business but there was just too much baggage in this town. He sold her business for a fraction of its real value and set out on the road making his living as a traveling merchant selling alchemical wares. Eventually his skills as an alchemist and his experience as a merchant landed him a job working for the Aquayn Trade Alliance moving highly dangerous and explosive goods between the human communities. Though somewhat profitable, this was not Ha'el's true calling. The problem was, though he was a fair merchant and managed to profit from his trades, he also liked to spend a good deal of his profits on his experiments. He rarely hired guards to protect his trade. Instead, he devised many new bombs and extracts to fight off would be thieves himself. This quickly ate up his profits. Moreover, he wanted to experiment more with explosives, poisons, and mutating extracts. He needed a new line of work. That was when he heard about the ATA holding recruiting parties in a place called Borentia. He headed there immediately.

Traits: Accelerated drinker (drink potion as move action instead of standard action). Suspicious (+1 to sense motive checks)

HP: 2d8 +4 (con) +2 (FC) for a total of 18

BAB: 1

AC: 17, FFAC: 13 TAC:14

Fort:5 REF:7 WILL:0

Gold: 14

Skills: 1 point in knowledge profession (merchant)as profession skill point.

Strength Skill Points: 1
Dexterity Skill Points: 5
Wisdom Skill Points: 1
Intelligence Skill Points: 5
Charisma Skill Points: 2

Appraise (Int): 2 + 4 + 3 = 9
Craft Potion (Int but class skill): 2 + 4 + 3 = 9
Knowledge Arcana (Int): 2 + 4 + 3 = 9
Knowledge Local (Int): 2 + 4 + 3 = 9
Spellcraft (Int): 2 + 4 + 3 = 9
Disable Device (Dex): 2 + 4 + 3 = 9
Fly (Dex): 2 + 4 + 3 = 9
Perception (Wis): 2 + 0 + 3 = 5
Profession (merchant): 1 + 4 + 3 = 8
Use Magic Device (Cha): 2 + 1 + 3 = 5
Sense Motive (Wis): 1 + 0 + 3 = 4

Action Points: 9+3=12?

Feats:
Alchemist 1: Alchemy, bomb 1d6+4, Brew Potion, Mutagen, Throw Anything, precise shot, Precise bombs

Equipment:
*Studded leather armor (3 ac, 25g)
*Light Crossbow 20 quarrels (d6/d8, 19 crit, x2, pierce, 35gp)
*2 Daggers: (d3/d4, 19 crit, x2, pierce, 4gp)
*Trail rations (1 week)
*Blanket, bedroll, canvass tarp
*Backpack, 2 empty loot sacks
*Alchemist kit (25gp)
*Portable alchemist lab (75gp)

Level One Formula:
*Cure Light Wounds (slot 1)
*Shield (slot 2)

*Bombers Eye
*Endure Elements
*True
*Expeditious Retreat