GiselleInSpace

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Aug 26th, 2014
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  1. Tezun-Orc, Alchemist 2, Slayer 1. HP: ??? (max? If so, 29.) Alignment: Shooting for true neutral, but not sure. May lean towards good.
  2. (not sold on name, if naming conventions come up I am willing to use them. Turkish? Mongolian?)
  3.  
  4. Str-18
  5. Dex-14
  6. Con-12
  7. Int-18
  8. Wis-10
  9. Cha-12
  10.  
  11. Traits: (Not set in stone)
  12. Carefully Hidden, +1 to will Saves, +2 to saves against divination.
  13. Clever Wordplay: Use Int instead of Cha on Bluff
  14.  
  15. Fort: +5 Ref: +6 Will: +3
  16. Initiative: +2
  17.  
  18. Alchemist Skills: 18 Skill points:
  19. Appraise (Int): 1
  20. Bluff (Cha): 2
  21. Craft (alchemy) (Int): 2
  22. Disable Device (Dex): 1
  23. Diguise (Cha): 2
  24. Knowledge (arcana) (Int): 2
  25. Knowledge (nature) (Int): 1
  26. Perception (Wis): 2
  27. Profession (Sailor) (Wis): 1
  28. Sleight of Hand (Dex): 2
  29. Spellcraft (Int): 1
  30. Use Magic Device (Cha): 1
  31.  
  32. Slayer Skills: 11 points
  33. Acrobatics (Dex) 1
  34. Bluff (Cha):
  35. Climb (Str) 1
  36. Craft: (alchemy) (Int):
  37. Disguise (Cha):
  38. Heal (Wis)
  39. Intimidate (Cha): 1
  40. Knowledge (dungeoneering) (Int):
  41. Knowledge (geography) (Int): 1
  42. Knowledge (local) (Int): 1
  43. Perception (Wis): 1
  44. Sense Motive (Wis): 1
  45. Stealth (Dex): 2
  46. Survival (Wis): 1
  47. Swim (Str): 1
  48.  
  49. Totals:
  50. Acrobatics: +6
  51. Appraise: +8
  52. Bluff: +10
  53. Climb: +8
  54. Craft (Alchemy): +11 (+12 if on his table)
  55. Disable Device: +6
  56. Disguise: +6
  57. Knowledge Arcana: +9
  58. Knowledge Geography: +8
  59. Knowledge Local: +8
  60. Knowledge Nature: +8
  61. Perception: +6
  62. Profession Sailor: +4
  63. Sense Motive: +4
  64. Sleight of Hand: +7
  65. Stealth: +7
  66. Spellcraft: +7
  67. Survival: +4
  68. Swim: +8
  69. Use Magic Device: +5
  70.  
  71.  
  72. Class crap:
  73. Extracts
  74. Alchemy (+2 on crafting alchemical items)
  75. Bombs: 1d6, (6 a day)
  76. Brew Potion
  77. Mutagen (Strength prepared)
  78. Throw Anything
  79. Poison Use
  80. Poison Resistance (+2)
  81. Discovery: Spontaneous Healing (still not in stone, was looking at Tumor Familiar)
  82. Studied Target
  83. Track
  84.  
  85. Feats:
  86. Iron Will
  87. Point Blank Shot
  88.  
  89. Extracts:
  90. 1st-Bomber's Eye, True Strike, Touch of the Sea, Shield, Longshot, Crafter's Fortune, Cure Light Wounds
  91.  
  92. 4 per day
  93.  
  94. Crap: 3000 gold to spend, so:
  95. Composite Longbow (+4 strength): 500 gold
  96. Orc Double Axe: 90 gold
  97. Battleaxe: 10 Gold
  98. Breastplate: 200 Gold
  99. Chainshirt: 100
  100. Heavy Steel Shield: 20
  101. 10 daggers (throwing): 20 gold
  102. 40 Arrows: 4 gold
  103. 2 Slowburn Arrows: 300
  104. Elixer of Hiding: 250
  105. Elixer of Swimmingx2: 500
  106. Portable Alchemy Lab: 75
  107. 20 Candle Rods: 20
  108. 10 Sunrods: 10
  109. 3 Spider Sac's: 90
  110. 3 Tar Bombs: 45
  111. 4 Thunderstones: 120
  112. 5 Tanglefoot Bags: 250
  113. 1 Tangleburn Bag: 150
  114. 10 Tindertwigs: 10
  115. 5 Alchemist Fire: 100 (1d6+4)
  116. 2 Bottle Lightning: 80 (1d8+4)
  117.  
  118. 36 Gold in various alchemical things, for crafting.
  119.  
  120. Languages: Orc, Common, Elven, Dwarven, (two more, but would like to see what may be needed?)
  121.  
  122. Description:
  123. Orc? No idea what Orcs look like or have as features, but he has a IX symbol tattooed on his upper left arm. Tusky, though, and dusty skinned? Passes as an ugly elf, I assume. Dresses in his armor, heavy cloaks, keeps his hair a 'medium' length for that disheveled short hair look, or if thematically appropriate for Orc fashion, has dreads. He has bandoleers of his bombs, alchemical reagents, and other bullshit on him, his ax hangs at his side, his bow on his back.
  124.  
  125. Background:
  126. No real parents, (or they disappeared when he was young) Tezun was raised on the outskirts of a city in the free states. He was tutored by a mad alchemist who cared very little for him being an orc, only that he was brilliant. While he had learned on his own how to kill and how to hunt, the alchemist taught him how to brew and craft, to fight with tools other than blade and armor. Soon his mentor passed (Maybe?!) and he set out for a life on the high seas, where Tezun's heritage meant less to merchant marines as long as he did what he was told and if he kept it a secret. Tezun is smart, strong, and tougher than he appears (though that's more the alchemy) and is willing to get his hands dirty.
  127.  
  128. Personality:
  129. Strong, silent, thinker. Tezun is mostly withdrawn, shying away from conversations that may get too close to who or what he might be. He's very knowledgeable and clever once he's sure he's not going to be judged. He bears little hatred for the destruction of his race, as he doesn't know what they were like. But doesn't hate himself, and prefers his head attached to his shoulders. He is intensely curious about his people though, and enjoys seeing scraps of lore, their culture and their books, and owns a few books in Orc.
  130.  
  131. And because I know you're a sucker for this:
  132. (Or, the GM pandering section)
  133.  
  134. WoD, light:
  135. Virtue: Fortitude
  136. Vice: Wrath/Pride (I'm not wrong. I'm too smart to be wrong.)
  137.  
  138. Exalted, Light:
  139. Motivation: To know all about his lost race.
  140.  
  141. Virtues, if he was a Solar:
  142. Compassion: 2 Temperence: 3 Conviction: 3 Valor: 3
  143.  
  144. Concept: Trick alchemical fighter.
  145.  
  146. Intimacies: Alchemical formula book, his parent's orc double axe, ???
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