Posting here. Just the basics and backstory, since otherwise it'd be huge.
Click to reveal.. (AMADAN RAYTON)
AMADAN RAYTON
Male Human
Alchemical Hunter/Archer of Liea
Pragmatic
HEALTH: 21/21
STAMINA: 10/10
SPEED: 5/5
SKILL POINTS: 00/90
Missile (Archery): 7 (28)
Melee (Knives): 2 (3)
Magic (Transmutation): 6 (21)
Alchemy: 3 (6)
Acrobatics: 3 (6)
Arcana: 2 (3)
Artifice: 2 (3)
Athletics: 1 (1)
Nature: 2 (3)
Perception: 5 (10+RB)
Stealth: 4 (6+RB)
HUMAN SURVIVAL (RACIAL) - You receive a +1 bonus to Perception checks, and also to STEALTH. You can make checks to Stealth, Athletics or Acrobatics as if trained.
LIEA'S BLESSING (PERK) - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to accuracy.
NEGATIVE ANIMAL MAGNETISM (WEAKNESS) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight.
Click to reveal.. (Transmutational Spells (3+2))
Energetic Arrow: Charges an arrow with energy on launch, which effects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow.
-Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials.
-Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow.
-Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals.
-Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down.
Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM.
Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying.
Detrimentum: Disintegrates a targeted creature or object.
Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina.
Click to reveal.. (Archery Techniques (3))
Multi-Shot: Nocks and fire up to three arrows simultaneously. Each arrow counts as its own individual attack, at a -3 accuracy penalty for each additional arrow.
Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin)
Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty.
Click to reveal.. (Knife Techniques (1))
Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.
Click to reveal.. (Alchemical Recipes)
PRIMARY RECIPES (1 REAGENT)
Healing Tonic (Water) – Heals 6 HP when drunk.
Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes.
Alchemical Fire (Fire) – Catches fire when exposed to air.
Stamina Potion (Earth) – Recovers 3 STM.
Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others).
SECONDARY RECIPES (2 REAGENTS)
Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective antidote, capable of curing a wide variety of mild-to-moderate poisons and toxins, and inhibiting the effects of stronger toxins. If you are pregnant or may become pregnant, contact a certified healer before taking.
Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom.
Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound.
Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged.
Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes.
Click to reveal.. (INVENTORY)
CURRENCY
10 Gold, 11 Silvers, 17 Coppers (11.27 Gold)
EQUIPPED/WORN
Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 10 ricochets towards the nearest logical foe with the amount above 10 added to-hit. A roll below 10 ricochets towards the nearest logical ally with the amount below 10 added to-hit. A 10 causes the arrow to disappear in a puff of apathy.
Quiver – A standard quiver for holding arrows.
__10x Wood Arrows – Standard, cheap arrows that could be whittled from long sticks.
__0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break.
__10x Steel Arrow – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break.
Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy.
Leather Armor (Armor?) – Bog-standard leather armor.
Buckler (Armor?) – Your typical buckler with a wrist strap.
Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed. (I can elaborate more on how it works if needed)
Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea.
PACK
Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents.
__4x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents
__2x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites.
__2x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials.
__3x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom).
__2x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs.
__Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels.
Hawkeye Brew – Improves eyesight for 30 minutes, providing +3 perception and +1 Missile Weapons.
Kath Inhibitor – A smoky-clear antidote capable of curing mild-to-moderate poisons and toxins, and inhibiting the effects of stronger ones.
4x Jerky – Portions of dried meat. The tastier alternative to hardtack.
2x Waterskins – Bags capable of holding two days of water each.
25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching.
Click to reveal.. (BACKSTORY)
"I haven't heard from you for a while." A lean figure spoke softly, staring into a gently-burning campfire. The firelight seemed to shine brightly off of a golden pendent in the figure's hand, though whether it was magic or a trick of the light was unclear. It was also unclear to whom the figure spoke to; he was alone on this night, on a little-traveled road toward Pelinora. "Not since Risis. Not since..."
The figure's voice trailed off into the night, his left hand subconsciously running over his gauntlet-covered right. "I don't doubt you. I still think that you're guiding me, even if only from a distance, but... I can't help but wonder. Why me? What makes me different, what sets me apart? Do I possess some unknown gift for being in the right place at the right time, or am I merely a magnet for chaos and turmoil? I mean... First the cult of Yunelias, then the time beetle on Aldathin. When I return home to contemplate and study, I find my hometown in chaos and Brahman authority there in ruin... And then, just when things quiet down, this letter shows up..."
The figure pulled a letter from his pack nearby and held it in front of him. "Every time it seems the world is right for even a few moments, something else falls apart in front of me." The figure, standing up, tossed the letter into the fire. For a few moments, he watched the inked paper burn to ash, small glowing embers rising from the fire and being carried on the gentle breeze toward the lightening sky of very early dawn. "I'm not really in a position to complain though, am I? I could very well just walk away. Just return to Mirus, settle down, have a quiet life..."
At this, the figure's words and posture seemed to draw on some reserve of resolve and confidence. "But someone has to care. Someone needs to set things right, and if that honor falls to me, then so be it. Even if it means sacrificing my chance for happiness, sanity, or even costing my life, I won't hesitate." The figure gathered up his pack, along with a bow and quiver. "All I ask is that you stay by me, Liea, for I am still in your service."
The figure turned to leave, waving his hand once. The campfire abruptly extinguished, leaving naught but a small trail of smoke leading up to the heavens.