Carnival
Female Tiefling Gun Chemist Alchemist 1
Neutral Good Medium Humanoid (Native Outsider)
Initiative; +1 Perception +6
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Defense
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AC 19, touch 14 flat-footed 15 (Base +10, Dex +4, Armour +3, Natural Armour +2)
hp 9
Fort +3, Ref +6, Will +1
Resistance Fire Resistance 5
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Offence
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Speed 30 ft.
Melee
Ranged - Musket - +4 to hit - 1d12 damage - x4 Crit
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Extracts
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First Level Extracts - 2 per Day
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-
Formulae Known - Cure Light Wounds, Comprehend Languages, Targeted Bomb Admixture, Enlarge Person, Shield, Reduce Person
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Statistics
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Str 9 Dex 18, Con 12(16), Int 18 Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14
Bonus Feats - Gunsmithing - Create and mend firearms and ammunition.
Feats 1st - Rapid Reload - Reload a weapon one step faster.
Traits
Student of Philosophy - Use Intelligence for Diplomacy and Bluff, except when gathering information or bluffing in combat.
Trustworthy - Gain a +1 to bluff when fooling someone, and a +1 to Diplomacy. Diplomacy becomes a class skill.
Blighted Physiology - +1 AC, but sickened for one round after magical healing.
Drawback
Empty Mask - Take a -1 against compulsions, and a -2 against anyone who knows your True Name.
Racial Traits
Soul Seer - Use Deathwatch at will.
Scaled Skin - Fire Resitance 5 and +1 Natural Armour.
Skill Bonus - +2 to Bluff and Stealth.
Dark Vision - See 60ft in the dark.
Skills Bluff +8, Disable Device +8 (6), Diplomacy +9,Perception +5, Knowledge (Arcana) +8, Spellcraft +8, Survival +5, Stealth +6.
Bonus Skills Craft (Alchemy) +9, Perform (Dance) +5
Languages Tian, Common, Infernal, Abyssal, Draconic, Orc
Combat Gear Gunslinger’s Musket (30 Alchemical Cartridges), Parade Armour (Alkenstar),
Other Gear Gunsmith’s Kit, Alchemist’s Kit, Grooming Kit, Backpack
Traveller’s Clothes, Bandolier’s x 2, Belt Pouch x 2
Money 13gp 5sp 0cp
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Special Abilities
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Alchemical Ordnance - Add an additional blast to a firearm, inflicting 1d6 per two levels plus intelligence in additional fire damage. Any effect that would modify a bomb modifies the ordnance.
Gunsmith - Clear a jammed firearm with a use of Alchemical Ordnance.
Mutagen - Create an extract that grants +4 to one physical ability but a -2 to one mental score, and adds +2 AC.
Favoured Class Bonus - +½ damage to Alchemical Ordnance
Neutral Good Medium Humanoid (Native Outsider)
Initiative; +1 Perception +6
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Defense
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AC 19, touch 14 flat-footed 15 (Base +10, Dex +4, Armour +3, Natural Armour +2)
hp 9
Fort +3, Ref +6, Will +1
Resistance Fire Resistance 5
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Offence
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Speed 30 ft.
Melee
Ranged - Musket - +4 to hit - 1d12 damage - x4 Crit
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Extracts
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First Level Extracts - 2 per Day
-
-
Formulae Known - Cure Light Wounds, Comprehend Languages, Targeted Bomb Admixture, Enlarge Person, Shield, Reduce Person
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Statistics
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Str 9 Dex 18, Con 12(16), Int 18 Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14
Bonus Feats - Gunsmithing - Create and mend firearms and ammunition.
Feats 1st - Rapid Reload - Reload a weapon one step faster.
Traits
Student of Philosophy - Use Intelligence for Diplomacy and Bluff, except when gathering information or bluffing in combat.
Trustworthy - Gain a +1 to bluff when fooling someone, and a +1 to Diplomacy. Diplomacy becomes a class skill.
Blighted Physiology - +1 AC, but sickened for one round after magical healing.
Drawback
Empty Mask - Take a -1 against compulsions, and a -2 against anyone who knows your True Name.
Racial Traits
Soul Seer - Use Deathwatch at will.
Scaled Skin - Fire Resitance 5 and +1 Natural Armour.
Skill Bonus - +2 to Bluff and Stealth.
Dark Vision - See 60ft in the dark.
Skills Bluff +8, Disable Device +8 (6), Diplomacy +9,Perception +5, Knowledge (Arcana) +8, Spellcraft +8, Survival +5, Stealth +6.
Bonus Skills Craft (Alchemy) +9, Perform (Dance) +5
Languages Tian, Common, Infernal, Abyssal, Draconic, Orc
Combat Gear Gunslinger’s Musket (30 Alchemical Cartridges), Parade Armour (Alkenstar),
Other Gear Gunsmith’s Kit, Alchemist’s Kit, Grooming Kit, Backpack
Traveller’s Clothes, Bandolier’s x 2, Belt Pouch x 2
Money 13gp 5sp 0cp
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Special Abilities
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Alchemical Ordnance - Add an additional blast to a firearm, inflicting 1d6 per two levels plus intelligence in additional fire damage. Any effect that would modify a bomb modifies the ordnance.
Gunsmith - Clear a jammed firearm with a use of Alchemical Ordnance.
Mutagen - Create an extract that grants +4 to one physical ability but a -2 to one mental score, and adds +2 AC.
Favoured Class Bonus - +½ damage to Alchemical Ordnance
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Appearance -------------------- Lilac skin, golden eyes, sweeping horns and a long tail - there is very little doubt as to what Carnival is. Her infernal heritage is fairly apparent, so she doesn’t bother trying to hide it. Especially in Alkenstar, where strange creatures are not exactly uncommon. Besides, Carnival doesn’t seem to especially mind her heritage, although she doesn’t give many details on it either. She decorates her horns with golden chairs and rings, as well as her long tail and keeps her midnight black hair well combed and clean. Carnival is rarely seen without her long rifle, nor the bandoliers covered in various alchemical agents and vials on her person. Her clothing tends towards the functional, simply because she doesn’t have the coin to waste on nicer clothing, and her equipment is battered but well cared for and functioning. Just about. Most of the time. They also tend to be darker shades of unusual colours. Moving with a certain loose, rhythmic motion that suggests a dancer's training, although a certain shudder occasionally hints at something else - a knee or ankle injury, maybe. She speaks in a high mezzo-soprano and takes pains to keep herself and her clothing clean, usually smelling of soap and a variety of odd chemicals. |
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Personality
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Carnival is a bit flamboyant, eccentric and very smart. Despite being somewhat of a blunt object in terms of personality she’s very personable and chatty, and surprisingly good at talking people around to her way of thinking, often mentioning obscure facts to support her arguments. Although a lot of the time she simply seems to be lying. It’s not always easy to tell.
Highly energetic she’s often moving with little twirls or spins, but lacks the grace for more complex acrobatics. This doesn’t always stop her trying. In fact she often tries thing she probably shouldn’t, simply to see if what she expects happens. This is partially why her funds are currently rather low.
Carnival is intensely curious about the world and likes to prod it until bits explode. She seems to get a certain delight in making things blow up. The ammunition she creates is excellent for doing just that, but horrifyingly unstable out of her hands - a bit of a floor, but one she hopes to perfect.
While she wants to learn everything about existence, she’s quite careful not to let much slip about herself. There are hints - she’s a well trained Alchemist, for example, and there are not a huge number of places to learn such, and the name she uses - but she doesn’t reveal much about her time before she arrived in Alkenstar.
Personality
--------------------
Carnival is a bit flamboyant, eccentric and very smart. Despite being somewhat of a blunt object in terms of personality she’s very personable and chatty, and surprisingly good at talking people around to her way of thinking, often mentioning obscure facts to support her arguments. Although a lot of the time she simply seems to be lying. It’s not always easy to tell.
Highly energetic she’s often moving with little twirls or spins, but lacks the grace for more complex acrobatics. This doesn’t always stop her trying. In fact she often tries thing she probably shouldn’t, simply to see if what she expects happens. This is partially why her funds are currently rather low.
Carnival is intensely curious about the world and likes to prod it until bits explode. She seems to get a certain delight in making things blow up. The ammunition she creates is excellent for doing just that, but horrifyingly unstable out of her hands - a bit of a floor, but one she hopes to perfect.
While she wants to learn everything about existence, she’s quite careful not to let much slip about herself. There are hints - she’s a well trained Alchemist, for example, and there are not a huge number of places to learn such, and the name she uses - but she doesn’t reveal much about her time before she arrived in Alkenstar.
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Personality
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Having taken fair pains to keep her past a secret, no one in Alkenstar is aware of who Carnival is or where she came from. She certainly wants to keep it that way. But there are...hints, if you look, and you listen, that slip through the cracks.
Carnival wasn’t born with that name, although most can work that out on their own. She speaks with an accent that a few have suggested might be from some part of Tian - although Tian is large enough that, if that’s right, it doesn’t narrow it down especially. Occasionally she’ll mention that she was at a...school, of some kind. A place where she learned a lot. Once, when a little tipsy, she mentioned Pei Zin...although she wouldn’t explain what it was.
Something went wrong. Tight-lipped at the best of times, this is where Carnival becomes silent. She won’t explain what happened. Whatever it was, it was bad enough to make her desert wherever she’s from, her life there, any family and friends...and leave even her name behind.
She’s hinted that she travelled from Tian in a variety of ways, and that it took some time. For those that are trying to work out her past, this is almost certainly where she started using the name ‘Carnival’, and probably where she picked up her training for dance.
Eventually, she arrived at Alkenstar - a city without magic. Something about that really appealed to her, especially given her own Alchemist’s skills, and she settled into the city. She’s taken to doing odd jobs here and there to earn her keep and advance her craft, and has somehow gotten hold of Alkenstar armour.