Kalima de Cleyre
"... a brilliant mind, a fervent idealist, an unflinching fighter, a devoted and loyal comrade."
Female Human alchemist 1
CG medium humanoid (human)
Init +6; Senses Perception +5,
(Natural) AC 12, touch 12, flat-footed 10 (+2 Dex)
(Padded) AC 13, touch 12, flat-footed 11 (+2 Dex)
hp 9 (1HD)
Fort +2, Ref +4, Will +1
Ranged blowgun +2 (1d2)
Melee cestus +0 (1d4/19-20)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Melee wooden stake +0 (1d4)
Ranged wooden stake (thrown) +2 (1d4)
Ranged bomb +3 (1d6+4)
Special Attacks Bomb, Throw Anything,
Speed 30 ft. (6 squares)
Special Actions Bomb, Throw Anything,
Abilities: STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 18 (+4) WIS 13 (+1) CHA 12 (+1)
Base Atk +0; CMB +0; CMD 12
Feats: Armor Proficiency – Light, Brew Potion, Eclectic, Improved Initiative, Simple Weapon Proficiency, Throw Anything
Skills: Acrobatics: 2; Appraise: 4; Bluff: 1; Climb: 0; Craft (Alchemy): 8; Craft (Untrained): 4; Diplomacy: 6, Disguise: 1; Escape Artist: 2; Fly: 2; Heal: 5; Intimidate: 1; Knowledge (Arcana): 8; Knowledge (Nature): 8; Perception: 5; Perform (Untrained): 1; Profession (Librarian): 5; Ride: 2; Sense Motive: 1; Sleight of Hand: 6; Spellcraft: 8; Stealth: 2; Survival: 1; Swim: 1;
Languages: Taldane (Common), Tien, Draconic, Aboleth, Elven
Special Qualities: Alchemy, Bonus Feat, Brew Potion, Enemy of Slavers, History of Defiance, Mutagen, Researching the Blot, Skilled
Possessions (Equipped): scholar’s outfit; Backpack [ Blowgun; Bomb; Cestus; Darts, Blowgun (10) (x2); Dagger; Rations (Trail/Per Day) (x4); ]; Blowgun ; Waterskin ;
Possession (Unequipped): alchemist’s lab, portable; padded armor; bedroll; candle; meals (common/per day) (x3); wooden stake; traveller’s outfit; waterskin;
GP: 3GP; 0SP; 0CP;
Unknown (Kept for future use) Level 1: Ant Haul, Comprehend Languages, Detect Secret Doors, Detect Undead, Disguise Self, Enlarge Person, Expeditious Retreat, Identify, Jump, Negate Aroma, Reduce Person, Stone Fist, Touch of the Sea, True Strike
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you 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.
Bomb (Su) You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use 5 bombs each day. 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, you must use a small vial containing an ounce of liquid catalyst – you 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 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, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb’s minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Bonus Extract Formula Add one extract formulae from the alchemist’s list to the character’s formulae book. This formulae must be at least one level below the highest formulae level the alchemist can create.
Bonus Feat Humans select one extra feat at 1st level.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Enemy of Slavers (Social) You are known to be single-minded with regard to slavery, and this fervent belief is easily perceived by others. Those who deal in flesh have a greater desire to appease you before matters escalate to confrontation, knowing that your wrath will be unwavering and swift. Benefits: You gain a +2 trait bonus on Diplomacy and Intimidate checks made to sway the minds of slavers and anyone who otherwise keeps innocent people against their will.
History of Defiance (Social) You were raised with religious views that you have found difficult to accept, hypocritical even, and have often caused yourself to be treated as pariah by those you love. As a result, you have turned your back on religious teachings. Benefit: As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells. You refuse to use or equip items that have been made by divine spell casting.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time – if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score – either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save 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.
Researching the Blot You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your 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.
Born in the settlement of Carrion Hill in eastern Ustalav, she was placed as a young girl into a Andoletta convent in Grayce, near Caliphas by her father, because he thought it would give her a better education. This experience had the effect of moving her towards atheism rather than Andolettism. Of her time spent there she said, “it had been like the Valley of the Shadow of Death, and there are white scars on my soul, where ignorance and superstition burnt me with their hell fire in those stifling days”. She attempted to run away by swimming down the Droa river to Anactoria; but she met friends of her family who contacted her father and sent her back. She graduated and received a gold medal from the school, which she can be seen wearing in the picture.
Family ties to the anti-slavery movement, the harsh and unrelenting poverty that she grew up in, and being named after the philosopher Kalim all contributed to the radical rhetoric that she developed shortly after adolescence. After schooling in the convent, de Cleyre began her intellectual involvement in the strongly anti-clerical freethought movement by lecturing and contributing articles to freethought periodicals.
With a firm belief that the only thing separating the gods from humans is knowledge, she endeavours to bridge that gap through the systematic study of the natural and para-natural world. To that end, she has made her way to the City of Cyphers to seek employment with the cyphermages as a librarian until she has gained enough experience to aid in their research.
After a few rough nights in less reputable establishments, Kalima has finally taken up temporary lodging at the Gold Goblin.
THE DIRGE OF THE SEA
Come! Come! I have waited long!
My love is old,
My arms are strong;
I would woo thee, now,
With the wave-kiss cold
On they pallid brow;
Thine ears shall hear
My eternal moan;
Thou’It feel my lips,
And the bathing tear
Where my sorrow drips.
Reign in thy magesty, all alone.None! None wept for thee,
Nearing the verge
I, thy solemn dirge Will chant for eye
Wide as the wave-merge
Was cold as stone,
Thine eyes could shine
Like my blue waves fair;
Thy lips, like wine,
Curved to kisses rare!!
And the wine as deadly! Come, love, alone!
Float! Float, on the swelling wave!
Long is the hearse,
Wide the grave;
Thy pall is a curse
From the fading shore
A broken verse
From a heart wrung sore!
The words are low
As a dying groan;
The voice thrills so,
It might rouse thy breast
With pity’s glow,
Wert thou like the rest!
But thou, my hero, wert never known
To feel as a human; thou stoodst, alone.
I strew the deep
With these human specks!
No faith I keep With their moral trust;
See how I heap
Their crumbling dust!
As they knelt to pray
When the ships went down;
I flung my spray
In their dying eyes,
And laughed at the way
It drowned their cries!
And said: “The Sea laughs.” Ah, I laughed alone.
Now! Now, we twain shall go,
Laughing so! The fools ye mocked
With your tender eyes,
The trusts ye rocked With your cradling lies,
Shall rot in clay
Or crumbled bone,
Thou shalt hold thy way,
Day-kissed and fair,
Where the wild waves play
In the sun-thick air!
Ye shall know for aye, where we wander lone.
Love! Love! Thou wert like to me!
Thy luring gaze
The marsh-light blaze
To some human soul,
Down the darkn’ing maze
To Ruin’s goal.
Like whistled leaves
Around thee stown,
Whirled the dead beliefs
Of each long-mourned life!
Here, no one grieves:
Neither tears nor strife
Thou shalt stand in their midst, and smile, alone!Laugh! Laugh! O form of light!
Thy faithless sight!
The flowing tides
Of thy heart are still;
Yet are wrecks thy brides,
For it is my will
May strew around
Thy eternal throne!
The gurgling sound
Of the dying cry,
The gushing wound
Thy realm in death! Thy heaven, alone!Years! Years, ye shall mix with me!
Ye shall grow a part
Of the laughing Sea;
Of the moaning heart
Of the glittered wave
Of the sun-gleam’s dart
In the ocean-grave.
Fair, cold, and faithless wert thou, my own!
For that I love
Thy heart of stone!
From the heights above
To the depths below,
Where dread things move,
A life so trustless! Proud be thy crown!
Ruthless, like none, save the Sea, alone!
LIFE OR DEATH
A Soul, half through the Gate, said unto Life:
“What dos thou offer me?” And Life replied:
“Sorrow, unceasing struggle, disappointment;
Darkness and silence.” The Soul said unto Death:
“What dos thou offer me?” And Death replied:
“In the beginning what Life gives at last.”
Turning to Life: “And if I live and struggle?”
“Others shall live and struggle after thee
Counting it easier where thou hast passed.”
“And by their struggles?” “Easier place shall be
For others, still to rise to keener pain
Of conquering Agony!” “and what have I
To do with all these others? Who are they?”
“Yourself!” “And all who went before?” “Yourself.”
“The darkness and the silence, too, have end?”
“They end in light and sound; peace ends in pain,
Death ends in Me, and thou must glide from
To Self, as light to shade and shade to light again.
Choose!” The Soul, sighing, answered: “I will live.”