Spell Sovereign

Hasphim Houlsen's page

1 post. Alias of WOLead.


Full Name

Hasphim Houlsen

Race

Elf

Classes/Levels

Gestalt Alchemist(Combat Engineer) 2 / Investigator (Steel Hound Sleuth) 2

Gender

Male

Alignment

Neutral

Languages

Common, Elven(E/W), Human(E/S), GLT, Cryptography

Occupation

Alchemist, Bounty Agent

Strength 13
Dexterity 16
Constitution 11
Intelligence 18
Wisdom 13
Charisma 10

About Hasphim Houlsen

Hasphim Houlsen
Male Elf Alchemist (Combat Engineer) 2 / Investigator (Steel Hound Sleuth) 2
N medium humanoid (Elf)
Init +7; Senses Low-Light Vision Perception +8
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Armor +3 Dex)
hp 15 (1d8 + 1FC)x2
Fort +3, Ref +6, Will +5
+4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
+2 trait bonus vs Divination effects (+1 Trait Bonus to Will already listed)
Resist Fire 5
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Offense
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Speed 30 ft.

Ranged:
. . Longbow +4 (1d8/x/100ft) (P or B ammo)
. . Masterwork Pistol +5 (1d8/x/20ft) (B and P)
. . Pistol (Battered) +4 (1d8/x/20ft) (vs Touch within 20 ft)
. . . +Alchemical Impregnation (+1d6+4) (Acid)
. . Bomb +5 vs Touch (1d6+4/x2/20ft/5 Splash) (Fire)
. . Acid +5 vs Touch (1d6+4/x2/10ft/5 Splash) (Acid)
. . Dagger +4 (1d4+1/19-20x2/10ft) (P or S)
. . Kunai +4 (1d4+1/19-20x2/10ft) (P or B)
. . Improvised +4 (??/x2/10ft) (?)
. . . (Point-blank Shot: +1 Attack and Damage rolls within 30 feet)

Melee:
. . Dagger +2 (1d4+1/19-20x2) (P or S)
. . Kunai +2 (1d4+1/19-20x2) (P or B)
. . Sap +2 (1d6/x2) (Nonlethal)

Other: Mine (2d6+8/DC 16: Half) (Fire)
Mine Notes and Plans:
When not capable of setting a trap, set a mine at Hasphim's own feet before engaging if possible. Staying on the trap keeps it from arming until Hasphim leaves the square. When an enemy engages in melee, 5-foot step away to tempt the enemy into the square with the mine.
2d6+8 fire damage to the target, and 10 fire dmg from the splash to himself.
+6 Ref vs DC 16 for half damage. With Resist Fire 5, the damage done to Hasphim would be 5 on a failure or 0 on a success. On a failure, it can be healed by Spontaneous Healing the next turn 1/day.
Not always applicable, but a Combat Engineer/Alchemist is too used to being blown up by his own experiments. What better way to show this in combat, but by being in said explosions?

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Statistics
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Str 13, Dex 16(+2), Con 11(-2), Int 18(+2), Wis 13, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats:
Gunsmithing
Amateur Gunslinger
1st Point-Blank Shot

Traits: Precise Treatment, Adopted->Carefully Hidden, Reactionary
Languages:
. . Common
. . Elven(East)
. . +-Elven(West)
. . +Human(East)
. . +-Human(South)
. . +General Linguistic Trends
. . +Cryptography

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Skills:
ACP: -1 Armor
(6 class + 4 Int + 1 DM) x 2 = 22
[1]Acrobatics (Dex) +6 (ACP)
[]Appraise (Int) +4
[1]Climb (Str) +5 (ACP)
[2]Craft Alchemy (Int) +10
[2]Disable Device (Dex) +6 (ACP) (Tools)
[1]Escape Artist (Dex) +6 (ACP)
[2]Heal (Int) +10 (+13 with Surgeon's Tools and Healer's Kit)
[1]Knowledge (Dungeoneering) (Int) +9
[2]Knowledge (Engineering) (Int) +10
[1]Knowledge (History) (Int) +8
[2]Knowledge (Local East/South) (Int) +9
[1]Knowledge (Nature) (Int) +8
[1]Linguistics (Int) +8
[2]Perception (Wis) +8
[]Ride (Dex) +2 (ACP)
[]Sense Motive (Wis) +1
[]Sleight of Hand (Dex) +2 (ACP)
[2]Stealth (Dex) +7 (ACP)
[1]Survival +5 (Wis)

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Gear:
Longbow - 75 gp
- x40 Arrows, common (20 for 1 gp)
- x5 Arrows, dye (1 for 1 gp)
- x20 Arrows, blunt(20 for 2 gp)
Masterwork Pistol - 275 gp
2xPistol(Starting) - Free
- 30x Alchemical Cartridge, Paper (1.5gp per shot)
- 15x Alchemical Cartridge, Flare (1.25gp per shot)
- x50 Gunpowder + Bullet (0.275gp per shot)
Powder Horn - 3gp
1x Dagger (2gp)
1x Kunai (2gp)
1x Sap (1gp)
Studded Leather Armor - 25gp
Surgeon's Tools - 20gp
Healer's Kit - 50gp
Thieves' Tools - 30gp
Gunsmith's Kit - 15gp
Fishing Kit - 3gp
Explorer's Outfit
2x Wrist Sheath, spring loaded (5 gp)
2x Bag, Waterproof (5sp)
2x Bandoliers (5sp)
1x Eyeglasses (5gp)
Backpack (2 gp)
Bedroll (1 sp)
Belt pouch (1 gp)
Flint and Steel (1 gp)
Ink (8 gp)
Inkpen (1 sp)
Mess kit (2 sp)
Soap (1 cp)
Torches(10) (1 cp)
Trail rations(5 days) (5sp each)
Canteen (2gp)
Coffee Pot (3gp)
4x Coffee beans (lbs. of Trade Good) (5cp)
Waterproof Hooded Lantern (12 gp)
-10x pints of Lamp Oil (1 sp)

Alchemical Goods:
10x Acid (10gp)
2x Gel, Shard (25gp)
5x Paper Candle Fireworks (1 gp)
5x Alchemist's Kindness (1gp)
1x Bloodblock (25gp)
5x Candlerod (1 gp)
1x Sunrod (Changed) (5 gp)
1x Moonrod (10gp)
1x Water Purification Sponge (25gp)
10x Powder, normal (1cp)
5x Tindertwig (1gp)
5x Darkflare (1gp)

Animal:
Donkey (8 gp)
-Carries most of the heavy goods when traveling. Bedroll, Lamp Oil, Fishing Kit, Portable Alchemist's Lab, most torches and rations, coffee pot, coffee beans, etc.

Wealth:
39 gold, 1 silver, 9 copper


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Racial Abilities:
Keen Senses (+2 to Perception)
Lowlight vision
Desert Runner
Elemental Resistance (Fire)
Weapon Familiarity
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Traits and Feats:
T)Precise Treatment (You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.)
Adopted->Carefully Hidden(Human) (You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.)
Reactionary (You gain a +2 trait bonus on initiative checks.)

1)Point-blank Shot (+1 to attack rolls and damage rolls with ranged weapons against opponents within 30 feet)


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Alchemist(Combat Engineer) Special Abilities:
Gunsmith
-Battered Pistol
-Gunsmithing Feat
Practical Knowledge (+1/2 Level competence bonus to Knowledge(Dungeoneering), Knowledge(Engineering), Craft(Alchemy), Craft(Trapmaking))
Bomb (1d6+Int with 6 uses /day)
Mines (2xBomb Dmg with 6 uses /day)
Experimental Armorer
-Alchemical Impregnation
Throw Anything
Poison Resistance +2
Discovery
-Spontaneous Healing (Fast Healing 5 for 1 round per day).

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Investigator Special Abilities:
Sleuth's Luck (Ex)
-Daring
-Evasion
-Sleuth's Initiative
Inspiration (5 uses / day)
Trapfinding
Packing Heat
-Battered Pistol
-Gunsmithing Feat
-Amateur Gunslinger Feat
--Quick Clear
(Luck+Grit = 2/Day)

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For Hasphim Houlsen, danger isn't a wild animal charging or a thug weilding a knife, it is the word, "Oops."

Physical Description:
Hasphim can be described like a willow tree. Tall, thin and bendy that is predominantly the colors green and brown and being rather solemn. Its also a description that he hates. He can't do much about his build, which is tall, agile and not anemic if the describer even knows what it means. Hasphim has grown out his brown hair, and thrown it into a pony tail in the attempt to get away from how his former short hair helped the illusion of a willow tree. Even his clothing tends to be predominantly in greys, greens, and browns, but he has gone out of his way to include a splash of blue in the form of a stripe along his left arm's sleeve to try to distract from that. Small scars from minor cuts and burns speckle his gloved hands and left cheek, nothing drastic but small spots and lines here and there from past accidents that exploded. High on his nose lay a pair of glasses, sitting close to his eyes, protecting from wind and debris.

Personality:
Hasphim's biggest flaw in his opinion is that he is too curious. He can't help but try to look into how something works, try to solve a mystery, or even just figure out what something is. His friend though always says his biggest flaw is the fact he is not very personable. Hasphim tends to be rather blunt when he speaks, or seemingly ignoring what the speaker is saying as he looks around at various details catching his eye. Still, his dwarven friend did help him ... suffer a decent joke and deliver a bit of dry sarcasm, not to mention enjoying a good drink.
Hasphim prefers caution, but can get caught up in the heat of the moment when it looks like something could be revealed. Still, he'd rather plan and approach with caution if given the chance from repeated experience that patience and a steady hand is needed when dealing with his craft. Unintended explosive results can happen, or sometimes early explosive results if you aren't careful.
The bed-side manner of Hasphim when treating someone is ... lacking. He'll bluntly mention ways one could have caught such an injury or sickness, with no thought of embarrassment for the patient. He has little patience for the number of lies a patient may make for why they need treatment, trying to avoid mortification of the cause. Still, its hard to ignore the effectiveness of Hasphim's care.

Background:

Hasphim's rather eclectic set of skills is all at fault of his adoptive parents. His elven father, Fonor, is a healer who uses alchemy to help improve his talents. His human mother, Alizee, is a full-time agent taking bounties as they come with an eye for detail and sabotage. Even
his dwarven friend Jameson helped his knowledge in engineering as they were younger, while he in turn showed him better methods of alchemy. School tended to be rather ... boring in comparison to the bloody techniques and sometimes explosive formulas from his father, the intrigue and clues his mother's stays at home would offer him, and the complexities and blueprints his friend would bring up trying to get to work.

What Hasphim doesn't know, despite his occasional investigation, is who were his birth parents. Its quite obvious that Alizee and Fonor are not his parents, after seeing a lack of similar features and the fact he is not a half-elven but rather full-blooded elf. Unknown to him, his parents were arrested as Vesteni spies and being investigated as saboteurs when his mother gave birth to him while jailed. Removed from their custody and put up for adoption, his birth parents had later escaped and left him behind in their flight. Alizee was majorly paranoid that the two would return one day and steal him away from them, leading her to teach Hasphim to keep a sharp eye out for details that didn't fit about people.

Lets just say fire, explosions, and panic were good friends with Hasphim in his younger days ... and probably still to this day. The steady hand required for many of these tasks has left him unlikely to burst out laughing, or reeling in shock after multiple accidents in experimentation, and the influence of his mother to remain calm to study the details. It makes him seem cold and aloof, which is honestly a requirement to survive in the trades he follows. He grew used to the flames, though the sheer amount of time and concentration has left him slight bags under his eyes from a need of sleep. Still, coffee is the drink of any scholar greater then that of any other drink.

In Hasphim's past, he did have one bitter rival that shared a mutual hatred with each other. Its mostly due to the fact they were too much alike. Anna Valmont shared similar interests in alchemy and engineering, and had a similar intelligence. Just Anna had a much more passionate personality and temper that fire seemed tame against. Competitiveness rose between Anna and Hasphim during their school years, and slowly turned into a hatred as Anna grew jealous. Competition lead to insults, which lead to speciesism on Anna's part as she joined the ranks of Ostarians that completely hated any elf blood. The last Hasphim has seen of this bitter rival was when he linked Anna's group as the source of a slowly climbing drug problem of Shiver, which they were selling to build funds to work against any elf-blood and not just Vesteni-loyal ones. Anna Valmont had run and escaped, and Hasphim has not seen her since.