<div class="floatright">(http://i1381.photobucket.com/albums/ah226/gary_leon_miller/fetchling_zpspp3tdsb6.jpg) (http://s1381.photobucket.com/user/gary_leon_miller/media/fetchling_zpspp3tdsb6.jpg.html)</div><br/><strong>Dathnor</strong><br/>Male fetchling alchemist (metamorph) 4/rogue (chameleon) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 123, Pathfinder RPG Ultimate Combat 71)<br/>CG Medium outsider (native)<br/><strong>Init </strong>+6;<strong>Senses </strong>darkvision 90 ft., low-light vision; Perception +9<br/>--------------------<br/><strong>Defense</strong><br/>--------------------<br/><strong>AC </strong>20, touch 14, flat-footed 16 (+6 armor, +3 Dex, +1 dodge)<br/><strong>hp </strong>30 (6d8+2)<br/><strong>Fort </strong>+4,<strong>Ref </strong>+10,<strong>Will </strong>+1; +2 bonus vs. poison<br/><strong>Defensive Abilities </strong>evasion, fortification 25%, shadow blending;<strong>Resist </strong>cold 5, electricity 5<br/>--------------------<br/><strong>Offense</strong><br/>--------------------<br/><strong>Speed </strong>30 ft.<br/><strong>Melee </strong><em>sting</em>+2 (1d3+2)<br/><strong>Ranged </strong>light crossbow +3 (1d8/19-20) or<br/>. . pepperbox +3 (1d8/×4)<br/><strong>Special Attacks </strong>deeds (gunslinger's dodge), grit (1), sneak attack +2d6<br/><strong>Spell-Like Abilities</strong>(CL 6th; concentration +7)<br/>. . 2/day—<em>disguise self</em><br/>--------------------<br/><strong>Statistics</strong><br/>--------------------<br/><strong>Str </strong>16,<strong>Dex </strong>16,<strong>Con </strong>10,<strong>Int </strong>16,<strong>Wis </strong>10,<strong>Cha </strong>12<br/><strong>Base Atk </strong>+4;<strong>CMB </strong>+7;<strong>CMD </strong>21<br/><strong>Feats </strong>Amateur Gunslinger[UC], Brew Potion, Combat Reflexes, Dodge<br/><strong>Traits </strong>anatomist, heirloom weapon (aoo)<br/><br/><strong>Skills </strong><br/>Bluff +5, Climb +8, Craft (alchemy) +7, Diplomacy +5, Disable Device +8, Handle Animal +2, Heal +0 (+3 to treat poison), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Linguistics +7, Perception +9, Perform (sing) +6, Profession (herbalist) +4, Profession (torturer) +4, Sense Motive +7, Sleight of Hand +10, Spellcraft +12, Stealth +19, Survival +4, Swim +8, Use Magic Device +10;<br/><br/><strong> Racial Modifiers </strong>+2 Stealth<br/><strong>Languages </strong>Common, Draconic, Literacy, Polyglot, Shadow plane<br/><br/><strong>SQ </strong>discoveries (chameleon[ARG], spontaneous healing[UM]), inubrix, misdirection (10 stealth points), mutagen (+4/-2, +2 natural armor, 40 minutes), poison use, rogue talent (fast stealth), shapechanger<br/><br/><strong>Combat Gear </strong><em>potion of cure light wounds</em>(4), bachelor snuff (3), black smear (5), blackfrost poison (5), drow poison (4), impact foam[UE] (2), maiden lily attar (5);<strong>Other Gear </strong><em>invisible cloak</em>[UC],<em>sting</em>, bullet[UC] (25), light crossbow with 20 bolts, pepperbox[UC] with 10 dragon's breath cartridge, alchemy crafting kit[APG], antidote kit[UE], belt pouch, belt pouch, blue book[UE], crowbar, flint and steel, gloom sight goggles[ARG], grappling hook, gunsmith's kit[UC], hemp rope (50 ft.), inkpen, masterwork backpack[APG], mess kit[UE], night tea (10), poisoning sheath[UE], poisoning sheath[UE], powder horn[UC], skeleton key[UE], soap, trail rations (10), waterskin, 345 gp, 22 sp, 1 cp<br/>--------------------<br/><strong>Special Abilities</strong><br/>--------------------<br/><strong>Amateur Gunslinger</strong>Although you are not a gunslinger, you have and can use grit.<br/><strong>Chameleon (Su)</strong>An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.<br/><strong>Combat Reflexes (4 AoO/round)</strong>Can make extra attacks of opportunity/rd, and even when flat-footed.<br/><strong>Darkvision (60 feet)</strong>You can see in the dark (black and white only).<br/><strong>Deeds</strong><br/><strong>Energy Resistance, Cold (5)</strong>You have the specified Energy Resistance against Cold attacks.<br/><strong>Energy Resistance, Electricity (5)</strong>You have the specified Energy Resistance against Electricity attacks.<br/><strong>Evasion (Ex)</strong>If succeed on Reflex save for half dam, take none instead.<br/><strong>Fast Stealth (Ex)</strong>Move at full speed while using the Stealth skill at no penalty.<br/><strong>Fortification 25%</strong>You have a chance to negate critical hits on attacks.<br/><strong>Inubrix</strong>Ignore armor/shield bonuses from iron/steel, but can't damage those materials.<br/><strong>Low-Light Vision</strong>See twice as far as a human in dim light, distinguishing color and detail.<br/><strong>Misdirection (1/day) (Ex)</strong>As a free action, use points to gain an equal bonus to a Stealth check.<br/><strong>Mutagen (DC 15) (Su)</strong>Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.<br/><strong>Poison Use</strong>You do not risk poisoning yourself accidentally while poisoning a weapon.<br/><strong>Shadow Blending (50% miss chance) (Su)</strong>Miss chance in dim light increases to 75%. This does not grant total concealment.<br/><strong>Shapechanger (2/day) (Su)</strong>Can polymorph into varied forms as level up.<br/><strong>Sneak Attack +2d6</strong>Attacks deal extra dam if flank foe or if foe is flat-footed.<br/><strong>Spontaneous Healing (40 HP/day)</strong>The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I<br/><br/>Backstory<br/>Dathnor walked the darkened streets, the shadows welcomed him as he moved swiftly through the streets, it had been many a moon blazed days since he had care to worry about those that stalked the streets.<br/><br/>He started out a simple student of the grave robbers union, stalking the unquiet grave yards gathering the components the doctors needed. The years had served him well, he learned to use a lab as good as any of them, his pursuits though took him in a different path, first he studied himself the pigment of his skin to adjust to any environment, then to his very clothing. Those subtle fixes helped him then his fathers passing at the claws of a notable wearwolf left only his fathers gun.<br/><br/>He remembered the first time he held it the weight was unfamiliar, the kick almost sent it from his hand but he knew he would learn it to avenge his father and his people. It took a year of planning studying various poisons and compounds on creatures of the night, at the same time he learned to torture and to find information where he needed, as well as to dance in the shadows, he knew he would need all of his skills. But his mistress was with him as he watched the wolfsbane stake take hold of the creature the shock and fear that raced before its eyes as he slowed emptied the pepperbox filled with silver shot into its head.<br/><br/>But then the moon did not set, the night stayed, had he angered Urgathoa? He poured over the teachings, entered the sacred feast and pleasures and still it did not atone, then he heard that others where assembling to find the issue and find a way to please the mistress, so Dathnor shall watch from the shadows as his people did and help when he can to fix the issue he is sure he caused before a silver scythe comes for his neck<br/>