Finally got around to finishing some background and the rest of the stats. Here's Nathaniel, and I'll finish his personal description/background a little later.
Nathaniel Colt, of Albion
[sblock=Details]Nathaniel Colt of Albion.......Male Human, Origin: Shadow-Eclipsed Earth
Strength............10 (+0)...........Character Level: 10, XP: 45,000
Dexterity..........16 (+3)............Medium Size, Speed 30 ft.
Constitution......20 (+5)............Initiative: +3, BAB: +3, BDB: +7, Reputation: +3
Intelligence.......22 (+6)............Melee: +3, Ranged: +6, Grapple: +3, MAS: 31
Wisdom...........10 (+0)............Total HP: 87, Current HP: 87, AP: 11, Wealth: +0
Charisma..........10 (+0)............Fortitude: +9 (+13 vs. MAS), Reflex: +7, Will: +6
Smart Hero 1/Tough Hero 1/Fast Hero 1/Field Scientist 1/Mage 6
Defense: 26 (+3 Dex, +7 base, +6 Int), Touch: 26, Flat-Footed: 17
Age 27, Height 5'-9", Weight 134 lbs.
Tanned Caucasian Skin, Bright Green Eyes, Curly Black Hair & Sideburns
Attacks:
Knife +3 melee for 1d4 damage
Knife +6 ranged for 1d4 damage (10 ft. increment, 50 max)
Crossbow +6 ranged for 1d10 damage (40 ft. increment, 400 max)
Point blank knife +7 ranged for 1d4+1 damage (10 ft. increment, 30 max)
Point blank crossbow +7 ranged for 1d10+1 damage (40 ft. increment, 30 max)
Allegiances: Good, Law.
Languages (Literate): Draconic, English, Latin, Sylvan.
Starting Occupation: Academic (+3 Wealth, Knowledge - Arcane Lore +1 and class skill, Knowledge - Earth and Life Sciences +1 and class skill, Research +1 and class skill).
Level Progression Feats: Improved Damage Threshold, Windfall, Point Blank Shot, Precise Shot, Improved Damage Threshold.
Class Bonus Feats: Simple Weapons Proficiency, Spell Focus (Evocation) *from Urban Arcana*, Greater Spell Focus (Evocation) *from Urban Arcana*.
Talents: Savant +1 (Craft - Visual Arts), Second Wind, Evasion.
Skills: Concentration +18 (13 ranks, +5 Con), Craft (chemical) +19 (13 ranks, +6 Int), Craft (visual arts) +12 (5 ranks, +6 Int, +1 savant), Craft (writing) +19 (13 ranks, +6 Int), Decipher Script +17 (11 ranks, +6 Int), Knowledge (arcane lore) +17 (10 ranks, +6 Int, +1 competence), Knowledge (earth and life sciences) +13 (6 ranks, +6 Int, +1 competence), Knowledge (history) +10 (4 ranks, +6 Int), Knowledge (theology and philosophy) +10 (4 ranks, +6 Int), Profession +12 (12 ranks, +0 Wis), Read/Write Language (Draconic, Latin, Sylvan) 3 ranks, Research +17 (10 ranks, +6 Int, +1 competence), Search +12 (6 ranks, +6 Int), Speak Language (Draconic, Latin, Sylvan) 3 ranks, Spellcraft +19 (13 ranks, +6 Int), Survival +5 (5 ranks, +0 Wis).
Ability Score Development: Used 28-point buy, for base scores of 10, 14, 14, 16, 10, and 10. Increased Intelligence by 1 at 4th-level and again at 8th-level, for a score of 18. Acquired redundant organs, neuron boosters, and artificial twitch fibers as golemtech implants, increasing Dexterity to 16, Constitution to 20, and Intelligence to 22. Neuron boosters were implanted shortly after gaining 10th-level.
Smart Defense: Adds Intelligence bonus to Defense as long as he retains his Dexterity bonus to Defense.
Summon Familiar: Has summoned a hawk familiar, whom he has named Cecil. Cecil's stats are as follows: Tiny magical beast, HD 10d10, HP 43, MAS 10, Initiative +3, Speed 10 ft., Fly 60 ft. (average), Defense 20, touch 15, flat-footed 17, BAB +3, Grapple -7, Claw +8 melee (1d4-2 damage), fighting space 2-1/2 ft. by 2-1/2 ft., Reach 0 ft., AL Nathaniel, Fortitude +4, Reflex +7, Will +8, AP 0, Reputation +0, Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6, Concentration +13, Craft (chemical) +12, Craft (visual arts) +4, Craft (writing) +12, Decipher Script +10, Knowledge (arcane lore) +9, Knowledge (earth and life sciences) +5, Knowledge (history) +3, Knowledge (theology and philosophy) +3, Listen +6, Profession +14, Read/Write Language (Draconic, Latin, Sylvan), Research +9, Search +5, Speak Language (Draconic, Latin, Sylvan), Spellcraft +12, Survival +7, Spot +6 (+10 in daylight), Weapon Finesse (Claw), Alertness (Nathaniel gains the feat while Cecil is within 5 ft.), Share Spells (Nathaniel may cast spells that normally target only himself on Cecil instead at touch range, and any spells Nathaniel casts on himself may affect Cecil as long as Cecil remains within 5 ft.), Empathic Link (can communicate between each other telepathically out to 1 mile, Nathaniel gets +3 on Spot checks in daylight while Cecil is within 1 mile), Touch (Cecil may deliver touch spells for Nathaniel if in physical contact with him when they are cast), Improved Evasion (Cecil takes only half damage when he fails a Reflex save against any effect that normally allows a Reflex save for half damage, and he takes no damage if he succeeds at the save), Speak With Familiar/Master (Nathaniel and Cecil may communicate verbally in a language indecipherable to others without magical aid).
Scribe Scroll: May create magic spell scrolls with the Craft (writing) skill.
Brew Potion: May create magic potions with the Craft (chemical) skill.
Scribe Tattoo: May create magic tattoos with the Craft (visual arts) skill.
Spell Mastery: May prepare and cast the spells Fireball, Invisibility, Knock, and Mage Armor without referring to a spellbook.
Arcane Spells: Casts prepared arcane spells, caster level of 6, spellcasting is based on Intelligence, gets 4 spell slots of 0-level, gets 3 spell slots of 1st-level plus 2 bonus slots from Intelligence, and gets 3 spell slots of 2nd-level plus 2 bonus slots from Intelligence, and gets 2 spell slots of 3rd-level plus a bonus slot from Intelligence.
Spellbook: Can prepare and cast Read Magic without referring to the spellbook. Knows and has scribed the spells Daze, Detect Magical Aura, Light, Mage Hand, Message, Prestidigitation, Read Magic, Resistance, Change Self, Comprehend Languages, Feather Fall, Hold Portal, Mage Armor, Magic Missile, Magic Weapon, Shield, Enhance Ability, Invisibility, Knock, Locate Object, Protection from Arrows/Bullets, Resist Energy, See Invisibility, Dispel Magic, Fireball, Haste, Hold Person, Lightning Bolt, Slow.
0-Level Spells (save DC 16, Evoc 18): Detect Magical Aura (Div), Light (Evoc), Mage Hand (Trans), Read Magic (Div).
1st-Level Spells (save DC 17, Evoc 19): Mage Armor (Abj), Magic Missile (Evoc), Magic Missile (Evoc), Magic Missile (Evoc), Magic Missile (Evoc).
2nd-Level Spells (save DC 18, Evoc 20): Enhance Ability (Trans), Knock (Trans), Protection from Arrows/Bullets (Abj), Resist Energy (Abj), See Invisibility (Div).
3rd-Level Spells (save DC 19, Evoc 21): Fireball (Evoc), Lightning Bolt (Evoc), Lightning Bolt (Evoc).
Possessions: "Dagger" Knife (1 lb.), Crossbow (4 lbs.), 50 Bolts (2 lbs.), Spellbook, Arcane Material Components, Arcane Spell Foci, 2 "Field Alchemist Garments" Casual Outfits (4 lbs.), "Scholar's Robe" Coat (2 lbs.), "Portable Alchemic Laboratory" Chemical Kit (6 lbs.), "Explorer's Pack" Backpack (3 lbs., holds everything except dagger, crossbow, one quiver of 12 bolts, spell components, spell foci, and one outfit), "Bedroll" Sleeping Bag (4 lbs.), Scroll of Slow (expended for spellbook), Scroll of Hold Person (expended for spellbook), Scroll of Resist Energy (expended for spellbook), Scroll of See Invisibility (expended for spellbook), Scroll of Protection from Arrows/Bullets (expended for spellbook).
"Golemic Grafts" Golemtech: "Shocker Lizard Horn" Anti-Shock Implant (negates the special vulnerability to electricity from having attachments and implants, internal, hardness 10, HP 1, PDC 15), "Viper Strands" Compact Artificial Twitch Fiber (+2 Dexterity, 1 left arm slot, 1 left leg slot, 1 right arm slot, 1 right leg slot, internal, hardness 10, HP 4, PDC 20), "Deluxe Alchemic Substitution Matrix" Hardened Redundant Organs (+6 Constitution, 1 torso slot, internal, hardness 10, HP 14, this implant is unaffected by EMPs and other attacks that would disable implants, PDC 36), "Draconic Memory Matrix" Neuron Boosters (+4 Intelligence, 1 head slot, internal, hardness 10, HP 1, PDC 25), "Iron Golem Girding" Organ Remapping (+5 massive damage threshold, +4 on Fortitude saves against massive damage, 1 torso slot, internal, hardness 10, HP 12, PDC 26).
Current Load: 26 lbs. (light).
Wealth Breakdown: +11 base Wealth, +6 for 12 ranks in Profession, +3 Academic starting occupation, +3 Windfall feat. +23 total Wealth bonus, -0 miscellaneous cheap material components and spell foci = 23 Wealth, -0 crossbow = 23 Wealth, -0 crossbow bolts = 23 Wealth, -0 knife = 23 Wealth, -0 spellbook = 23 Wealth, -0 sleeping bag = 23 Wealth, -0 casual outfits = 23 Wealth, -0 coat = 23 Wealth, -0 backpack = 23 Wealth, -1 scroll of Slow = 22 Wealth, -1 scroll of See Invisibility = 21 Wealth, -4 hardened redundant organs = 17 Wealth, -2 organ remapping = 15 Wealth, -2 neuron boosters = 13 Wealth, -2 scroll of Hold Person = 11 Wealth, -2 scroll of Protection from Arrows/Bullets = 9 Wealth, -2 chemical kit = 7 Wealth, -2 anti-shock implant = 5 Wealth, -4 scroll of Resist Energy = 1 Wealth, -7 compact artificial twitch fibers = 0 Wealth. Used average values for the Wealth loss dice rolls.[/sblock]
[sblock=Background]Background: Nathaniel Colt grew up in the bustling metropolis of Camelot, capitol of Albion in the year 1980, during the reign of King Marcus Pendragon II. Long a center of politics and business in the Old World, Camelot was a maze of towers and castles that stifled young Nate as he trained in his father's workshop to learn the family trade of alchemy. Nathaniel's family was among the lower middle class, and of rather mixed descent, ranging from Breton, Roman, Hebrew, and Celtic lineages, practically mongrels by the standards of most Bretons. Needless to say, life was rough for the boy, and he toughened up as best he could.
As soon as he had graduated from apprenticeship to a journeyman, at the age of 15, Nathaniel left the cramped quarters of Camelot and traveled overseas to Londinium in the New World, and from there sought to pursue field work and excavations rather than urban alchemy. Ranging far afield and learning to get by in the wilderness, ward off animals and minor Shadow beasts, and find work among the ruins of lost Avalonian wizards, Nathaniel eventually found sponsorship to learn the Arcane Arts and continue his preferred career as a field researcher. He wanted excitement, prestige, and a chance to join the fight against Shadow like his childhood heroes did. So with the sponsorship of a Field Alchemist from Londinium, Nate was able to return overseas to his home in Camelot, beginning studies in the Hermetic Research Institute of Albion. After five years there, Nathaniel graduated an official Wizard of the Realm in 2004 and was able to garner research funds for his first expedition, back in New Albion on the other side of the Atlantic.
Nate spent the next few years delving into ruins and fighting off the ever-increasing raids of Shadow denizens into New Albion's territory. Since his third year in the Institute, Nate has been accompanied by his familiar, a hawk he's named Cecil, who keeps him from getting too serious or too lazy after so many years of running around two countrysides. His latest expedition took Nate and his research team into the ruins of some old Avalonion witch, apparently called Mab, along one of the Cascade Mountains of western New Albion. It was Nathaniel's most dangerous expedition so far, and several of his research assistants were slain by the stone golems left behind in Mab's crypt, including all three of the Knights-Templar that had accompanied the expedition as guards.
However, among the ancient Avalonian's possessions were several golemic grafts and other artifacts, some of which would have been valuable to the Institute in developing new arcane instruments for battling Shadow. One of Nathaniel's surviving researchers, a fellow Alumni of the Institute named Loren Mayweather, employed her own specialty in grafts and attached some of the recovered pieces of golemcraft to Nathaniel, at his request, to mend two of his wounds from the earlier battle. In a bit of selfishness, Nathaniel also convinced Loren to attach more of the grafts so he could better fight any Shadow raiders that they would almost certainly encounter on the return trip to Londinium and then to Camelot.
The remaining artifacts were prepared for hauling back to Londinium by wagon, and the handful of surviving researchers began their return trip, but Nathaniel never made it back to Londinium, because something strange happened as they were leaving the ruins, starting with a wave of goblins......[/sblock]
Rough Timeline of the Shadow-Eclipsed Earth:
124 AD - Shadow begins to creep across the land, slithering out from isolated towns across Imperial Rome. Emperor Hadrian and other leaders believe the trouble to be a plague outbreak, and do nothing but prevent survivors from fleeing and spreading the supposed plague.
131 AD - Shadow spreads further, engulfing entire regions in a surge of growth. Several Roman Legions disappear, and monstrous creatures begin rampages in all parts of the greater Roman Empire.
132 AD - Rebellions break out, as Shadow erupts from numerous cities that were previously untouched by its earlier growth. Rome itself, the capitol, is covered in darkness and never heard from again. The spread of Shadow leaves the Roman Empire destabilized and weak, and several rebellions succeed in breaking away territories from Roman control. Individual Roman domains attempt to rule autonomously, as the Empire falls apart with no central leadership and too many crises.
133 AD - The spread of Shadow slows to almost nothing, but news spreads of the Shadow having engulfed many parts of Africa, Europe, and Asia, not just Roman territories. Monsters continue to trample many cities into dust. Finally, oracles are able to pierce the veil of Shadow, and determine that some force has interceded on Mankind's behalf. They do not yet know the reason, nor the origin of Shadow, but they predict that creatures who had long been dormant and only occasionally preyed upon Man would begin to rise, as a result of Shadow's influence.
134 AD - A great mist spreads across Europe from the west, then drifts further eastward and southward. When it disperses, the marauding beasts slink back to their dens for several months, and in that time emissaries visit many lands that were stricken by Shadow. Emissaries of Avalon, the Elves taught Men of the plight that Shadow had brought to all corners of the world, even fair Avalon. They said that Man must fight the Shadow in Man's domain, just as the Elves and other denizens of Avalon fought it in theirs. Avalon's magic would only give Men a short respite, but Lord Oberon demanded that Men join the fair folk in battling the Shadow that he said Man had brought to the world.
Elves worked quickly to restore order among Mankind, and many Elves remained behind in Man's domain to teach them of magic, something that few people outside Avalon had bothered to learn from earlier wizards and witches who hailed from Avalon. The Elves saw that time had diluted Man's lore of magic, muddled by various traditions, customs, and religions that had each forgotten who taught their ancestors magic in the first place. By the time monsters walked Man's domain once more, and Shadow began its encroachment again, Avalon's emissaries had fortified the one land that had retained some of their original teachings, Brittanica. The former Roman influence was weakened, and natives of the isle took back their land, naming it Albion as their ancestors had called it. The War against Shadow began in earnest.
900 AD - Many lands were reclaimed from Shadow over the years, but despite progress, most of Africa and Asia were absorbed fully into Shadow, beyond Avalon's or Mankind's capacity to restore. Several cities in Europe and Asia Minor had also been fully absorbed by Shadow, including Rome. Many people sought escape from the monsters that emerged constantly from Shadow's domains, and began to colonize distant lands, including Australia and the Americas. Moreover, it was found that old Avalonian colonies in those distant lands bore some artifacts and magical lore that had long been forgotten by Avalon, from an age when many wizards and witches had set out to explore the world for new magic. The same age in which Avalonians had taught magic to sages in many parts of the world.
1400 AD - Shadow emerges in parts of Australia and the Americas. After a few centuries of growing debauchery, exploitation, and strife among the colonies, Shadow follows Man across oceans to consume him. Meanwhile, the slow creeping of Shadow has continued unabated in Avalon as it always has, and consumed nearly half of the fair isle by this point. Elves and other denizens of Avalon continue to fight the forces of Shadow in their own lands.
2007 AD - The spread of Shadow has slowed to a crawl once more, but does not cease. 90 percent of the Old World has fallen to Shadow, and so too has 50 percent of the New World. Avalon has been reduced to a single, untouched forest where Lord Oberon and Lady Titania rule over the fair folk, and the rest of the isle has been overwhelmed by Shadow. Londinium, upon the isle of Manhattan and capitol of New Albion, is the center of Mankind's domain at this point. New Albion remains loyal to Albion in the east, but holds most of the power due to the New World's resources, whereas Europe's resources are all but exhausted. Avalon itself rests at the center of the Caribbean now, formerly a mobile isle under the magic of the fae, but now unable to move from its resting place. Shadow has anchored the isle, since much of it has fully merged with Shadow.
Men and Elves continue to search for any means to halt the encroachment of Shadow permanently, but nothing has been found in thousands of years. Meanwhile, the battle has continued as it always has, with swords and spells. But finally, a tendril of Shadow reaches towards Londinium, crossing a set of ruins in New Albion's western frontier, where a team of scholars that includes one Nathaniel Colt, sent by the Hermetic Research Institute of Albion, searches for any ancient lore that may help against Shadow.....