Pathfinder: Saga of Fate/Ker-Shal

Ker-Shal is an alchemist who belongs to a race of chameleon people named the Jir'Yonga who dwell in a jungle deep in the Darklands. He uses alchemy as both a weapon and to support himself and his allies.

Personality
Ker-Shal is very curious about what life is like for people outside of the Darklands, so acts very inquisitive toward his surface-dwelling party members. Being raised in a wildly different culture from the rest of the characters, he tends to behave somewhat awkwardly in social situations.

Appearance
Ker-Shal looks like a humanoid chameleon, and has a hunched over posture and scales that are colored with a blend of green and light purple. He wears a Mayan-inspired outfit with a loincloth and an elaborate feathered headdress.

Starting Ability Scores

 *  Strength:  8
 *  Dexterity:  14
 *  Constitution:  13
 *  Defense:  8
 *  Magic:  17
 *  Willpower:  17

Melee Attack: Sickle

 * Ker-Shal swings his sickle with moderately quick attack speed and at a short range.

Alternate Attack: Firebomb

 * Ker-Shal lobs a firebomb a short distance in front of him. The bomb explodes on impact, dealing magical fire damage to all enemies in its small area of effect.

Standard Ability: Splash Potion of Protection

 * Ker-Shal throws a splash potion on the ground, which grants a significant amount of temporary hit points to him and any allies near him which start to dissipate back to normal immediately afterward.

Advanced Ability: Mutagen

 * Ker-Shal imbibes an alchemical mutagen that enhances his physical traits. For a short period of time, Ker-Shal's strength score is made equal to his magic score, and his defense score is made equal to his willpower score.

Super Ability: Poisoned Body

 * Ker-Shal pours a potion over his body, which causes his body to become surrounded by a toxic cloud. Enemies that come near him suffer intense amounts of poison damage.  His alternate attack is temporarily replaced by the ability to waft the poison forward, allowing him to poison enemies from a distance.

Passive 1: The Power of Medicine

 * Ker-Shal is completely immune to disease and has a 25% resistance to poison.

Passive 2: Camouflage

 * Damage from Ker-Shal's attacks draw 50% less aggro, and he has a 25% greater dodge chance against ranged attacks.