Brandon Harcroft
Male Human (Varisian) Alchemist 1
LG Medium Humanoid (human)
Hero Points 1
Init +1; Senses Perception +4
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d8+5)
Fort +4, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Dagger +4 (1d4+4/19-20/x2) and
Morningstar +4 (1d8+6/x2)
Ranged Bomb +2 (1d6+2 Fire) and
Sling +1 (1d4+4/x2)
Special Attacks Bomb 1d6+2 (3/day) (DC 12)
Alchemist Spells Prepared (CL 1, 4 melee touch, 1 ranged touch):
1 (2/day) Enlarge Person (DC 13), Cure Light Wounds (DC 13)
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Statistics
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Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Brew Potion, Iron Will, Throw Anything, Toughness +3
Traits Dirty Fighter, Shadow Child
Skills Acrobatics -1, Climb +2, Craft (alchemy) +6, Diplomacy +0, Escape Artist -1, Fly -1, Knowledge (nature) +6, Perception +4, Ride -1, Spellcraft +6, Stealth -1, Survival +4, Swim +2, Use Magic Device +3 Modifiers Alchemy +1
Languages Common, Draconic, Elven, Varisian
SQ Hero Points (1), Mutagen (DC 12)
Combat Gear Dagger, Lamellar (leather) armor, Morningstar, Sling, Sling bullets (20); Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Chalk (3), Ink, black, Inkpen, Mug/tankard, Mutagen: +4 STR, -2 INT, +2 Nat AC, Paper (3), Scroll case (empty), Spellbook, Tindertwig (5), Torch (2), Trail rations (4), Traveler's outfit, Vial (10), Waterskin, Whetstone
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TRACKED RESOURCES
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Bomb 1d6+2 (3/day) (DC 12) (Su) - 0/3
Dagger - 0/1
Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
Sling bullets - 0/20
Torch - 0/2
Trail rations - 0/4
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (3/day) (DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Dirty Fighter +1 damage when flanking.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Mutagen (DC 12) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Shadow Child No 20% miss chance for attacks in dim lighting.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Brandon is an unassuming, average looking Varisian man. Born and raised in the small town of Sandpoint, he does not dress garishly, is slim, of middling height and sporting a somewhat scruffy beard. Passers-by generally pay him no mind and those who do find him polite enough but unwiling to enter into extended conversation.
He spends his time studying in his makeshift lab or reading one of many voluminous tomes on anatomy, psychology, arcana or the natural world. He is quiet, he is shy, he is law-abiding, he is pleasant.
He is also dangerously schizophrenic.
Brandon's parents thought nothing was amiss when he started talking of his friend Edmond Harrow, assuming he was one of the other Sandpoint children. Brandon could often be heard in his room talking with his friend or would spend hours playing in the woods and swamp in the area with Edmond, seemingly learning from his friend about flora and fauna, how to set a deadfall and identify the tracks of deer, boar and wolf.
Brandon was surprisingly precious when it came to the subject of Edmond and the prospect of playing with other children at festivals and birthday parties was at best worrysome. At worst, having to interact with other, meaner children, made the small boy angry and lash out with sudden fury and unbelievable strength given his slight frame.
He was often bullied as a child because of his narrow chest and quiet way. A cocky young human girl called Ameiko Kaijitsu would often show up to deter the bullies with her brash way or a quick kick to the nether regions. One day however, Bran was cornered by three boys and beaten wickedly. He remembered the blows raining down and a boot blocking out the sun but awoke some time later surrounded by the battered bodies of his antagonists. The leader suffered a broken jaw and shoulder, his arm jutting out at an awkward angle. When he was asked what happened he could only answer that Edmond helped him After this particularly violent episode his parents sat him down and asked pointedly about his relationship with Edmond. In many ways they were relieved to learn the other boy was not real, just a figment of his imagination, a play-mate conjured from the recesses of his mind. Brandon was forbidden from ever mentioning Edmond again.
Shortly afterwards the fits started. The first time he simply fainted, apparently overcome by the summer heat. As the years passed the fits grew gradually worse into full seizures where his muscles would contract horribly, veins would bulge at his temples and often his father would force a leather belt between his teeth for fear he would bite through his own tongue. Distraught and a little fearful, the Harcroft's spent what money they had seeking advice from sages, sorcerors and learned men. None could provide an answer to the ailments he suffered and more worryingly his strength seemed to be growing every year, beyond what his thin arms seemed capable of. Worse, he often spoke in a voice that didn't sound his own, especially during his more frequent violent outbursts.
At age 15 Bran was prone to bouts of deep depression and would refuse to leave his room for days on end. Only his friend Ameiko would visit him and she was the only one he ever confided in that Edmond never left him, he still heard his voice in his head. All the other children in Sandpoint were afraid of him but Ameiko never judged him. She told him of her plans to leave Sandpoint with her friends in search of adventure and asked if he wanted to come along. He had never been so happy in his life.
Eventually, desperate, the Harcroft's took Brandon to see Niska Mvashti, the wise woman of over 100 hundred years old. If anyone had encountered Brandon's malody it would be her.
After witnessing one of his seizures, Niska and her daughter Koya declared they could not cure him. However, they offered to teach him all they knew about potion making, alchemy and the natural world in the hopes that he might find the means to control the voices and outbursts that plagued him through magic or chemistry.
He was devastated at not being able to accompany Ameiko but also found himelf enthralled with the knowledge he was gaining under the Mvashti tutilege. He spent the best part of ten years studying science and magic. He postulated often on his condition and created what he described as mutagens as a means to control it. He found his concoctions allowed him to remain conscious during his episodes and also gave him prodigious strength or almost limitless endurance. Whilst under the effects of the mutagens Edmond's presence was stronger than ever, a prospect that both terrifies and thrills him to this day.
Brandon is a man of science. He firmly believes that all divinity can be explained by magic which in turn can be manipulated, controlled and replicated by science. He feels there is nothing that cannot be explained, making him a slightly dour man but passionate about his field of expertise. He does not talk of his affliction and hides the fact that Edmond has lately taken on a personality of his own, often conversing with Brandon for extended lengths of time leaving him with a difficult relationship within his own mind...
Feeling that he has learned everything he can in Sandpoint and the occasional trip to Magnimar about both his condition and the means to control it, Brandon is seeking to broaden his horizons, expand his knowledge and master his strange and dangerous illness.