Sosiel Vaenic

Cyril Markov's page

4 posts. Alias of ClevrGamer.


Full Name

Cyril Markov

Race

HP: 10/10 | AC 14 | Init: +2 |

Social:
Languages: Common, Elven, Dwarven, Halfling | Diplomacy +4
|

Classes/Levels

Resources:
Toxicant Secretion Tincture: 1/1, Toxicant Secretion Poison: 4/4

Gender

Male Human Internal Toxicant Vivisectionist Alchemist 1 |

Size

Medium

Age

22

Deity

Cayden Cailean

Strength 18
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 10
Charisma 7

About Cyril Markov

Backstory:

Cyril found himself on the streets at a young age. Panhandling became an everyday occurrence however more often he survived by stealing as few merchants would sell their wares for the pittance people would give him. As he was making off with his latest meal one day he turned a corner and hit something hard and fell to the ground, the stolen food scattering around him. Looking up he saw a woman clad in armor with the symbol of Sarenrae in the center. "Why are you running?" said the woman. Cyril mumbled, trying to find a suitable excuse. A second later Menas, the red faced barkeeper of the local tavern, came huffing around the corner. "Caught you now boy. Now you are going to get it!" said the barkeeper as he gathered up the food. "Thank you for helping catch this little thief" he continued, glaring at Cyril. The woman in armor looked down at Cyril before saying to the barkeeper "May I talk with you for a minute?". Without even waiting for an answer the woman took the barkeeper off to the side and they began talking. Cyril managed to hear a few bits and pieces of the conversation as he was waiting to see what would be done with him. "Fine!" said the barkeeper, "Boy, come with me. You are to work for your meal". Fast forward a few years. During this time he found out he was a talented brewer which inspired him to pursue alchemy. One night Cyril woke up in the tavern to the smell of smoke and the sounds of roaring. He bolted to the door and looked into the hallway where there was a raging fire. He stared at the door down the hall, now engulfed in flames. Menas' door. Coughing violently from the smoke managed to bring him back to reality. I have to get out he thought. He darted for the backroom where he kept his stash of money he was saving so he could be an adventurer. He grabbed the money and ran for the front door but it was stuck. Kicking with as much strength as he could muster in the smokey room, the door buckled. He slammed his shoulder into it and it gave way, causing him to fall outside. The tavern was entirely lost to the inferno. He kept his head down and ran to the outskirts of town, passing by burning building after burning building. Once he had gotten a safe distance away he saw it, a gigantic red dragon flying over the town unleashing a torrent of flames. Added the dragon and the ambiguity of Menas' death so there is possibility for tie ins. At this point his adventuring motivation is that he wants to become powerful enough to find the dragon and kill it and also to be strong enough to prevent other places from a similar fate. If he were to have downtime he would probably want to open a tavern of his own. I can write more if picked

Carrying Capacity:

Numbers in parentheses are when under a STR mutagen which will be selected as a discovery at 2nd level
Light Load: 100 (173) lbs or less
Medium Load: 200 (346) lbs or less
Heavy Load: 300 (520) lbs or less
Lift Over Head: 300 (520) lbs or less
Lift off Ground: 600 (1,040) lbs or less
Push/Drag: 1,500 (2,600) lbs or less

Skills (8 per level):

Skills with an '*' next to them are trained only.
Skills in italics are class skills.
Does not account for armor check penalty.
Craft Alchemy and Knowledge History are the background skills being maxed.

Acrobatics 1 (DEX:1 + Ranks:0)
Appraise* n/a (INT:3 + Ranks:0)
Bluff -2 (CHA:-2 + Ranks:0)
Climb 4 (STR:4 + Ranks:0)
Craft Alchemy* 7 (INT:3 + Ranks:1 + Class:3)
Diplomacy 4 (INT:3 + Ranks:1)
Disable Device* n/a (DEX:1 + Ranks:0)
Disguise -2 (CHA:-2 + Ranks:0)
Escape Artist 1 (DEX:1 + Ranks:0)
Fly 1 (DEX:1 + Ranks:0)
Handle Animal* n/a (CHA:-2 + Ranks:0)
Heal 0 (WIS:0 + Ranks:0)
Intimidate -2 (CHA:-2 + Ranks:0)
Knowledge (Arcana)* 7 (INT:3 + Ranks:1 + Class:3)
Knowledge (Dungeoneering)* n/a (INT:3 + Ranks:0)
Knowledge (Engineering)* n/a (INT:3 + Ranks:0)
Knowledge (Geography)* n/a (INT:3 + Ranks:0)
Knowledge (History)* 4 (INT:3 + Ranks:1)
Knowledge (Local)* n/a (INT:3 + Ranks:0)
Knowledge (Nature)* 7 (INT:3 + Ranks:1 + Class:3)
Knowledge (Nobility)* n/a (INT:3 + Ranks:0)
Knowledge (Planes)* n/a (INT:3 + Ranks:0)
Knowledge (Religion)* n/a (INT:3 + Ranks:0)
Linguistics* n/a (INT:3 + Ranks:0)
Perception 4 (WIS:0 + Ranks:1 + Class:3)
Perform -2 (CHA:-2 + Ranks:0)
Profession* n/a (WIS:0 + Ranks:0)
Ride 1 (DEX:1 + Ranks:0)
Sense Motive 0 (WIS:0 + Ranks:0)
Sleight of Hand* n/a (DEX:1 + Ranks:0)
Spellcraft* n/a (INT:3 + Ranks:0)
Stealth Stealth (DEX:1 + Ranks:1)
Survival 4 (WIS:0 + Ranks:1 + Class:3)
Swim 4 (STR:4 + Ranks:0)
Use Magic Device* 2 (CHA:-2 + Ranks:1 + Class:3)

Racial Traits:

+2 Strength
Humanoid (Human)
Medium
Normal Speed
Skilled: Humans gain 1 extra skill rank per level.
Bonus Feat: Humans may select an extra feat at 1st level.

Class Features:

Alchemy (Su): Alchemist level competence bonus to craft alchemy when crafting. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. Extract stuff (1 minute to mix).

Breath Mastery (Ex): At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Sneak Attack (Ex): At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).

Toxic Secretion (Ex): At 1st level, a toxicant has learned to mimic creatures with the ability to secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level). This is a poison effect. The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action. At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her toxin impose. Once this choice is made, it can’t be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin’s duration ends. At higher alchemist levels, the toxicant gains access to stronger conditions; some replace lower-level conditions, which must be selected first. The following conditions are available at the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or shaken; 9th—blinded (replaces dazzled) or staggered (replaces dazed); 12th—exhausted (replaces fatigued); 18th—stunned (replaces exhausted and staggered). As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier.

Extracts Per Day:
DC|Lvl|/Day|Bonus
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14| 1 | 1 | +1
15| 2 | - | +1
16| 3 | - | +1
17| 4 | - | +0
18| 5 | - | +0
19| 6 | - | +0

Extracts:

'{open}' refers to an extract slot left open.

A spell name under the prepared section is an unused extract of that spell that has been prepared.

A spell name with a strikethrough under the prepared section is a used extract of that spell.

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Prepared
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1st: Cure Light Wounds, {open}
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Formula Book
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5/100 Pages

1st: Enlarge Person, Cure Light Wounds, Heightened Awareness, Long Arm, True Strike

Feats/Traits:

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Feats
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Artful Dodge (1st): If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent. You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite. The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.

Brew Potion (Alchemist Bonus): You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions. Works slightly differently for an Alchemist. See class features.

Divine Fighting Technique [Blade and Tankard] (Human Bonus): You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trickcombat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.

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Traits
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Clever Wordplay (Social) - Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Diplomacy

Tactician (Combat) - You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Equipment:

Purchased an Alchemist's Kit on creation
Gear: 71.5/76 lbs
Alchemy Crafting Kit [5 lbs]
Backpack [2 lbs]
Bedroll [5 lbs]
Belt Pouch [0.5 lb]
Flint and Steel [- lbs]
Hemp Rope (50 ft) [10 lbs]
Hide Shirt [18 lbs]
Ink [- lbs]
Inkpen [- lbs]
Iron Pot [4 lbs]
Light Mace [4 lbs]
Mess Kit [1 lb]
Small Steel Mirror [0.5 lb]
Soap [0.5 lb]
Tankard [1 lb]
Torches x10 [10 lbs]
Trail Rations x5 [5 lbs]
Water Purification Sponge [1 lb]
Waterskin [4 lbs]

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$$ Money $$
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PP:0
GP:3
SP:9
CP:8

Cyril's Appearance:
Cyril is a moderately tall (6') and very muscular (205 lbs) human. His dark hair is short and his chin has a small patch of short hair on the bottom. He is dressed in very plain clothes which cover an old hide shirt with a tankard design on the back which seems a bit stretched on his muscular physique though he does not seem to mind. On his hip is a light mace and a series of vials containing liquids of colors from pink to black.

Cyril Markov
Male Human Internal Toxicant Vivisectionist Alchemist 1
CG Medium Humanoid (Human)
Init:+2;
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Defense
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AC 14, Touch 13, Flat-footed 11 (+1 dex, +3 Armor)
HP 10 (1d8+2) Levels 1-3 FCB to HP
Fort +3, Ref +3, Will +0;
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Offense
------------
Speed 30 ft.
Melee Light Mace +4 (1d6+4, 20/*2, B), Tankard +4 (1d6+4, 20/*2, B)
Special Attacks Sneak Attack +1d6
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Statistics
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Str 18 Dex 12 Con 12 Int 16 Wis 10 Cha 7
BAB +0; CMB +4; CMD 15;
Languages Common, Dwarven, Elven, Halfling
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Special Abilities
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Toxic Secretion (Ex)