Sylph

Vaak's page

3 posts. Alias of Bimpnottin Daergel.


Full Name

Vaakashaam (Vaak)

About Vaak

Vaakashaam (Vaak)
Male sylph alchemist (chirurgeon) 1
CN Medium outsider (native)

Description:

Vaak is lithe and purely average height. Standing at 5'11" and a slight 150 lbs. His skin is very pale. At a distance, he appears nearly human. When you get close, you see the whorls and swirls that look like so many hurricanes dancing across his skin. His hair is inky black and his eyes are deep blue.

Backstory:

Vaak was born to a comfortable life, his parents being merchants in Niswan. As a young child, he spent his time in equal measure reading as much as he could in the Grand Chronicler's Circle and tormenting the religious students gathered there. He found special interest in the workings of alchemy. Delighted at the explosive nature of chemical combinations, he threw himself fully into those studies, learning what he could of the magic behind the science. His parents knew he was different, as did he, because of the swirled markings along his skin. It became further obvious when his aging seemed to slow. He entered one of the universities there to study alchemical mathematics. While many of his original classmates at the university entered their gray-haired ages and began passing from age, Vaak found himself just hitting his stride. It was only a decade ago when Professor Lorrimor stopped in as an adjunct professor. While there, he recognized the potential in Vaak's work, not to mention his unusual skin. They worked together for weeks, honing Vaak's knowledge. The professor took great care to ensure that Vaak learned about the multitude of planes in existence, as Vaak's blood flowed from one of those otherworldly places. As a parting suggestion, Professor Lorrimor suggested to Vaak that he turn some of his alchemical talents to the healing arts. He recognized something about Vaak that led him to believe he could be a pre-eminent chirurgeon, given the right training. Vaak took the advice. That fall, he applied to become an apprentice chirurgeon at the university. During his time there, he uncovered the mysteries of life, and the solace of death. He worked like a fanatic, often not sleeping to chase down a wisp of legend or myth that could improve his art.

But still he healed. The weak and infirm were brought to the university for treatment. It was one such case, of a young fisherman from the cliff dwellings. His wife had taken ill and he had finally saved what little money he could to pay for her treatment. Vaak was assigned the case. He took her back for inspection, and found that there was very little wrong with her. A simple herbal remedy would fix her issue. While they talked amicably, he began mixing the remedy for her. Distracted by their conversation, he didn't pay enough attention. Grabbing the wrong ingredients, the remedy turned very quickly from one of healing to a nasty poison. Handing her the vial, he smiled as she pulled the cork stopper out and quaffed the liquid in a single go. The shriek that came next was awful. She clawed at her throat as the poison burned at her. Horror raced through his mind as he went back to the alchemist table to determine what he had done. When he realized his mistake, other healers were coming in to find what happened, but they were too late. She had died in his care, face a mask of terror. While the healers were distracted, he gathered up the offending vial and destroyed it.

When the boards investigated the situation, he considered telling the truth. Instead, he hid reality and swore that it must have been a reaction to one of the healing herbs they used in the concoction. Without any hard evidence that he had committed a wrong, they officially absolved him of any wrong doing. In the dark of the night, however, the knowledge that his inattention to detail caused the death of that young woman eats at his psyche.

When he received the letter about Professor Lorrimor's will, he saw it as an opportunity to escape Niswan and the memories that haunted him there. He decided that his trip would not involve a return. Taking his things with him he set out to pay his respects, and start a new life away from the soaring pagodas of his birth. He is terrified that someone will discover the truth about the woman's death.


Character Sheet:

Init +4; Senses darkvision 60 ft., Perception +5
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +1
Resist  electricity   5
OFFENSE
Speed 30 ft.
Ranged bomb +5  (1d6+4)

STATISTICS
Str 12, Dex 19, Con 14, Int 20, Wis 12, Cha 10
BAB +0; CMB +1; CMD 15
Feats Brew Potion*, Scholar, Throw Anything*
Skills Appraise +9 , Craft (Alchemy) +9 , Craft (Alchemy) (Create item) +10 , Heal +5 , Knowledge (Arcana) +12 , Knowledge (History) +6 , Knowledge (Planes) +12 , Linguistics(Draconic) +6 , Perception +5 , Sleight of Hand +8 , Spellcraft +9 , Survival +5 , Use Magic Device +4
Traits mathematical prodigy (knowledge (arcana)), teacher's pet (knowledge (planes))
Languages Aquan, Auran, Common, Draconic, Dwarven, Elven, Ignan, Terran
SQ air affinity, alchemy, brew potion, darkvision, energy resistance, formulae, mutagen 5, resistance to electricity, scholar ~ arcana, scholar ~ planes

Gear
leather armor
alchemist's kit
formula book

Spell Like Abilities
feather fall ( DC 10, 1/day)

Formula Book (CL 1st, concentration +6)
1st
ant haul (DC 16)
cure light wounds (DC 16)
detect undead
endure elements (DC 16)
enlarge person (DC 16)
heightened awareness
reduce person (DC 16)

SPECIAL ABILITIES
Air Affinity (Ex) Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you 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.
Background Skill (Knowledge (History), Linguistics)
Bomb (Su) You can use 6 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+5 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (6). Those caught in the splash damage can attempt a DC 15 Reflex save for half damage.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Energy Resistance (Ex) Sylphs have electricity resistance 5.
Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Mathematical Prodigy (Knowledge (Arcana)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Arcana) is always a class skill for you.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Scholar +2 bonus on 2 knowledge skills (Arcana, Planes)
Spell-Like Ability (Ex) Feather Fall 1/day.
Teacher's Pet (Knowledge (Planes)) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor's time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.