Full Name |
Abramov |
Race |
Human |
Classes/Levels |
Alchemist (Vivisectionist) 2 - 18/19HP - AC17 (T14/F13 - F5 R7 W0 - +5 Perc - +10 Init - CMD16) |
Gender |
Male |
Size |
6"0 |
Age |
26 |
Alignment |
Neutral |
Deity |
Norgorber. |
Location |
Magnimar |
Languages |
Common, Chelish, Varisian and Undercommon. |
Occupation |
Freelancer |
About Abramov
General:
Abramov Labyanko
N Human Alchemist (Vivisectionist) 1
Age: 26
Height: 6’0
Weight: 160lbs
Init: +10; Senses: Perception +4
Languages: Common, Chelish, Varisian and Undercommon.
Str 12, Dex 18, Con 14, Int 14, Wis 10, Cha 8.
Feats: Throw Anything (B), Brew Potion (B), Weapon Finesse (H), Improved Initiative (1)
Traits: Reactionary (+2 trait bonus to initiative), Suspicious (+1 trait bonus to Sense Motive, Sense Motive becomes a class skill), Secret Knowledge (+2 trait bonus on Knowledge Nature), Paranoid (check to assist Abramov with Aid Another is 15 instead of 10)
Favored Class: Alchemist (+1 skill point @ 1+2)
Skills Purchased (16): Craft Alchemy 2, Knowledge Nature 2, Knowledge Arcana 1, Heal, Perception 2, Disable Device 2, Sleight of Hand 2, Stealth 2, Sense Motive 2.
Combat:
DEFENSE
AC:18, Touch 14, Flat-Footed 14 (4 armor)
HP 19 (2D8+4 con, 8@1,7@2)
Fort +5, Ref +7, Will 0
CMD 16
OFFENSE
BAB +1; CMB 3.
Spd 30 ft
Melee Weapons:
Dagger: +6 1D4+1 (19-20, x2) P/S
Missile Weapons:
Dagger: +6 1D4+1 (19-20, x2) 10f P/S
Acid: +6 1D6+2, splash 3 (20, x2) 10f Acid
Extracts prepared:
1 - (3): Cure Light Wounds, Shield, open.
Extracts known:
1: Cure Light Wounds, Crafter’s Fortune, Shield, Detect Secret Doors, Enlarge Person, Death Watch, Comprehend Languages.
Equipment:
In hand: Dagger
Worn: Mithral Chain Shirt + Overcoat
Wands: Cure Light Wounds (38 charges)
Potion: CLW (1x)
Gear: Mithral Chain Shirt (10), MW Dagger (1), Dagger x2 (2), Vials of Acid x3 (3), Alchemist Kindness (0), Bachelor Snuff x2 (0), Common Thieves’ Tools (1), Healer’s Kit (1), Traveling Formula Book (1), Sunrod x3 (3), Overcoat (Pickpocket’s Outfit, +2 to hide small objects on your person)(3), Eyeglasses (0), Scarf (0.5), Doctor’s Shoulder bag (2).
Total weight = 27.5 LBS
Gear in apartment: Alchemy Crafting Kit (50), Surgeon’s Tools (5), MW Alchemist Lab.
Currently crafting: Drow Poison (x2) = 690/750 done on the first dose.
STR12 = Light Load 43 lbs. or less Medium Load 44–86 lbs. Heavy Load 87–130 lbs.
Money: 453 gold pieces, 8 silver pieces, 12 copper pieces.
Skills:
Acrobatics*: +3
[c]Appraise: +2 (int)
Bluff: -1 (chr)
Climb*: 0 (str)
[c]Craft Alchemy: +9 (int)
[c]Craft(any) +2 (int)
Diplomacy: -1 (chr)
[c]Disable Device: +7 (int)
Disguise: -1 (chr)
Escape Artist*: +3 (dex)
[c]Fly*: +3(dex)
[c]Heal: +4 (wis)
Intimidate: -1 (chr)
[c]Knowledge Nature: +9 (int)
[c]Knowledge Arcana: +6 (int)
Knowledge (Any Other): +2 (int)
[c]Perception: +5 (wis)
Perform: -1 (chr)
[c]Profession: 0 (wis)
Ride*: +3 (dex)
[c]Sense Motive: +6 (wis)
[c]Sleight of Hand*: +8 (dex)
[c]Spellcraft: +2 (int)
[c]Stealth*: +8 (dex)
Survival: (wis)
Swim*: 0 (Str)
* Armor Check Penalty (-1)
Special Abilities:
-Sneak Attack 1D6
-Discovery: (2) Concentrate Poison
-Alchemy (+level as competence bonus to craft alchemy checks)(can identify potions with craft alchemy)
-Brew Potion (as bonus feat)
-Poison Use
-Poison Resistance (+2 on saves vs poison)
-Mutagen ( At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) 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.)
-Throw Anything (as bonus feat)(An alchemist adds his 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.)
Background: Born and raised in Magnimar, Abramov grew up in the shadow of the great bridge. His parents weren’t poor nor rich and did everything they could do to keep their only son on the right path. If the right path is a road towards wealth and power, they might have succeeded. They saved up for his schooling and were thrilled when they received the news that Abram could become an apprentice of a rather mediocre alchemist.
During the course of his teenage years he learned everything he possibly could from this untalented hick. The man kept asking for money, a result of his drug addiction, and Abram had to start selling his skills to less than pleasant company. He had never been squeamish, but seeing a young sailor having his throat slit so that he could dissect him and retrieve the smuggled goods out of him certainly was a new experience for him. The many horrible sights have made him realize that there’s only way to avoid such unpleasantries in the future: either become so rich that he may escape this part of the world OR become invaluable to those around him.
As of now, he is neither invaluable nor rich. This gives Abram a whole lot of drive, and his engine is just getting started.
Personality: The three keywords when describing Abramov are: Antsy, Paranoid and Ambitious.
He tries to hide these traits, but the result is that he is almost permanently holding his chin with his hand in an attempt to keep his mouth covered either by a clenched fist or his fingers resting on his lips, a restless index finger tapping along to some unknown beat.
Outside of working hours and the occasional visit to a brothel, he likes to keep to himself and spend countless hours into his personal research. He is remarkably easy to get along with. That is assuming that you stay out of his way.
Abram takes a questionable amount of joy out of acts of skullduggery.
Appearance: A neatly groomed beard and well-kept hairdo show the meticulous nature of Abram. Cold grey eyes pierce through from under the sandy brown ridge of his eyebrows. He wears glasses to underscore his expertise. The rise of his chin and the near-permanent frown on his face give anyone dealing with him the idea that he’s ever displeased, but unlucky genes are to blame for that.
Abram prefers to dress in clothes that portray his professionalism. Stylish white leather coats with a colored rim of black, brown, grey or red have his preference. Thanks to an overzealous mom, he wears a scarf even during the hottest days of summer. When it is too warm to wear it, bystanders will notice him eyeing his surroundings whenever he has the chance to do so. Mom could notice he isn’t wearing his scarf!
Future goals: Get better at using and crafting poisons. Obtain wealth and influence, in order to achieve two things: to fund his research and to improve his living conditions. To get out of the shadow of that damned bridge. To find a pretty snake of a woman in who he can confide and scheme with.