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About Caro MartisovaName: Caro Martisova
Initiative: +1
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Effects of Mutagens:
STR Mutagen (+4 STR, -2 INT, +2 Nat Armor): AC 16 (T11/FF15); CMD 16 (FF15) Dagger +5 (1d4+5) 19-20/x2 Longspear +5 (1d8+7) 20/x3 Dagger (thrown) +1 (1d4+5) 19-20/x2 All STR skills additional +2; All INT skills additional -1 CON Mutagen (+4 CON, -2 CHA, +2 Nat Armor): AC 16 (T11/FF15); CMD 14 (FF13) HP 15/15; Fort save +5 All CHA skills additional -1 DEX Mutagen (+4 DEX, -2 WIS, +2 Nat Armor): AC 18 (T13/FF15); CMD 16 (FF13) Dagger (thrown) +3 (1d4+5) 19-20/x2 Reflex Save +5; Will Save +0 All DEX skills additional +2; All WIS skills additional -1 Special Abilities:
Alchemy: +1/lvl to craft(alchemy) to create alchemical items; can ID potions by touch (hold in hand for 1 round) Brew Potion: brew potions of any formulae known (up to 3rd level), using alchemist level as his caster level. The spell must be one that can be made into a potion. Mutagen: (DC13) adds +4/-2 to physical/mental attributes and +2 natural armor for 10 minutes Sneak Attack: Attacks deal extra damage if target is flanked or flat-footed Throw Anything: Proficient with improvised ranged weapons; +1 to hit with thrown splash weapons; Add INT modifier to damage done with splash weapons, including to the splash damage Traits and Feats:
TRAITS: Anatomist +1 trait bonus on all rolls made to confirm critical hits Bruising Intellect use INT instead of CHA for Intimidate checks Omen +1 trait bonus on Intimidate checks; Intimidate is a class skill; demoralize an opponent as a swift action once per day. Pragmatic Activator use INT instead of CHA for Use Magic Device checks FEATS: Toughness: +3 HP; for every HD past 3 gain 1 additional HP. Extra Traits: Gain 2 additional traits Ability Scores and Skills:
Strength 16 (+3) Dexterity 12 (+1) Constitution 12 (+1) Intelligence 16 (+3) Wisdom 12 (+1) Charisma 9 (-1) ----------- Acrobatics +1 Appraise +3 Bluff -1 Climb +3 Diplomacy -1 Disguise -1 Escape Artist +1 Fly +1 Heal +1; +3 with Healer's Kit Intimidate +8 (1 rank, 3 class, 3 INT, 1 trait) Knowledge(arcana) +7 (1 rank, 3 class, 3 INT) Knowledge(nature) +7 (1 rank, 3 class, 3 INT) Knowledge(religion) +4 (1 rank, 3 INT) Perception +5 (1 rank, 3 class, 1 WIS) Ride +1 Sense Motive +1 Spellcraft +7 (1 rank, 3 class, 3 INT) Stealth +1 Survival +5 (1 rank, 3 class, 1 INT) Swim +3 Use Magic Device +7 (1 rank, 3 class, 3 INT) ----------- Background Skills: Craft(alchemy) +7 (1 rank, 3 class, 3 INT); +8 to create alchemical item Profession(mortician) +5 (1 rank, 3 class, 1 WIS) Formula Book:
2 per day 01 - Cure Light Wounds 01 - Heightened Awareness 01 - Long Arm 01 - Scarify 01 - Shield Gear:
Combat Gear: Studded Leather Armor Longspear Cold Iron Dagger Dagger (3) Dagger w/ greenblood oil (3) *DC13, 1/rd for 4 rds, 1 CON dam, 1 save* Alchemist's Fire (2) Other Gear: Alchemist's Formula Book Alchemy Crafting Kit Backpack Bedroll Belt Pouch Blanket Flint and Steel Empty Vial (3) Ink and Inkpen Journal Soap Spring Loaded Wrist Blade Surgeon's Tools Waterskin Consumable Items Healer's Kit (10/10) Potion of CLW Trail Rations (3) Torch (3) Random Items Ring with Green Flame Insignia looted from assassin Currency: 92g 3s 3c Current Load: 70 lbs (light)
Background:
Caro Martisova was born to a poor family on the outskirts of Thrushmoor, in Ustalav. Her father Derek Martisova was an alchemist, and her mother Iona was a healer. They made their living making healing potions and alchemical items to sell in their shop in the Thrushmoor market. Her parents were both of very high intellect and did not trust the quality of the local schools, especially those few that they could afford. Due to this, Caro was homeschooled in the evenings and spent the days with her parents at their shop, learning their work and listening to the fascinating stories of the unusual and aberrant creatures that continued to wander Ustalav since the fall of the Whispering Tyrant. Caro had always been fascinated with the mechanical intricacies of life, and the combination of her father's alchemy, mother's healing, and the adventurer's stories did much to keep her interest in that area. As soon as she was old enough to be out by herself, she began collecting insects and small animals, experimenting on them and then dissecting them in order to see how they worked. To help her family support themselves she began to teach herself taxidermy, both making realistic poses and grotesque creatures that were a mixture of different animals. They did not sell very well, but that did not dissuade her. As time went on, she began to become fascinated by the concept that through a mixture of alchemy and surgery living hybrids could be created that would survive and even thrive. When she came of age, as opposed to continuing in the footsteps of either her of her parents, she set off to Lepidstadt, famed for its study of medicine and science, to try and see if she could be accepted despite her humble upbringing. She could not afford to pay the admission fees, but she remained in the city attempting to speak to the professors in order to obtain a scholarship. Her lack of social skills and her ragged appearance kept her from success until she was overheard talking with a student about her concept of alchemical grafting to improve existing species. This brought her to the attention of Professor Boerscu, who was involved in the study of natural hybrids such as half-orcs and tieflings, as well as the unnatural such as the manticore and sphinx. He was working in secret to try and create new humanoid hybrids, combining man and beast in ways that most would consider blasphemous. He approached Caro and after a long discussion agreed to sponsor her in the Univeristy if she would be his research assistant. During this time she had an experience that would scar her for life. Professor Boerscu's research had moved into that of protean beings, as he felt that their ability to constantly morph their physical forms could be somehow extracted and used to assist in keeping their hybrid experiments more stable. After receiving a shipment of materials and creatures from adventurers, they found that one of the subjects was a Pelagastr, a much more intelligent and malevolent protean than they had previously experienced. In addition to the normal protean abilities of morphing, the Pelagastr had the ability to merge with other creatures in a form of possession. It merged with the Professor, who then attempted to kill Caro. She managed to escape, but the Pelagastr caused the Professor to go on a rampage, destroying their lab and killing several other students and faculty members. The creature was eventually put down by the University guards, but in the process all the details of their research were obtained by the University Council, and Caro was summarily expelled from the University for dangerous and unsanctioned experimentation. Since that day she has had an almost paralyzing fear of protean beings, and is very nervous around and highly suspicious of anything that utilizes a form of possession or mind control. Since that event, Caro has been travelling from city to city, attempting to gather samples and continue her research as she can, while supporting herself by selling healing potions and extracts and signing on with adventuring parties to supplement her income. She has discovered that her knowledge of anatomy and ability to create extracts and mutagens has much use outside of just the research world, but her goal is to find a place where she can establish a new lab and continue her research in order to ultimately create a new hybrid humanoid vastly superior to the existing races.
Personality and Appearance:
Caro is a rather plain woman, with mousy brown hair that she can never keep orderly, glasses, and a forgettable face. Her only real distinguishing feature is her eyes which are piercing and intelligent, always studying the creatures around her carefully. She dresses in plain travelling clothes, but always wears a long coat and gloves to protect her hands and armor from any damage due to her experiments. She is meticulous and calculating, using logic in all situations and is hyper-focused on anything that is related to her research. She has no patience for superstition, uneducated guesses, or faith, as she feels that they are all traps that lead people away from the truth. Over time she has learned to temper her speech around the uneducated or devout in order to avoid unnecessary conflict, but when excited she will sometimes slip up and voice her true thoughts on those subjects. She has a tendency to lecture on medical or biological subjects if they come up, but in all other matters will remain more introverted, letting others take the lead in conversation. Although initially very anti-social with a new group of people, once she forms a bond with someone it is extremely strong, and she will do anything to support her few friends. She is often seen as off-putting by those who do not know her, or who are not used to people that are as logical or blunt as she is.
Destiny's Call Contacts:
Caliphas: Bob Taterhead (Spud) | Gossip | Trust: 2 (skeptical) - +2 diplomacy w/ Spud; +2 diplomacy on gather information at Flanagan’s Grain and Grog Randle McHandout | Observer | Trust: (1) Wary - usually found on docks Lashku Demilo | Lunatic | Trust (1) Wary - found at Havenguard Asylum |