About Iozif AlamancarDescription:
Iozif is a Varisian boy of 17 years. A thin and sinewy build leads up to a face with much boyish charm. With a thin nose, a wide mouth, and angular cheekbones, Iozif has a face that leaves an impression of knowledge. His messy, charcoal-colored mop of hair hangs a little above the shoulders, and his right ear has two copper stud earrings in it. His clothing consists of a simple hemp shirt and pants with a rope belt, as befit his humble beginnings.
Iozif is an unassuming and unassertive personality, preferring to keep everyone happy and go with the flow. Most people, including Iozif himself, would describe him as cowardly. He speaks softly, with a country drawl accenting his vowels. Iozif also gives a light chuckle before starting most thoughts, whether or not the topic is one to laugh at. This is an unconscious tic which has offended people in the past. He is bashful when it comes to romance, which has caused a couple girls in his past to lose interest in him. He doesn't think much about lofty things such as government or politics, trusting that the current system will work and will keep him protected as he does his business. When people are taken away by the government, Iozif believes the official stories about traitors, spies, and trafficking, whether they are really true or not. After all, he's not had anyone close to him taken by the government, so he doesn't have any reason to question it. Backstory:
Iozif was born a poor peasant, on a poor farm, in a poor town. His entire family of 8 toiled ceaselessly as turnip farmers, and from the age of 4 onward he toiled as well. The Alamancars fought the soil throughout the year to barely scrape enough to live on, and before young Iozif reached his tenth birthday one of his sisters died of pneumonia and his eldest brother was conscripted by the Sovreign to work as a soldier. Coming from bleak and unforgiving conditions such as these, Iozif did not expect much of life. He understood that, even if he were to grow old, the only thing he would be good for in life would be sowing fields.
Then one day, his life made a drastic turn with an event which would steer his future. When toiling in the fields one breezy afternoon, a fourteen year old Iozif heard a great noise beyond the fence, and quickly ran to see what had occurred. Upon investigation, he discovered a cart overturned along the side of the road, with an aged man laying nearby the driver's seat, grabbing at his throat. Iozif ran down to the aslant vehicle to assist, and the barely conscious man was feebly attempting to open a bottle containing some viscous blue fluid. Iozif helped the man to open the bottle and drink its contents, and wrapped the man's wounds in scraps of Iozif's own shirt. After the man drank the potion, he became much more vigorous and aware. He identified himself as Aldert Gillis, an alchemist and herbalist by trade. He thanked Iozif many times for his help, and while grimly surveying the wreckage of his cart confessed that he was too old to continue driving his car. He had an illness which caused him to occasionally lapse into sleep during the day, and he'd always feared something like his situation would occur, but he did not have another person to drive his cart for him. Seeing an opportunity, Iozif brought the man to his parents, who decided after some discussing with the man to allow Iozif to go with him, to study as Aldert's apprentice and help the man with his business. For 3 years Iozif studied to be an herbalist under the tutelage of Aldert, and also ran errands and drove the herbalist's cart to and from market. He learned much about the remedial properties of local flora and fauna, as well as gaining some knowledge of medical diagnoses and treatment. He spent many days foraging in the forests for the herb's which Aldert required for his remedies. He also learned a little more of the world outside his home village, hearing tales from adventurers who would come into the apothecary for remedies or healing. His life under Aldert's wing was a much better life, with full meals, easier work, and a promise of a brighter future when he would run the herbalist's apothecary on his own. However, Iozif's life once again took a dramatic turn at the age of 17. A dastardly alchemist named Variel moved quietly into his town early in the year, and one day planted a magical fungus into the produce at the farmer's market. Iozif happened to be the unlucky one to select the infected apple and eat it that night. Two days later, during an ordinary delivery of poultices into the big city, Iozif became suddenly very sick, and he collapsed just inside the city gates. When he was retrieved by the city guards and taken to the healers, magical diagnostics revealed that he had a previously unseen magical disease infecting his respiratory system. The Sovereign were informed immediately of the threat to public health, and they came to a quick and brutal decision. They had to choose between trying to cure the young boy of the unknown disease and risking infecting more people, killing him and quickly disposing of the infected body, or throwing him in the Prison. The decision they came to was to remove Iozif immediately to the Prison, despite him being free of any crime. About the Character:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile, a prized possession…whatever you need to get an image in your mind. 5 is just a minimum… more elements are encouraged!
Meek, physically average but easily pushed around by others, good natured
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. Iozif's goal: to become a master herbalist and healer, and to help his family out of their miserable conditions.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him or her but that he or she is not actually aware of yet. This will help me in creating plots that center around your character. Iozif knows that the current Sovereign's granddaughter receives regular shipments of moon tea leaves, which are brewed into a contraceptive tea, despite the daughter not seeing any men publicly.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. Aldert Gillis, an elderly alchemist who taught Iozif the herbalist's profession. He has narcolepsy.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don’t have to be elaborate, but they should provide some context and flavor. Iozif gives a soft laugh at the start of almost every train of thought. It's entirely unconscious, and he does it even when he's trying to be serious.
New Statblock:
Iozif Alamancar
Human (Varisian) Expert 1 Sorcerer 1 NG Medium Humanoid (human) Init +2; Senses Perception +5 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 22 (1d8+1d6+10) Fort +4, Ref +2, Will +4 -------------------- Offense -------------------- Speed 20 ft. (medium encumbrance) Melee Dagger +1 (1d4+1/19-20/x2) and . . Shortspear +1 (1d6+1/x2) Ranged Sling +2 (1d4+1/x2) Special Attacks tanglevine (cmb +4) (6/day) Sorcerer Spells Known (CL 1): 1 (4/day) Sow Thought (DC 15), Color Spray (DC 14) 0 (at will) Acid Splash, Daze (DC 14), Light, Root -------------------- Statistics -------------------- Str 13, Dex 14, Con 16, Int 12, Wis 10, Cha 16 Base Atk +0; CMB +1; CMD 13 Feats Eschew Materials, Skilled Driver (Land), Spell Focus (Enchantment), Toughness +3 Traits Caretaker, Resilient Skills Acrobatics -1 (-5 jump), Appraise +5, Climb -2, Craft (alchemy) +6, Diplomacy +7, Escape Artist -1, Fly -1, Heal +5, Knowledge (geography) +3, Knowledge (nature) +6, Perception +5, Profession (driver) +4, Profession (herbalist) +4, Ride -1, Sense Motive +1, Spellcraft +5, Stealth -1, Survival +4, Swim -2 Languages Common, Elven, Varisian SQ bloodlines (verdant) Combat Gear Oil; Other Gear Leather armor, Dagger, Shortspear, Sling, Artisan's tools (Craft [carpentry]), Backpack (36 @ 17 lbs), Bedroll, Bell, Candle (3), Chalk, Earplugs, Fishhook, Flint and steel, Rope, Shovel, Signal whistle, Tindertwig (5), Torch (5), Trail rations (5), Twine (50'), Wandermeal (10), Waterskin (2), Charcoal, You have no money! -------------------- Special Abilities -------------------- Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Skilled Driver (Land) Gain +4 bonus on driving checks with made with one vehicle Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. Tanglevine (CMB +4) (6/day) (Sp) 15' vine can be used for disarm, steal, or trip. Verdant Gain +spell level natural armor for 1d4r after casting a personal spell. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Old Statblock:
Iozif Alamancar
Human (Varisian) Expert 1 Sorcerer 1 NG Medium Humanoid (human) Init +2; Senses Perception -1 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 18 (1d8+1d6+7) Fort +2, Ref +2, Will +3 -------------------- Offense -------------------- Speed 30 ft. Special Attacks Tanglevine (CMB +4) (6/day) Sorcerer Spells Known (CL 1, +1 melee touch, +2 ranged touch): 1 (4/day) Sow Thought (DC 15), Color Spray (DC 14) 0 (at will) Acid Splash, Daze (DC 14), Light, Root -------------------- Statistics -------------------- Str 12, Dex 14, Con 14, Int 12, Wis 8, Cha 16 Base Atk +0; CMB +1; CMD 13 Feats Eschew Materials, Spell Focus (Enchantment), Toughness +3 Traits Caretaker Skills Craft (alchemy) +6, Heal +4, Knowledge (nature) +6, Profession (herbalist) +3 Languages Common, Elven, Varisian SQ Verdant --------------------
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Variel Narinimis:
Variel Narinimis was born the son of two great sorcerers, and every elf in his hometown of Eurunes knew he would possess an aptitude for magic unparalleled in all the land. He was the source of much attention from adults during his childhood, and even into his fifties Variel sat at the center of much expectation. However, he did not manifest any magical powers whatsoever, and rumors spread around the community that he wouldn't possess any of his parents abilities. His parents were indignant, and knew that it was only a matter of time before Variel's powers became apparent. More time passed, and by the time he was 90 Variel still did not possess any innate magic. Instead, he was content to explore the wonders of alchemy and physiology. When Variel turned 99, his parents, disgusted with his lack of magical powers, threw him out of Eurunes.
At this point in his life Variel, feeling ashamed, angry, and frustrated, wandered far from his home town, barely scraping together enough to survive on. He eventually settled in the town of Dewleaf, a human village not far from the capital city. There he continued his alchemical research, with a new goal in mind: giving those without innate magical talent fantastic abilities, and putting everyone on the same level. He experimented with many varied methods, from organ transplanting to potion brewing to rituals committed at leylines of power. However, his first true breakthrough was made with a fungus which symbiotically binds itself to a person, feeding off and amplifying their innate magical potential to grant them magical powers which they never possessed before. Variel experimented quite a bit with this new discovery, delivering it to unsuspecting victims through food, drink, or other methods, then watching them to observe the results. His experiments led to four deaths in Dewleaf, and the suspicions around town caused him to move on to other locales. He currently wanders from settlement to settlement, staying no more than a few years at each to observe the effects the fungus has on its hosts. His research has reached the point where the fungus's host is reliably kept alive, although there may be unforeseen long-term consequences to his experiments... Variel Statblock:
Variel Narinimis CR 2
XP 600 Elf Alchemist (Internal Alchemist, Vivisectionist) 3 NE Medium Humanoid (elf) Init +2; Senses Low-Light Vision; Perception +6 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 24 (3d8+3) Fort +4, Ref +5, Will +1; +2 vs. enchantments, +2 vs. disease, +2 vs. poison. Immune sleep; Resist Disease Resistance +2, Elven Immunities, Poison Resistance +2 -------------------- Offense -------------------- Speed 30 ft. Melee Dagger +4 (1d4+2/19-20/x2) and . . Sickle +4 (1d6+2/x2) Special Attacks Sneak Attack +2d6 Alchemist (Internal Alchemist, Vivisectionist) Spells Prepared (CL 3, 4 melee touch, 4 ranged touch): 1 (4/day) Enlarge Person (DC 14), Cure Light Wounds (x2) (DC 14), Deathwatch -------------------- Statistics -------------------- Str 14, Dex 14, Con 11, Int 17, Wis 10, Cha 8 Base Atk +2; CMB +4; CMD 16 Feats Arcane Vendetta, Brew Potion, Elven Weapon Proficiencies, Toughness +3 Traits Anatomist, Forlorn Skills Acrobatics +0, Climb +0, Craft (alchemy) +9, Escape Artist +0, Fly +0, Heal +9, Knowledge (nature) +9, Perception +6, Ride +0, Sleight of Hand +6, Spellcraft +9, Stealth +0, Swim +0, Use Magic Device +5 Modifiers Alchemy +3 Languages Celestial, Common, Draconic, Elven, Sylvan SQ Breath Mastery, Elven Magic, Fast Poisoning (Move Action), Feral Mutagen, Mutagen (DC 14), Poison Use, Urbanite Combat Gear Chain shirt, Dagger, Sickle; -------------------- Special Abilities -------------------- Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Anatomist +1 to confirm critical hits. Arcane Vendetta +2 bonus on damage vs. arcane spellcasters Breath Mastery 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 Constituti Disease Resistance +2 (Ex) +2 to save vs. Disease. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action. Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level. Poison Resistance +2 (Ex) +2 to save vs. Poison. Poison Use You don't accidentally poison yourself with blades. Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed. Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. |