Ezer Hazzebaim

Jakob Alexander's page

7 posts. Alias of Manzcar.


Full Name

Jakob Alexander

Race

Aasimar

Classes/Levels

1

Gender

Male

Size

6'1"

Age

71

Alignment

Neutral Good

Deity

Erastil

Location

Sandpoint

Languages

Common, Celestial, Draconic, Elven, Sylvan, Thassilonian

Occupation

Alchemist

Strength 10
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 12
Charisma 12

About Jakob Alexander

Backstory:

Jakob Alexander was born in Magnimar the city of monuments. He was born to Marga and Robza a simple couple who only wanted a child. They wanted him, prayed for him before birth, and hoped for the most for him. This was all before he was born of course. His parents were simple shop owners . His mother had an amazing way with herbs and his father could make any potion you could imagine. Whether it was healing, poison, or explosive he could mix it up and you wanted it for it's intended purpose. Together they made a life providing a service that helped others and it was a grand life for them. They were content and happy. That was until Jakob was born.

He was nothing like what his parents expected and he was nothing like he should have been. Jakob was always agile of foot and quick of mind but never strong. But I am getting ahead of myself I. I should just start from the beginning and with that I mean his birth. That is when the interesting part of his existence really begins. When Jakob was born he had bronze lustrous skin and silver hair that shone in the light like polished metal. His eyes shone like emeralds polished bright and sparkling in the dimmest of light. He was a glorious sight to see a thing of beauty and of pain. The pain for his father was that he looked nothing like him. You see his parents were both pale white with blonde hair and blue eyes. He was nothing like them. To say it caused a little concern would be an understatement.

Well actually his father wouldn't believe that he wasn't a bastard. In fact he took the babe and the mother to the Temple of Erastil to find the answer of his mothers infidelity. So his life started as a would be bastard but it got only weirder from there. The clerics were able to prove that he wasn't a bastard and that hhis mother wasn't unfaithful. It turns out that he is what the clerics at the local temple called an Aasamir. In essence he is supposed to be an angel on earth. His ancestory has outsider blood and he is a manifestation of that blood.

His parents wanted him to enroll in the temple of Erastil to become a cleric or palladin or anything religious. They pushed him to do this for year after year but all he wanted was to do what his parents did. To do good for others through what he knew. And what he knew was what his parents knew Alchemy. He understood what his father did with the potions and the herbs were as easy to him as they were to his mother. So he studied with them keeping his secret form those around describing his differnce as a birth defect.

The years passed and he watched his parents grow old, but he never seemed to age. When he turned 60 he was no older than humans that were in their 20's. He watched his parents slowly die at a ripe old age. In fact toward the end his father seemed to be able to lock anything and everything with the keys still on the wrong side of the lock. He was forced to learn to pick locks and disable other certain deterants that his father had set. He knew that they loved him and he loved them but he always felt like he never lived up to their expectations even after 70 years of his life.

He is an angel who doesn't use religious means to live. He is not a cleric and he is deffinitely no palladin. But he can blow your mind and your life because he is an alchemist. Using extracts, potions, and mutageons to help others, himself, and defeat evil.

He has left Magnimar since his parents died because he wanted an opportunity to make a name for himself. He is taking the opportunity to become his own person, to find himself, to make himself, and to live his life. He has settled Sandpoint to search for his meaning.

crunch stuff:

Jakob Geisler
Female Aasimar Alchemist 1
NG Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +1
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Dagger +0 (1d4/19-20/x2) and
. . Dagger +0 (1d4/19-20/x2) and
. . Dagger +0 (1d4/19-20/x2) and
. . Dagger +0 (1d4/19-20/x2) and
. . Dagger +0 (1d4/19-20/x2)
Ranged Bomb +3 (1d6+3 Fire/x2)
Special Attacks bomb 1d6+3 (6/day) (dc 13)
Spell-Like Abilities Daylight (1/day)
Alchemist Spells Prepared (CL 1):
1 (2/day) Cure Light Wounds, Bomber's Eye
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Statistics
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Str 10, Dex 14, Con 10, Int 16, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Brew Potion, Extra Bombs, Throw Anything
Traits Caretaker, Scholar of the Ancients
Skills Acrobatics -1 (-5 jump), Appraise +7, Climb -3, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +3, Disable Device +3, Escape Artist -1, Fly -1, Heal +6, Knowledge (arcana) +8, Perception +7, Ride -1, Spellcraft +7, Stealth -1, Swim -3, Use Magic Device +5 Modifiers alchemy +1
Languages Celestial, Common, Draconic, Elven, Sylvan, Thassilonian
SQ mutagen (dc 13)
Combat Gear Acid, Alchemist's fire, Sunrod; Other Gear Studded leather armor, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Alchemy crafting kit, Backpack (2 @ 2 lbs), Bedroll, Silk rope, Thieves' tools, 42 GP, 1 SP
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (6/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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