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About Sybil Vekker*
Stat block:
Female Dwarf Alchemist (Mindchemist) 2 LG Medium Humanoid (Dwarf) Favored Class: Alchemist Init: +3 Senses: Perception +7, Darkvision 60’. __________________________________________________________ DEFENSE __________________________________________________________ AC 17 | Touch: 13 | Flat Footed: 14 HP 16 Fort: +2 Ref: +6 Will: +2 CMD: 12 (+4 bull rush/trip) __________________________________________________________ OFFENSE __________________________________________________________ Speed: 20 BAB: +1 Melee: heavy pick 0, 1d8 -1 (x4) warhammer 0, 1d8-1 (x3) Ranged:
Light crossbow, +4 1d8 (19-20), (+5 within 30’) (-2t ch/ 80f ) CMB: 0
Feats: Brew potions (class), Throw anything (class), Point blank shot. Traits: Highlander (renamed to cavern scout?) , trustworthy (social), friend of the family (Campaign). Family ties (drawback) Languages: [b] Common, Dwarven, Varisian, Shoanti. [b]Skills:
Extracts:
Extracts per day: 3 Level 1 Cure light wounds, Comprehend language, Detect secret doors, Keen senses, Targeted bomb admixture, True Strike. Draught of the Senses (Cognatogen): Wisdom(*) Prepared indicated by (*) Wand (CLW) 40
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Strategy:
To be written. Appearance:
Sybil is a dwarf of a surprisingly light build, much more feminine than most dwavettes. She has pale skin and white/blond hair which is pulled back in an intricate bun. Her eyes are beautiful and green yet nothing in comparison to her large and kind smile, although a sad glint seems to reside in her eyes. The dwarvette wears a blue and white dress, a pick dangling by her belt and carries a backpack that seems overpacked. Background (Adulthood):
Summary: Merchant indebted to a vengeful consortium head. The last few years have been hard on Sybil Vekker. It all began when she learned about her father’s death in the Kodar mountains. She had last seen him when he came to their house in Magnimar to announcer her that soon they would be able to repay their debt to Niska and could live well for the rest of the days. The news of his demise came from a group of adventures who had discovered that her father and his expedition had been stuck in the mountains and driven to madness and cannibalism by a wendigo. The blow was very hard on Sybil for all the members of the expedition were either family or childhood friends. Thus, Sybil stayed in Sandpoint to cater to her jewelry shop. However, things got worst when Dorak, an ancient rival to her dad, came to claim her home and shop on the basis that her father had greatly indebted himself to his consortium to found his last expedition. Yet, the value of her estates was not enough to repay the debt so she had to employ herself to the dwarf. In doing so, she resettled to Janderhoff. Throughout the following years, times were hard, due to an ancient enmity between Dorak and her father (see childhood background), her new boss would always send her on perilous jobs. First in the mines, then in Varisia as a travelling merchant. As she travelled, she had the chance to meet Niska Mvasthi. It is during these dark times that she promised to Niska to follow Koya if she ever went on a long trip. Yet, it seems that this would never happen, for Dorak had grown tired of bullying her around and knew that a lifetime of services would never buy her freedom. Thus, he decided to send her on an impossible quest, go to fabled land of Tian-Xia and bring him back jewels that could only be found there. Whether she succeeded or died did not matter to him: either way he would get what he wants, money to repay the debt or her death. As a last goodbye to Varisia, Sybil decided to head for Sandpoint, she had to explain to Niska that she could never fulfill her promise for she would herself go on a long perilous journey. As she arrived to Sandpoint, she learned that Niska had passed away. This only worsened Sybil’s condition, for she would have to break a promise (which was already demanding) made to a deceased woman (which truly made to whole thing horrific).
Background (Childhood):
Summary: On how does Sybil learned the mining and merchant trade, became and alchemist and met Koya and Niska. 80 years ago:
50 years ago:
46 years ago:
As for Sybil, she found solace in forging a strong relation with her father. While she was still a young teenager (dwarwise) she spent a few years in Sandpoint, taken care off by her father’s cousin and learning to know the locals. She would spend much of her time helping the Mvasthi to whom she felt she own a debt. It is during this time that she met Koya. Although they had strongly differing personality, she could not bear being mean to the woman and so was always nice to her, however as Koya aged and Sybil stayed a young dwarf, they slowly drifter apart. 37 years ago:
30 years ago:
General personality:
Summary: Friendly, trustworthy, nice female dwarf (almost an oxymoron). Sybil is as loyal as a dwarf can be (if not more) she puts the wellbeing of her friend, clan and family above all else. Promises are of outmost importance to her for they reflect her integrity and her clan. Unlike most dwarves, Sybil is surprisingly friendly. She is always smiling and never gruff. This mostly comes from years of interacting with humans and trying to raise her father’s spirit.
Foreseen advancement:
Alchemist all the way, throwing bombs, getting infuse extracts to give them to other party members and finding traps for the lot. __________________________________________________________ DETAILED INFORMATION __________________________________________________________ Equipment:
Pretty scholar’s outfit: 5lbs Artisan’s outfit: 5 lbs, 1 gp Chain shirt, 25 lbs. -- gp.
Acid, 1 vials, 1 lbs, 10 gp
Backpack, 2 lbs, 2 gp
Weigth: 51 lbs. /90 lbs
Race:
Slow and steady: 20, never modified by weight or armor. Languages: Dwarven, Common, Varisian, Orc. Defensive training: +4 dodge vs giants.
Greed: +2 appraise (non-magical with precious metals).
Darkvision: 60 ft. Sky sentinel: Ennemies not bonus from higher ground. +1 racial attack, +2 dodge, +2 perception vs flying.
Class:
+1 craft(Alchemy)/level. Use craft (Alchemy) to identify potions. Brew potions. Bomb: int + 1/lvl = 5. | range 20 ft. | 1d6 | Splash damage = minimum | Rflx (10 + 1/2 alch lvl. + int = 13) to 1/2 splash damage | Cognatogen: +4/-2 +2ac | 1h to brew | Lasts 10 min / lvl.
Throw anything: Add int to damage with splash. +1 tch with splash. Perfect recall : When making a Knowledge check,add Intelligence bonus on the check a second time. The mindchemist can also use this ability when making an Intelligence check to remember something. Discovery (lvl2):Precise bomb: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect Favored class:
HP: 2 SP: Traits:
Friend of the family (Koya): As long as Koya remains alive, you gain a +1 trait bonus onPerception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya. Highlander : You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas. Trustworthy: +1 trait bonus bluff and diplomacy. Diplomacy is class skill. Drawback: Family ties (instead of family, link to major npcs and/or characters). When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubtdrawback. Feats:
Throw anything: Add int to damage with splash. +1 tch with splash. (Class) Brew potions (class) Point blank shot: +1 tch within 30’. (Lvl 1). Detailed skills:
Total/AbilityScore/Ranks/Class/Others Skills/ Total/ AbilityScore/ Ranks/ Class/ Others Acrobatics Appraise 10 3 2 3 2 (racial) Bluff 1 0 0 0 +1 trait Climb Craft (alchemy) 9 3 1 3 +1/Alchemist lvl Diplomacy 6 0 2 3 +1 trait Disable devices 7 3 2 3 -1 armor Escape artist K.Local 10 3x2 1 3 K.Nature 10 3x2 1 3 Perception 8+2 stone 2 2 3 +2 stone. +1 trait. Profession (merchant) 6 2 1 3 Ride Stealth 8 3 2 3 +1 trait -1 armor Swim Special:
You can draw a Healing wand and use it as a standard action. |