Priestess of Pharasma

Sybil Vekker's page

347 posts. Alias of TheCelticCircle.


Full Name

Sybil Vekker

Age

80

Special Abilities

Marsh map

Deity

Kols

Occupation

[dice= Touch attack]1d20+3[/dice] [dice = Bomb damage]1d6+4[/dice]5 splash damage. +1 damage because within 30' was added to the damage roll. If miss: [dice=direction]1d8[/dice][ooc]Lands 2 tiles closer to Sybil, so either: in

Homepage URL

Info on throwing

About Sybil Vekker

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IMPORTANT NUMBERS
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Stat block:

Female Dwarf Alchemist (Mindchemist) 2
LG Medium Humanoid (Dwarf)
Favored Class: Alchemist
Init: +3
Senses: Perception +7, Darkvision 60’.
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DEFENSE
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AC 17 | Touch: 13 | Flat Footed: 14
HP 16
Fort: +2 Ref: +6 Will: +2
CMD: 12 (+4 bull rush/trip)
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OFFENSE
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Speed: 20
BAB: +1
Melee: heavy pick 0, 1d8 -1 (x4)
warhammer 0, 1d8-1 (x3)

Ranged:
+ 5 splash (+6 within 30’ and +1 dg.)

  • Bomb: 1d6+3 (-2 tch/ 20f ), splash damage: 4.
  • Acid flask: 1d6+3 (-2 tch/ 10f ), splash damage: 4.

    Light crossbow, +4 1d8 (19-20), (+5 within 30’) (-2t ch/ 80f )

    CMB: 0
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    STATISTICS
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    Str: 9 | Dex: 16 | Con:9 | Int:16 | Wis: 14 | Cha: 11

    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:
    Acrobatics
    Appraise 10
    Bluff 1
    Climb
    Craft (alchemy) 9
    Diplomacy 6
    Disable devices 7
    Escape artist
    K.Local 10
    K.Nature 10
    Perception 8+2 stone
    Profession (merchant) 6
    Ride
    Stealth 8
    Swim

  • 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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    FLUFF
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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:
    Sybil was born in Magnimar from Silas and Seren Vekker. There she lived in a clan brought composed from family members who had left Janderhoff a few decades ago and ahd entered the precious stones and metals business. The family was quite successful.

    50 years ago:
    Times were good until Dorak (a powerful dwarf once betrothed to Sybil’s mother) came to town. Around this time, Seren felt sick. Her husband went to every priests and doctors. Unfortunately, Dorak had bribed them to overcharge for he wanted to shame Silas by being the one who would heal his wife. Luckily, Madam Mvasthi was in town. Refusing any payment from the clan, she took care of Sybil’s mother and brought her back to health. Unfortunately, she died in a freak accident a few weeks later.

    46 years ago:
    Silas came to find that the grief from living in a house that he live in with his wife for so long was too much and decided to relocate by building a small counter close to Magnimar. He ended up in Sandpoint without knowing it was the town where lived the Mvasthi. Niska’s presence only reminded him of the debt he owned her. From the grief of his wife’s passing and the ever remainder of the Mvasthi, Silas set himself upon repaying Niska’s kindness. For the remaining decades, he mined gold in extremely dangerous conditions. He would return to Sandpoint once a year to make sure the shop was still striving (now directed by a cousin) and to visit the Mvasthi to give his thanks and meagre savings.

    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:
    As soon as Sybil came of age, she accompanied Silas on his expeditions, slowly learning the trade. It is during that time that she met an alchemist who had been hired to help the mining trade. From him, she learned how to use alchemy to enhance her senses and find good mining spots (as well as scout for gas leaks in the mines). During these times, she was mostly employed as a kind of scout, for she lacked the strength to mine per se.

    30 years ago:
    As Sybil worked, she realised that she could make the extraction of the ores much faster if she studied alchemy enough. Thus, she returned to Sandpoint hoping she would come up with a way of making the processing faster which would in turn help her father repay his debt faster. There, she sold the stones and ores that her father had mined.

    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.

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    DETAILED INFORMATION
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    Equipment:

    Pretty scholar’s outfit: 5lbs
  • Blue white dress (nice bit of clothing)
  • Sandals
    Artisan’s outfit: 5 lbs, 1 gp
  • Shirt, pants and apron for work.
  • Leather belt (holds pick and components).

    Chain shirt, 25 lbs. -- gp.
    Cloak of protection +1
    Heavy pick (from her father), 6 lbs 8 gp.
    Warhammer, 5 lbs, 12gp
    Light crossbow, 4 lbs, 35 gp
    Bolts (18), 2 lbs, 2 gp

    Acid, 1 vials, 1 lbs, 10 gp
    Tanglefoot bag, 1, 4 lbs, 50 gp.

    Backpack, 2 lbs, 2 gp
    Bedroll, 5 lbs, 0.1 gp
    Alchemist’s satchel, 2 lbs, 5 gp.
    Formula book.
    Ink
    Inkpen
    Paper
    Wand CLW (see above for charges)

    Weigth: 51 lbs. /90 lbs
    Gp: 1.87

  • Race:

    Slow and steady: 20, never modified by weight or armor.
    Languages: Dwarven, Common, Varisian, Orc.

    Defensive training: +4 dodge vs giants.
    Hardy: +2 racial to poison, spells and spell-like abilities.
    Stability: +4 DMD vs bull rush or trip.

    Greed: +2 appraise (non-magical with precious metals).
    Stonecunning: +2 perception for unusual stoneworks.

    Darkvision: 60 ft.

    Sky sentinel: Ennemies not bonus from higher ground. +1 racial attack, +2 dodge, +2 perception vs flying.
    Weapon familiarity: battleaxes, heavy picks and warhammers.

    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.
    When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen.

    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.