Scro

Zeverin Arkomin's page

213 posts. Alias of Troy Malovich.


Full Name

Zeverin Arkomin

Race

Half-orc

Classes/Levels

Alc 1/Bbn 1 HP: 25/25 (dead at -15) AC: 17/11/16, F +7 (+2 vs poison/drugs, +4 vs Alcohol), R +3, W +0, Per: +5 (darkvision 60'), Init: +1

Gender

Male

Size

Medium, 6'1" 255 lbs

Age

21

Special Abilities

Sneak Attack 1d6, Breath Mastery, Mutagen, Rage (6/6 rds per day), Harrow Card: Peacock (w/1 pts)

Alignment

Neutral Good

Deity

Sarenrae

Location

Korvosa

Languages

Common, Giant, Goblin, Orc

Strength 17
Dexterity 12
Constitution 15
Intelligence 15
Wisdom 11
Charisma 8

About Zeverin Arkomin

Description:
Zeverin is of notable build, not as big as some half-orcs, but he's not tiny either. He has a semi-permanent scowl, and eyes everyone suspiciously. His skin is a light shade of green, and his eyes a dark brown. He wears loose clothing, mostly of cheap make, and looks like some of the sailors that frequent Korvosa's harbor and docks. He definitely looks like a simple vagrant, if it wasn't for the weapon and armor he bears. He also prominently displays a holy symbol of Sarenrae, often holding it as he gives himself affirmations.

Personality:
As a former addict, he sometimes comes off as preachy, often informing others of the negative effects produced by drugs and alcohol. He is often guarded, not ready to get close or open up to anyone, but that doesn't mean others cannot see the concern in his eyes. He is the kind of person that makes a loyal friend, and a fearsome enemy.

Backstory:
Zeverin was just a young man, no more than 13, when he was traded to Lamm to pay off a family debt. There wasn't a lot of love lost, being a half-orc and all. Lamm eyed him greedily at the deal, the feeling of being a piece of merchandise was fairly evident. Even as a youth Zeverin was of a decent size and build, so Lamm couldn't use him for the stret urchin orphan stock he would normally use kids for. Instead, he decided he would use Zeverin for muscle.

Zeverin spent his first few years with Lamm watching the drug makers, ensuring no one stole from the greedy man. From the other men on the job, Zeverin was taught the best and quickest way to really put a hurt on someone, knuckles, knees, most other joints, kidneys, you name it, he learned how to hurt it. It was his job, and on more than a few occasions, he had put it to work on any employees suspected of trying to lie or cheat Lamm. Zeverin felt like he belonged, and grew to focus all his attentions on the job.

He was actually smarter than Lamm had assumed, and while he protected the manufactory of the drugs, he watched the process very closely, and easily picked up on the methods and techniques of the process. He even displayed a couple signs of developing innovative techniques, and became close to some of the crafters. This was an issue for Lamm, because he couldn't have one of his enforcers with their noses too deep in the business, and going soft on the chemists. Lamm decided he would bring Zeverin down a notch.

Since Zeverin trusted the man, Lamm easily manipulated him into using more and more of the drugs being produced. Once he got him hooked, Zeverin slid down the dangerous slope of an addict. Once there, Lamm easily removed him as worthless and untrustworthy, having the other enforcers beat him and throw him out. He no longer had the only family he ever knew. He fell deeper into the depths of his addiction until he was found nearly dead on the streets by Paulus Westland, a follower of the Dawnflower.

He was shown mercy and redemption, and was coached back to health. To maintain his devotion he spent his time using what he new of chemistry and the human body to become focused on becoming a clean and pristine specimen. He has spent this last year learning how to focus his energies into perfecting mastery over his own self and has made it his goal to remove Lamm and all the poison the man produces. No more will he let children and addicts continue to be victims of the man's cruelties.

He has been out of Lamm's service for 5 years. 1 year before Paulus found him, and 4 after.

Zeverin Arkomin
Male half-orc alchemist (chirurgeon, internal alchemist, vivisectionist) 1/barbarian 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18, 18, 20)
NG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 25 (2 HD; 1d8+1d12+5)
Fort +7 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +3, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee mwk greataxe +5 (1d12+4/×3)
Ranged javelin +2 (1d6+3)
Special Attacks rage (6 rounds/day), sneak attack +1d6
Alchemist (Chirurgeon, Internal Alchemist, Vivisectionist) Extracts Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, enlarge person (DC 13)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 15, Int 15, Wis 11, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Brew Potion, Fast Learner[ARG]
Traits brute (apg), drug addict (personal), iron liver
Skills Acrobatics +3, Craft (alchemy) +7 (+8 to create alchemical items), Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Perception +5, Spellcraft +6, Survival +5; Racial Modifiers +2 Intimidate
Languages Common, Giant, Goblin, Orc
SQ alchemy (alchemy crafting +1), breath mastery, fast movement, mutagen (+4/-2, +2 natural armor, 10 minutes), orc blood
Combat Gear mutagen[APG], potion of cure light wounds (3), potion of enlarge person (3); Other Gear mwk breastplate, javelin (3), mwk greataxe, alchemy crafting kit[APG], backpack, bedroll, belt pouch, belt pouch, crowbar, flint and steel, formula book[UE], trail rations (4), waterproof bag[UE], waterskin, whetstone, wooden holy symbol of Sarenrae, 7 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
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
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.