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Dr Davaulus

Doctor Abner Svengalu Toffitt's page

2,820 posts. Alias of Saint Bernard de Clairveaux.


Full Name

Doctor Abner Svengalu Toffitt

Race

Half-Elf

Classes/Levels

Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14

Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Size

5'9"

Age

Apparently ageless

Special Abilities

Rending and reknitting of flesh; medicinals

Alignment

Neutral Good

Deity

none

Location

Cauldron, for now

Languages

Common, Elvish, Giant, Draconic, Celestial, Undercommon, Goblin, Gnome [headband]

Occupation

Chirurgeon

Strength 14
Dexterity 22
Constitution 12
Intelligence 18
Wisdom 14
Charisma 12

About Doctor Abner Svengalu Toffitt

Status:

Active effects/conditions ablative barrier, barkskin, death ward, delayed consumption (freedom of movement), echolocaton, heroism, mutagen, perceive cues, resist fire 30, see invisibility, shield

Init +12 Perception +28 Sense Motive +27
AC 42 / 43 crowd control (20 touch; 26 incorporeal; uncanny dodge)
10 +8 dex +9 armor +2 ring +9 nat armor +4 shield

CMB +13 CMD 33 (+11 BAB, +8 Dex, +2 Str, +2 Ring)
HP 151 / 151
Fort +19 Reflex +21 Will +11 (+2 v. enchant)
Immune Poison, disease, nonlethal, cold, sleep, paralysis
Other Defenses -4 to ability damage, -2 to ability drain, 25% chance to avoid crit/precision damage

Weapon Equipped Dueling blade
Mutagen ACTIVE (+4 Dex, +6 Con, +4 AC, -2 Wis, -2 Cha, 14 hour duration)
Elixirs
1 Ant haul ACTIVE 26 hours
- Endure elements ACTIVE 24 hours
- Enlarge person (Finneas)
- Shield (Finneas)
- Shield ACTIVE
- Touch of the sea
2 Ablative barrier 13 hours ACTIVE
- Ablative barrier 13 hours (Atol)
- Barkskin +5 (Finneas)
- Barkskin +5 ACTIVE
- Perceive cues ACTIVE
- See invisibility ACTIVE
3 Heroism ACTIVE
- Heroism
- Resist energy, communal ACTIVE
- Fly
- open
4 Echolocation ACTIVE
- Greater invisibility
- Greater Invisibility
- Death Ward ACTIVE
- Freedom of movement
5 Delayed consumption (freedom of movement)
- Overland flight ACTIVE

Hero Points 1
Controlled Rage 0 of 5 rounds used
Healing touch 0 hp of 70hp used
Boots of speed 4 of 10 rounds used
Boro Beads, lvl 1 0 of 2 used
Boro Bead, lvl 2 ready
Preserving flask Shield
Wand of fireball 22 charges
Wand of Shield 20 charges
Wand of See Invisibility 3 charges

Race, Gender Classes & Archetypes Half-elf male barbarian (Urban Barbarian) 1, alchemist (Internal Alchemist, Vivisectionist) 14

Feats & Traits:

Suspicious (Sense Motive +1, class skill)
Elven Reflexes (+2 to Initiative)
--
Brew Potion
Exotic Weapon Proficiency: Dueling Blade
Furious focus
Improved initiative
Iron will
L & M armor & shields
Lunge
Martial weapons
Power attack
Quick draw
Weapon finesse
Weapon focus: dueling blade

Skills:

107 + 7 + [15] points
Acrobatics +22 (15R + 6A + 3C -2acp)
Climb +4 (1R + 2A + 3C -2acp)
Craft (Alchemy) +11 (+23 to make) (4R + 4A + 3C)
Diplomacy +19 (15R + 1A + 3C)
Disable device +10 (1R + 6A + 3C)
Fly +14 (1R + 6A + 7spell + 3C -2acp)
Handle animal +6 (2R + 1A + 3C)
Heal +21 (+23 with kit, surgeon's tools) (2R; use Know Nature)
Intimidate +5 (1R + 1A + 3C)
Know (Arcane) +10 (3R + 4A + 3C)
Know (Dungeoneering) +5 {1R + 4A)
Know (Engineering) +5 (1R + 4A)
Know (Geography) +5 (1R + 4A)
Know (Local) +12 (5R + 4A + 3C)
Know (Nature) +22 (15R + 4A + 3C)
Know (Nobility) +8 {1R + 4A + 3C)
Know (Planes) +6 (2R + 4A)
Linguistics +9 (2R + 4A + 3C)
Perception +22 (15R + 2A + 2Ra + 3C)
Ride +8 (1R + 6A + 3C -2acp)
Sense Motive +21 (15R + 2A + 1T + 3C)
Spellcraft +11 (4R + 4A + 3C)
Survival +9 (4R + 2A + 3C)
Swim +4 (1R + 2A + 3C -2acp)
Use Magic Device +19 (15R from headband + 1A + 3C)

Stats & Saves:

Saving Throws
Fort +13 (immune poison, disease)
Reflex +16
Will +10 (+2 enchantment)
Immunities Poison, disease, cold, nonlethal damage, paralysis, and sleep.

Armor Class 28 (10 + 9 armor +6 dex + 2 ring of prot +1 amulet)
Touch AC 18
Flat-Footed AC 22 (uncanny dodge)

CMB 12
CMD 30

HP 97 (12 barbarian + 70 alchemist + 15 Con +7 favored)

BAB +10
Initiative +12 (+14 with mutagen)
Speed 30 ft. ground

Weapons:

Dueling Blade, +1 agile, keen
Attack: +19/+14/+9 {+21/+16/+11 w/mutagen & heroism, -3 power attack)
Damage: 1d8 + 7 (+16 power attack; +9/18 with mutagen) slashing
Critical Threat: 17-20/x2

Holy Composite Longbow, +1 adaptive
Attack: +18/+13/+8 (+20/+15/+10 w/mutagen & heroism)
Damage: 1d8 + 3 piercing or blunt, 2d6 holy v. evil
Critical Threat: x3

Masterwork Silver Hammer
Attack: +17/+12 (+21/+16 w/mutagen & heroism)
Damage: 1d4 + 2

Special Abilities:

Controlled Rage +4 morale divided in +2's between Str, Dex
and/or Con. 4 + Con Mod rds/day. Fatigued x2 rds after.

Crowd Control No move penalties moving through crowds; +1 to
attacks and dodge AC if adjacent to 2+ enemies; +1 Intimidate to
control crowd.

Disease & poison immunity

Infusion Extracts can be used by others.

Mutagen+4 alchemical bonus to Dex, +6 to Con (usually), +4 to Nat. Armor,
-2 to Wis + Cha; 1 hour/lvl.

Poison Use

Sneak Attack+7d6 to damage.

Breath Mastery Hold breath 1 minute/point of Con. (or 1
hour/point with full round action). Survive 2x on food. Place self in
suspended animation as move action.

Healing Touch (Ex)As a standard action, touch humanoid and apply 1 round of spontaneous healing. Daily limit for spontaneous healing = 5 × his alchemist level.

Preserve organs light fortification (25% no sneak or crit damage)

Uncanny dodge

Mummification Immune to cold, nonlethal damage, paralysis, and sleep.

Formulae + Elixirs:

1st: Ant Haul
Comprehend Languages
Cure Light Wounds
Deathwatch
Disguise Self
Endure Elements
Enlarge Person
Expeditious Retreat
Identify
Shield
Touch of the Sea

2nd: Ablative Barrier
Alchemical Allocation
Barkskin
Cure Moderate Wounds
Darkvision
Invisibility
Lesser Restoration
Perceive Cues
See Invisibility

3rd: Arcane sight
Atonement
Displacement
Draconic reservoir
Fly
Gaseous form
Haste
Heroism
Non-detection
Remove blindness/deafness
Remove disease
Resist energy, communal

4th: Air walk, communal
Death ward
Echolocation
Freedom of movement
Greater invisibility
Restoration
Spell immunity

5th: Delayed consumption

Possessions & Wealth:

Current Encumbrance 24.5 lb. (50 / 100 /150 lb; 150 / 300 / 450 with ant haul)

Weapons
Dueling blade +1, agile 3 lb.
Masterwork silvered light hammer, 2 lb.
Holy adaptive composite longbow +1, 3 lb.
Arrows, silvered blunt (40) 6 lb.
Arrows, cold iron (20) 3 lb.
Arrows, cold iron, ghost salt blanch (10) 1.5 lb.
Arrows, cold iron, adamantine blanch (10) 1.5 lb.

Armor
Mithril shirt +1, 10 lb.
Masterwork Buckler 165 gp, 2 lb.
Amulet of Natural Armor +2

Potions, Oils & Elixirs
Oil of greater magic weapon +3
Potion of clairvoyance/clairaudience
Potions of CMW (2)
Potions of CSW (2)
Potion of comprehend languages
Potions of enlarge person (2)
Potion of haste
Potions of lesser restoration (2)
Potions of invisibility (7)
Potions of fly (2)
Potions of gaseous form (2)

Magic Items
Belt of dexterity +6, 36,000 gp, 1 lb.
Boots of speed 1 lb.
Boro beads, lvl 1 (2), 2,000 gp
Boro bead, lvl 2 (1), 4,000 gp
Cloak of resistance +2, 4,000 gp, 1 lb.
Formula alembic 200 gp, 2 lb.
Handy haversack, 2,000 gp, 5 lb.
Headband of intelligence & wisdom +2 [UMD, Gnome] 10,000gp
Ioun Torch 75 gp
Preserving flask, lvl 1 1,000 gp
Ring of inner fortitude, major, 42,000 gp
Ring of protection +2 8,000 gp
Wand of fireball

In Haversack
Small steel mirror
Garlic
Explorer's Outfit
Healer’s Kit 50 gp, 1 lb.
Surgeon's tools 20 gp, 5 lb.
Chirurgeon’s mask 50 gp, 2 lb.
Portable alchemist's lab 75 gp, 20 lb.
Soul stimulant (2) 600 gp
Chalk 1 cp
Thunderstone
Pen & ink 8.1 gp
Formulae book 1 lb.
Scroll of find the path

Background & Description:

Excerpted from "On the Alchemy of Man-Beasts and Living Liches"

The horrific, ungodly nature of the craft helps explain its emergence
in many disconnected islands over the last two centuries. Of the many
inventors, only one was reckless as to publish his discoveries: Doctor
Abner Svengalu Toffitt.

Little is known of the early life of Dr. Toffitt. The first records of
his activities place him in the city of Cauldron shortly before its
doom. Alchemists of Infamy describes him as being wracked by a
dread curse that filled his mind with bestial impulse—a form of
lycanthropy known to infect inhabitants of the Amedio Jungle.

One can only speculate as to the reason Dr. Toffitt refused divine
treatment for his curse, although he is said to have been wracked by
crises of faith.

Beloved, Lukhaj. I had hoped you would die in my arms. Instead you
died at my hand. Despite your many offerings to Olidammara and Rao,
the beast ate you from within, as it still threatens to consume me.
Your faith, my love, both too weak to save us.

Appearance
A willowy man, to be sure. He has the look of elves in his features,
making it difficult to determine his age. Twenty? Fifty? When he
smiles, he is almost abnormally long in the tooth, and there is a hint
of the feral in his features.

His eyes unsettle. One is the color of leaves. The other is the pale
yellow of a panther, ready to spring.

His bearing shows him to be a man of letters. Which is to say, one who
must work for his station. His attire bespeaks a more rugged
lifestyle—well worn but fine traveling clothes, overlain with
protective leathers that bear a myriad of fanciful studs. At his waist
rests an ornate dueling blade. Small bottles peak out of a pouched belt, at
which also hangs a fine buckler.

Level 9:

Alchemist lvl 8
+7 HP
+1 BAB
+1 Fort
+1 Reflex
+1 2nd level extract
+1 3rd level extract
+6 poison & disease resistance
Feat: Power attack
Formula: Fly
Discovery: Preserve organs

+1 Acrobatics
+1 Knowledge Arcane
+1 Knowledge Nature
+2 Perception
+2 Sense Motive

Level 10:

Alchemist lvl 9
+7 HP
+1 Will
+1 1st level extract
+1 3rd level extract
+5d6 sneak attack
Formula: Awaken
Formula: Baleful Polymorph
Formula: Draconic Reservoir

+1 Acrobatics
+1 Diplomacy
+2 Knowledge Planes
+1 Knowledge Nature
+1 Perception
+1 Sense Motive

Level 11:

Alchemist lvl 10
+7 HP
+1 BAB
+1 Fort
+1 Reflex
DIsease and poison immunity
Extra discovery: mummification
Discovery: crippling strike
+1 4th level extract
Formula; Greater invisibility

+1 Acrobatics
+2 Bluff
+1 Diplomacy
+1 Knowledge Nature
+1 Perception
+1 Sense motive

Level 12:

Alchemist lvl 11

+1 Str
+7 HP
+1 BAB
Sneak attack 6d6
+1 3rd level extract
+1 4th level extract
Formula; Greater invisibility

+1 Acrobatics
+1 Diplomacy
+1 Knowledge Nature
+1 Perception
+1 Sense motive
+2 Survival

Level 13:

Alchemist lvl 12

+8 HP
+1 BAB
+1 Reflex
+1 Fort
+1 Will
Feat: Cleave
Discovery: Improved initiative
+1 2nd level extract
+1 4th level extract
Formula: Air walk (communal)

+1 Acrobatics
+1 Diplomacy
+1 Knowledge Nature
+1 Knowledge Geography
+1 Perception
+1 Sense motive
+1 Survival

Level 14:

Alchemist lvl 13

+7 HP
Sneak attack 7d6
+1 5th level extract
Formula; Delayed consumption

+1 Acrobatics
+2 Diplomacy
+1 Knowledge Dungeoneering
+1 Knowledge Nature
+1 Perception
+1 Sense motive

Level 15:

Alchemist lvl 14

+7 HP
+1 BAB
+1 Reflex
+1 Fort
+1 4th level extract
+1 5th level extract
Formula; Dust form
Feat: Extra discover (wings)
Discovery: Greater mutagen
Persistent mutagen

+1 Acrobatics
+1 Diplomacy
+1 Knowledge Nature
+1 Knowledge Engineering
+1 Perception
+1 Sense motive
+1 Survival


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