I actually saw the initial interest check for this or the other one that used anthropomorphic animals as the idea. Both seemed kind of interesting but I have to say I was happy to see you go through with this one, it sounded like a cool way to tie things together. Anyways, Anton was a grenadier that didn't get into a different game so Im going to switch some things around and apply here instead. I've never actually done a vivisectionist but the idea of a mutagen popping raging berserker coming out when the somewhat quiet, intelligent researcher gets upset is a fun sounding concept to me. So here is my submission: Background:
Anton was thirteen years old at the time of the incident, old enough to at least vaguely recall the incident and the tension that built up over the months after it as various victims of the Chopper came to light. Before the incident Anton had been considered a quiet child, and something of a suck up. He tended to follow Ilsoari around wherever he could and often talked of how he wanted to be a wizard one day and go on adventures like the headmaster of the Academy had in his youth. His bookish nature got him picked on as a child and over the years that resentment must have played a part in what eventually led to his break during the incident.
Just before he blacked out and flew into a rage, one of the older boys had been teasing him about a book he was reading. Anton was already frustrated because he was having trouble understanding the text he was reading already. It was a very basic primer about magic and he had begged Ilsoari for a month to be allowed to read it, but it was mostly over his head and the harassment wasn't helping. The last thing that he remembered before his vision went red was the boy knocking the book out of his hands as he walked by laughing. Later, Anton learned that he broke the boy's hand and arm in several places and then proceeded to shred the tome he'd been reading, as well as destroy various pieces of furniture before Ilsoari finally dealt with him. It was a small comfort to learn that he had not been the only one to snap during the incident. It created the possibility that some outside force had brought out that level of rage and anger in him. But deep down he knew that to be nothing more than an excuse, that anger had been building in him for years and that he would have to learn to control it so that nothing like that would happen again. He continued trying to learn whatever Ilsoari would teach him about magic. He also began to exercise more, putting on some muscle weight. Between the children's memory of the incident, a growth spurt and the slow addition of muscle Anton wasn't picked on any longer. For the last five years Anton has learned what he could from Ilsoari. Along the way he discovered an affinity for potions and alchemical concoctions. He even saved up some money by selling his medicinal concoctions to people who needed them around town. With that money Headmaster Ilsoari was able to attain an alchemical formula book for him, figuring that it might make more sense to him than the arcane tomes of more traditional spell casters. Anton has officially been on his own for six months, providing his services to those in town who needed them. He still visits the Academy fairly often, particularly to see Headmaster Ilsoari whom he views with great respect. And he struggles every day to further bury any feelings of rage he might feel. He is determined to not let his anger control him or shape his life for him. Its not always easy, some in Sandpoint know about his role in the incident and that is enough to scare off business. But so far Anton has been able to get by reasonably well for an orphan with more than bit of an anger management problem. Crunch: Anton Krush
Human Alchemist (beastmorph, vivisectionist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Ultimate Magic 20) Arcane Bloodrager NG Medium Humanoid (human) Hero Points 1 Init +3; Senses Perception +4 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 14 (1d8+6) Fort +4, Ref +3, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee longspear +4 (1d8+6/×3) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks sneak attack +1d6 Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 1st; concentration +4) . . 1st—enlarge person (DC 14), shield -------------------- Statistics -------------------- Str 19, Dex 12, Con 14, Int 16, Wis 10, Cha 10 Base Atk +0; CMB +4; CMD 15 Feats Brew Potion, Iron Will, Throw Anything, Toughness Traits indomitable faith, reactionary Skills Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +1, Heal +4, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +4, Sleight of Hand +3, Spellcraft +7, Survival +4, Use Magic Device +4 Languages Common, Shoanti, Thassilonian, Varisian SQ alchemy (alchemy crafting +1), hero points, mutagen (+4/-2, +2 natural armor, 10 minutes) Other Gear lamellar (leather) armor[UC], longspear, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Disruptive Bloodrage (Su) DC to cast spells defensively increases by 2 for enemies in threatened area, stacking with the Disruptive feat.
The point buy I was a little unfamilar with, I dont usually see people doing 1 for 1 so I may have botched that but I think I got what you were going for. After a lot of debate between a Kinslayer Inquisitor of Pharasma and an Alchemical researcher I chose the Alchemist. I think it could be fun to play in the setting, someone with a little more intellectual curiosity than common sense when it comes to protecting himself from the dangers of a strange and horror filled landscape. Kinslayer Dhamphir would have been very different but possibly too strange in the setting. Especially paired against potentially multiple Tieflings. Background: So the basic story for my Alchemist is going to be that he met the Professor at a University and despite sharing interest in a number of subjects what caught his attention was the Professor's views on theology and religion, in particular the way that undead fit into the worlds of both religious and arcane study. Although Anton's personal interests still tend more towards the arcane and scientific he has made something of a hobby out of theological and religious research. So when he received word that the Professor had passed away he was probably sad and a little surprised to possibly be included in the man's last will and testament. But he'd also see it as an interesting opportunity to travel somewhere he has never been before and potentially visit the scientific and arcane institutions of Ustalav. Crunch: Anton Krush
Half-elf alchemist (grenadier) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex) NG Medium humanoid (elf, human) Init +5; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 10 (1d8+2) Fort +3, Ref +5, Will +0; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Ranged bomb +4 (1d6+5 Fire) or . . longbow +3 (1d8/×3) Special Attacks bomb 6/day (1d6+5 fire, DC 15) Alchemist (Grenadier) Extracts Prepared (CL 1st; concentration +6) . . 1st—cure light wounds, heightened awareness[ACG], targeted bomb admixture[UC] -------------------- Statistics -------------------- Str 10, Dex 16, Con 12, Int 20, Wis 10, Cha 14 Base Atk +0; CMB +0; CMD 13 Feats Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot, Skill Focus (Knowledge [arcana]), Throw Anything Traits elven reflexes, teacher's pet Skills Appraise +9, Bluff +6, Craft (alchemy) +9 (+10 to create alchemical items), Disable Device +3, Heal +4, Knowledge (arcana) +12, Knowledge (nature) +9, Knowledge (religion) +11, Perception +6, Spellcraft +9, Use Magic Device +6; Racial Modifiers +2 Perception Languages Common, Dwarven, Elven, Halfling, Orc, Skald, Varisian SQ alchemy (alchemy crafting +1), elf blood, hero points, mutagen (+4/-2, +2 natural armor, 10 minutes) Other Gear lamellar (leather) armor[UC], longbow, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 5 gp -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+5 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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