Abraun Chalest

Doc Williams's page

206 posts. Alias of Xentik.


Full Name

Evan "Doc" Williams

Race

Human

Classes/Levels

Investigator 4 | HP: 23 | AC: 17/12/15 | Fort +2, Ref +3, Will +5 | BAB +3, CMB +6, CMD 18 | Init: +2 | Perception: +11 | Mutagen 0/1, Inspiration 6/6

Gender

Male

Size

Medium

Age

37

Alignment

CN

Languages

Common, Tien, Kelish, Osiriani, Varisian

Occupation

Travelling Doctor

Strength 16
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 10
Charisma 8

About Doc Williams

Investigator 4 | HP: 23 | AC: 15/14/13 | Fort +2, Ref +3, Will +5 | BAB +3, CMB +6, CMD 18 | Init: +2 | Perception: +11 |

Evan 'Doc' Williams
Male Human Investigator (Empiricist) 4
CN Medium Humanoid (Human)

Init +2; Senses; Perception +11

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Defense
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AC 15, Touch 12, Flat-footed 13 [2 dex + 3 armor]
HP 23/23 [23 HD + 0 con]
Fort +1, Ref +6, Will +4

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Offense
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Speed 50 ft.

Melee Dagger (S Cmbt) +10 [1d4+5, 19-20/x2]
Melee Dagger (S Cmbt, TWF) +8/+8 [1d6+5/1d6+3, 19-20/x2]

Melee Dagger (S Cmbt, Mutagen) +12 [1d4+7 19-20/x2]
Melee Dagger (S Cmbt, Mutagen, TWF) +10 [1d4+9/1d4+4, 19-20/x2]

Special Attacks
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 1):

Investigator Extracts Prepared (CL 1):
.. 2nd (1+1 slots) - Barkskin, Barkskin
.. 1st (3+1 slots) - Enlarge Person, Shield, Cure Light Wounds, Shield

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Statistics
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Str 16, Dex 14, Con 10, Int 18, Wis 10, Cha 8
Base Atk +3; CMB +6; CMD 18

Feats Weapon Focus (Short Sword), Two-Weapon Fighting, Extra Talent: Mutagen
Race Traits Bonus Feat, Heart of the Sea
Traits Student of Philosophy, Ship's Surgeon, Precise Treatment
Skills Appraise +9, Bluff +11, Craft(Alchemy) +15, Craft(Carpentry) +5, Diplomacy +11, Disable Device +13, Heal +12, Knowledge(Nature) +8, Knowledge(Arcana) +8, Knowledge(Religion) +8, Knowledge(Engineering), Knowledge(Untrained) +4 [4 int], Perception +11 (+13 traps), Profession(Sailor) +7, Sense Motive +11, Spellcraft +11, Swim +10
Languages (Base;Bonus;Linguistics;Special) Common; Tien, Kellish, Osiriani, Varisian;
SQ
Limited Use Inspiration (6/6)

Combat Gear Masterwork Dagger(x2), Studded Leather Armor
Other Gear Healer's Kit (7/10), Formula Book, Ink, Inkpen, Belt Pouch, Backpack, Potion:CLW (x1), Alchemist's kit, Scholar's Outfit, Glasses
Trunks Research Journal (x7), Doctor's Outfit, Doctor's Mask, Blanket, Soap, Tea Pot, Tea, Surgeon's Tools, Antidote Kit
Lab Sunrod (x12), Potions: CLW (x2), PPP (x3), Water Purifying Sponge (x2), Body Blam (x2)
Treasure

Special Abilities:

Racial (Human)

Bonus Feat: Gain an extra feat at level 1
Heart of the Sea: Hold Breath 2x as long. +2 racial bonus to Prof(Sailor) and Swim checks and count as class skills. +4 to concentration checks under water to cast spells.

Special Abilities (Investigator)
Breath Mastery (Ex): Hold Breath 1 min/con. Last 2x as long without food/water (std act., at will) hold breath for 1 hr/con.
Alchemy (Su) Class level bonus to Craft(Alchemy). Prepare Extracts.
Inspiration (Ex) (6/day) (Free Act, 0 pts) Add 1d6 to knowledge, linguistics or spellcraft check. (Free Act,1 pt) Add 1d6 to trained skill check. (Imm. Act., 2 pts.) Add 1d6 to attack roll or saving throw.
Trapfinding Add 1/2 class level to perception and disable divice checks. May disarm magic traps.
Ceaseless Observation (Ex): Int to Disable Device, Perception, Sense Motive, Use Magic Device, and Diplomacy (Gather Information)
Keen Recollection (Ex): Make Knowledge checks untrained.
Trap Sense (Ex): +1 reflex vs traps, +1 dodge AC vs traps.

Talents
.. Discovery: Mutagen (Su): (1/day, 40 min., std act.) Gain +4 alchemical str, +2 nat armor, -2 int
.. Quick Study (Ex): Use Studied Combat as Swift Action.
.. Discovery: Infusion (Su): Others may use your extracts.

Studied Combat (Ex): (Swift Act., at-will) +2 (1/2 lvl) insight hit/damage for 4 (int) rounds vs. target. May only have on studied target at a time, and only use once per day per target.
Studied Strike (Ex): (Free Act) End Studied Combat to deal 1d6 damage to target.
Gear Abilities

Formula Book:

1st Level
.. Cure Light Wounds
.. Deathwatch
.. Disguise Self
.. Enlarge Person
.. Illusion of Calm
.. Poly-Purpose Panacea
.. Reduce Person
.. Shield
.. Touch of the Sea

2nd Level
.. Barkskin


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Appearance and Personality:

“Doc” Williams stands about 6’5” and weighs in at a rather hefty 290 lbs. While he jokes this is due to “big bones” it is, in fact, the result of the havoc one of his early alchemical experiments wrought on his metabolism. His head is topped by a barely kempt blond mat, and a slightly-too-small pair of glasses sits in front of his small brown eyes.
Doc tends to prefer finer clothing, having developed a taste for Tien silks during his stay there, and keeps a leather handbag with various alchemical compounds and potions with him when plying his trade during a port call.

Background:

Evan Williams was originally the child of a wealthy Taldoran merchant family in Oppara. He was sent to an academy in Absalom to study alchemy under some of the brightest minds in the region. His two first years flew by quickly, passing with high marks on all the exams. Granted permission to begin experimentation, it wasn’t long into his third year before disaster struck. When his experiment almost killed one of his fellow students, he was forced to flee with the student to Tien in order to gain the assistance of a master alchemist who could reverse the effects of his elixir.
After an arduous sea journey, Evan and Samin, the other student, arrived in Minkai, and were able to locate the master they’d been told of. Over the next year, they both studied the art of internal alchemy from the old master. Learing to control their own metabolisms, they developed the skills necessary to undo the effects of Evan’s elixir. Samin left for Absalom as soon as he was effectively cured, however Evan decided to remain behind.

While the master had taught Samin and Evan how to permanently suppress the effect, Evan had enough of an understanding of the elixir and techniques taught that he was instead able to bring it fully under his control. The master was impressed enough at Evan’s success that he taught him to further control his metabolism, allowing him to perform amazing feats including going without food and water for an extended period or holding his breath for minutes or even hours at a time. The master also taught him the secret to producing extracts whose effects were similar to those produced by the spells of wizards and sorcerers.

After another seven years of study, feeling confident of his mastery of alchemy and his understanding of human anatomy and metabolism, Evan bade the master farewell, thanking him for the opportunity.

Leaving Kasai, Evan managed to get a berth back to Absalom on a merchant vessel using his knowledge to fill in as the ship’s doctor. The ship made various stops along the way back to his destination, and he began to enjoy the variety of experiences travelling afforded him. At each port he would ply his trade, helping out where he felt it was needed, and occasionally running an experiment or two on some poor sod desperate for cash near the docks.

After returning to Absalom, Evan decided that he preferred life as a ship’s doctor given the freedom it provided him. He returned to sea as soon as possible and has been swapping between ships for the past 5-6 years, spending his free time researching new potions and extracts, and polishing his healing skills.

His last ship dropped him off in Port Peril, where he’s decided to try to find a berth on something slightly more adventurous than a run of the mill trader ships he’s been travelling on.

Research Notes & Journal:

Year 2, Day 3
Work has been going well at the academy, having passed all my tests at the end of the first year, I’ve finally been given some freedom to experiment. Dr. Aldae has granted me a portion of his lab to work in, along with some gear to work with! This is a huge opportunity. In preparation, I have acquired several small animal specimens on which to test my first formulas on.
Year 2, Day 10
I’ve duplicated some of Dr. Aldae’s results (see Exp. #1-4) on metabolic enhancement, but none of the reagents here seem to be able to improve on his recipe. He claims it can’t be done, but I’m sure I can find something. Maybe that old apothecary at the bazaar? I’ve heard he has quite an assortment of imported reagents.

Year 2, day 25 - Experiment 5
Subject(s): 1 Mature Squirrel
Exposed To: New Metabolic Mix #2 (See Formulae Book)
Notes: The old man gave me a mix of Tian herbs used as stimulants, the results are fascinating. Effects of Dr. A’s formula have improved, the little thing seemed to be reacting quicker than normal. It did seem a bit confused, but recovered as the effects wore off.

Year 2, day 26 - Experiment 5 (follow-up)
Notes: The squirrel possibly eating more than normal, otherwise ok, will keep eye on him.

Year 2, day 37 - Experiment 8
Subject(s): 1 Cat, Fully Grown
Exposed To: New Metabolic Mix #2
Notes: The mix seems to work even better on a larger mammal. The results are definitely stronger, but the confusion effect seems to be unaffected. Very exciting!

Year 2, day 40 - Experiment 8 (follow-up)
Notes: This subject is definitely consuming more food. The effect is measurable and constant. Repeated applications of mix don’t appear to increase consumption effect. Permanent increase to metabolism?

Year 3, Day 67
The results so far have been extremely encouraging. I’ve been attempting to get permission to test on larger subjects, but have been turned down every time. This is frustrating, I know it’s ready for use, but they’re holding me back!

Year 3, Day 72
That new student Samin came into the lab to get one of Dr. A’s mixtures and took mine instead. I saw him as he was walking out, but didn’t notice he’d taken it until he was gone. Need to get that back ASAP, have more experiments to run.

Year 3, Day 73
Apparently Samin took the potion to show off, and quaffed the thing. What a fool. Well, I hadn’t intended to achieve testing on humans this way, but best not to let an opportunity to waste. I’ve convinced him to come back to the lab so I can examine the effects.

Year 3, day 73 - Experiment 12
Subject(s): Samin, Human Male, ~20 years
Exposed To: New Metabolic Mix #2 (See Formulae Book)
Notes: Amazing, the results on a human are just as expected. The strength of the elixir seems to be directly proportional to the mass of the subject! We’ve gone out to let him run around and so I can get some real performance measures to compare to once it’s worn off.

Year 3, day 73 - Experiment 12 (follow-up)
The effects have worn off, and we went through the tests again. The results are perfect. I’ll be graduating from here ahead of schedule and with honors at this rate! I’ve informed Samin that he’ll likely need to eat more frequently now as a result of the elixir.

Year 3, day 75
Samin seems to be ok for now, he confirmed that he’s eating significantly more than before, roughly 50% more since he’s been good enough to keep track for me. Otherwise stable and doing fine.

Year 3, day 86
Samin’s apparently eating a full meal every 3 hours now, this is getting out of control. I can’t let the professors find out or I’ll be expelled, I need to talk to the old man, he may know what’s going on.

Year 3, day 87
I spoke to the old man and detailed my formula and the effects. He explained the effects, and it all makes sense now. The elixir starts a chain reaction within the body, like a fire. The energy released produces the increase in agility experienced, but once lit there’s nothing to dowse the fire. To use the elixir successfully one must be able to starve the fire, to keep it barely alive so it can be rekindled by the next elixir. Perhaps not the best analogy, as there is apparently no “putting the fire out” once it’s been lit.

Year 3, day 88
Samin’s health is deteriorating, he’s becoming emaciated despite eating almost constantly. Thankfully we’re on break at the moment, so no suspicions yet from the academy that something’s wrong. I spoke with the old man some more today, he suggested a solution to my problem. It may be possible to “quench” Samin’s “flame” by transferring part of it to me. However, doing so will require me taking a modified version of the elixir myself.

This is a hell of an end to my career, and it hasn’t even started yet! Either way I’m going to end up expelled, but I’ll be damned if I’m going to get expelled and then have to deal with the aftermath of Samin dying. I told the old man I’d bring Samin by later today.

Year 3, day 89
Ugh. The procedure is complete, and I could feel the hunger almost immediately. Now that it’s weakened significantly, the old man has given us a tincture which he says will help control it, but that we need to leave immediately for Tien as this is only a temporary solution. He says that there we will be able to learn the techniques necessary to finish quenching the reaction.

Apparently there’s a Tien ship docked that just brought him supplies, and I can get us a berth if I hurry. I plan on sneaking into the academy to grab our stuff, then heading to the ship immediately with Samin and a letter the old man gave me.

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Ability Score Calcs:

Str: 16 = 16 buy
Dex: 14 = 14 buy
Con: 10 = 10 buy
Int: 18 = 15 buy + 2 racial + 1 level adj.
Wis: 10 = 10 buy
Cha: 8 = 10 buy

Attack Calcs:

Melee Short Sword [+7 (3 BAB + 3 str + 1 WF); 1d6 + 3 (3 str), 19-20/x2]
Melee Short Sword (TWF) [+5 (3 BAB + 3 str + 1 WF - 2 TWF); 1d6+3/1d6+1, 19-20/x2]

Skill Calcs:

Acrobatics +4 (+12) [3 dex (+ 8 racial/jump)]
Appraise +9 [2 ranks + 3 class + 4 int]
Bluff +11 [4 ranks + 3 class + 4 int]
Craft(Alchemy) +15 [4 ranks + 3 class + 4 int + 4 investigator]
Craft(Carpentry) +5 [4 int + 1 trait]
Diplomacy +11 [4 ranks + 3 class + 4 int]
Disable Device +13 [4 ranks + 3 class + 4 int + 2 investigator]
Heal +12 [2 ranks + 3 class + 4 int + 2 MW tool + 1 trait]
Knowledge(Nature) +8 [1 ranks + 3 class + 4 int]
Knowledge(Arcana) +8 [1 ranks + 3 class + 4 int]
Knowledge(Religion) +8 [1 ranks + 3 class + 4 int]
Knowledge(Engineering) +8 [1 ranks + 3 class + 4 int]
Knowledge(Untrained) +4 [4 int]
Perception +11 (+13) [4 ranks + 3 class + 4 int (+ 2 investigator, traps only)]
Profession(Sailor) +7 [2 rank + 3 class + 0 wis + 2 racial]
Sense Motive +11 [4 ranks + 3 class + 4 int]
Spellcraft +11 [4 ranks + 3 class + 4 int]
Swim +10 [2 ranks + 3 class + 3 str + 2 racial]

Favored Class Choices (Investigator):

1 (Investigator): +1 skill point
2 (Investigator): +1 skill point
3 (Investigator): +1 skill point
4 (Investigator): +1 skill point