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About Doc WilliamsInvestigator 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
Init +2; Senses; Perception +11 --------------------
AC 15, Touch 12, Flat-footed 13 [2 dex + 3 armor]
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Speed 50 ft. Melee Dagger (S Cmbt) +10 [1d4+5, 19-20/x2]
Melee Dagger (S Cmbt, Mutagen) +12 [1d4+7 19-20/x2]
Special Attacks
Spell-Like Abilities (CL 1): Investigator Extracts Prepared (CL 1):
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Str 16, Dex 14, Con 10, Int 18, Wis 10, Cha 8
Feats Weapon Focus (Short Sword), Two-Weapon Fighting, Extra Talent: Mutagen
Combat Gear Masterwork Dagger(x2), Studded Leather Armor
Special Abilities:
Racial (Human) Bonus Feat: Gain an extra feat at level 1
Special Abilities (Investigator)
Talents
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.
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
==================================================================== 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
Year 2, day 25 - Experiment 5
Year 2, day 26 - Experiment 5 (follow-up)
Year 2, day 37 - Experiment 8
Year 2, day 40 - Experiment 8 (follow-up)
Year 3, Day 67
Year 3, Day 72
Year 3, Day 73
Year 3, day 73 - Experiment 12
Year 3, day 73 - Experiment 12 (follow-up)
Year 3, day 75
Year 3, day 86
Year 3, day 87
Year 3, day 88
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
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.
==================================================================== 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]
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
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