Doctor Werner Krieger's page

2 posts. Alias of ElegantlyWasted.

Full Name

Doctor Werner Krieger


Ragebred Skinwalker


Alchemist (Beastmorph/Skinwalker) 1








Chaotic Neutral


Common, Draconic, Elven, Goblin, Giant, Thassilonian

Strength 18
Dexterity 15
Constitution 13
Intelligence 18
Wisdom 13
Charisma 5

About Doctor Werner Krieger


Alchemist (Beastmorph/Vivisectionist) 1
CN Ragebred Skinwalker
Init +2; Perception +7
AC 16, touch 12, flat-footed 14
hp 10 (1d8+1+1 FCB)
Saves Fort +3, Ref +4, Will +1;
Speed 30 ft.
Melee Gore +4 (1d8+4); 2 hooves -1 (1d4+2), sneak attack 1d6

Str 18, Dex 15, Con 13, Int 18, Wis 13, Cha 6
Base Atk +0; CMB +4; CMD 16
Feats Extra Feature
Traits Accelerated Drinker, Scholar of the Ancients
Skills Craft Alchemy 8 (1), Heal 5 (1), Knowledge Arcana 9 (1), Knowledge Dungeoneering 5 (1), Knowledge Engineering 5 (1), Knowledge History 6 (1), Knowledge Nature 8 (1), Linguistics 5 (1), Perception 7 (1), Spellcraft 8 (1)
Other Gear Leather Lamellar (60), Alchemist's Kit (40, contains; alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days)waterskin)
80 GP Remaining

Special Abilities

Change Shape (Su, 5 RP): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
2 claw attacks that each deal 1d4 points of damage
Darkvision to a range of 60 feet.
+1 racial bonus to natural armor.

Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

Alternate Skill Modifiers: Handle Animal, Perception

Alternate Spell-Like Ability: speak with animals (pigs and boars only) 3/day

Bestial Features

+10 foot racial bonus to base speed
Gore attack that deals 1d6 points of damage
2 hoof attacks that each deal 1d4 points of damage
Scent to a range of 30 feet

1st Level: Enlarge Person, Expeditious Retreat, Heightened Awareness, Long Arm, Shield, Stone Fist

Doctor Werner Krieger was always a little different. Growing up as an orphan would be difficult and isolating for anyone, but Krieger, as he liked to be called, was much different from the others. He was vastly intelligent, in ways beyond the comprehension of most of his peers. Then, of course... there were his urges.

They started out as simple flashes of anger. Krieger quickly learned to control them, but they grew in potency at he got older. Rather than completely shut them down, Krieger learned to channel the anger away from hot flashes to slow burns... which in the long run made him far more dangerous.

Growing up in the Turandarok Academy was difficult for Krieger. He had few friends his own age, but the Headmaster, Ilosari Gandethus, took an interest in young Krieger. Ilosari, a former adventurer, saw the spark of potential in Krieger and decided to become his mentor. Ilosari was skilled with arcane magic and new a couple of tricks of legerdemain as well. Krieger's talents didn't run that way, but Ilsoari was versatile enough to guide his brilliant young student anyway.

Krieger effortlessly mastered the the standard lessons that Ilsoari offered the other children of Sandpoint, and displayed an aptitude for alchemy. Ilsoari got his hands on enough books and practical knowledge to provide a base for Krieger, and the following years were the happiest of Krieger's life.

Eventually, Krieger proved so adept that he won a scholarship to the Stone of the Seers, the most prestigious academy of the arcane arts in Magnimar.

The night before he left was the first time the Change occurred.

Sandpoint was, at the time, in terror of the serial killer known as the Chopper, and in a dark alley, while Kreiger was making his way home via a shortcut after a night out with some of his few friends, he was accosted by a man with a knife.

Krieger had never been in a real fight before, and his reaction to violence was immediate and impressive. His body changed, growing more powerful and more porcine, sporting tusks and hooves. He fought off his attacker, who ran away. Krieger, shocked and frightened and exhausted, collapsed in the alley, eventually returning to his normal state.

Krieger left the next day without telling anyone what had occurred. He looked into it in his time at the Stone of the Seers. Krieger believes he is not fully human, and in the process of his research, he has unlocked alchemical secrets and discovered how to bring about great changes within himself.

Krieger has also discovered that Sandpoint may hold the ruins of an ancient civilization called Thassilon. Krieger hopes to unearth arcane knowledge from that civilization and perhaps utilize it to discover more about himself... and even create others like him. That is what is bringing Krieger back to Sandpoint. He has finished his training at the Stone of the Seers, becoming a doctor as well as a powerful alchemist, and is ready to further his own personal research and goals.

Anything to fill the loneliness he feels. Anything to feel like he belongs.

Krieger is highly intelligent, but that actually gets in the way of social interactions. He makes connections far faster than others and sometimes has trouble viewing things as others do. Sometimes, Krieger will make a comment or joke that is only funny to him because of his odd way of viewing the world.

Krieger has felt alone for much of his life. He does feel a kinship with Ilsoari Gandethus, but he still feels a bit like an outsider, a freak. He has yet to reveal his transformative ability to anyone; he passes it off as an effect of his alchemical mutagens. Krieger wants to discover what exactly he is, and find more of his own kind... or, failing that, perhaps make others like himself.