Menthen Jagaro

Doctor Yanev's page

120 posts. Alias of Tim Woodhams.


Classes/Levels

Status:
HP: 51/40 (DR 2 Silver or Magic); AC: 19/11/18; Saves: F +5, R +5, W +0; Init: +1; Per: +10 (darkvision 30 ft);

About Doctor Yanev

Background:
Yanev has always been fascinated by power. While interested in all of its aspects right now, imprisoned like he was, it is the power that the God Mitra had over the country that captivated his mind. In other countries he would not have been arrested for what he had done, perhaps he might have even been rewarded for his work. Given more time and resources he may have been able to make the king immortal, and wouldn't that fundamentally out balance any perceived evil he did along the way?
The Academy: Yanev was the son a very successful merchant, and his father had ambition for his son beyond his birth and so he arraigned (paid a lot of money) for his son attend the most prestigious elite school in Talingarde, a place called St Martin's Academy.
His time at the academy was tough as many of the children of nobility took it upon themselves to teach him he did belong. While he learnt many lessons, every one was painful, he survived and was stronger from it.
He learnt the power of the position of your birth. While he couldn't change who his father was he learnt to exploit the expectations placed on those of 'better' birth.
He learnt of physical power. As he grew he fought hard and eventually was the match for anyone.
He learnt of social power. Any group of insiders was defined by who they rejected. He learnt to to unite and manipulate those rejected to form an extension of his power.
He learnt of power of Religion. The actions of many of children of the Nobility did follow the teaching of Mitra. Rejecting Mitra as a way to be control he found the most powerful God he could and dedicated his life to power through Asmodeaus.
Doctor: After the academy, Yanev was sent to be trained as a Doctor. A respectable profession for from his birth but without the power that Yanev desired. Most of the powerful positions of healing were taken by those granted powers from Mitra. He was little better than a mixer of medicines and carer of those too poor to pay for the temple's help. Caring for little for either left him plenty of time to experiment. He made endless variation on the standard medicines and fed them to those that sort his help. Some had wondrous results and other killed those who consumed them. Needing to know the affect on those that had died he befriended the undertaker and abused that friendship access the bodies and dissect them. He learnt of the power of knowledge, of both potions and workings of a human body.
The Lord Michaux's son: His opportunity for greater power came by luck. A local lord's son, Sir Seth Michaux had been unlucky enough to be bitten by a vampire. When the healing magics of the priests seem to have little effect on his waning life they advised killing and destroying him before he could rise again as a vampire. The Lord could not give up so easily and called on Yanev to help.
Yanev flattered himself in to a position of trust such that even after Seth death he was kept on and mostly left to himself. Watching and experimenting on Seth's ending life was interesting, but the true interest was in the vampire he would become. With excessive research he learnt to trap the young vampire. Straight after the death he stole the coffin with his body back to his laboratory. Impressed by the strength of the new vampire he worked on ways to distill this power. Over time he developed a serum made of the vampire's blood that gave him extraordinary powers, his strength became superhuman and his perceptions became sharper he could even see in complete darkness. While these abilities died away shortly after the injection he found that with daily doses they persisted, at lower intensity.
The discovery: A year after Seth's death luck ended his freedom. A new maid lost in the manor turned the wrong way and stumbled into his laboratory, her scream brought the Lord Michaux and his guard, not to mention most the rest of the household. What they saw stunned them and there was no hope of talking his way out.
While the Judge struggled on what crimes to commit him on it was always clear he was guilty and would be killed. In the end was found guilty of:
Consorting with the Dark Powers - not only dealing with the vampire, but they also found a holy symbol of Asmodeaus.
Grave Robbery - taking Seth's body.
Kidnapping - While it was debated if trapping the vampire counted, there was little question about the previous maid that he hadn't finished feeding to the vampire.
Murder - Again the evidence on if he had caused Seth's death was poor but the bodies of those he fed to the vampire and then buried was easy to prove.

Appearance:

The doctor is currently in very dirty and shabby robe. It was probably once white and many of the stains have the dark reddish colour of dried blood. The hair would be shoulder length if more controlled, instead his mated by dirt and knots causing it go everywhere. His eyes complement the hair by looking similarly crazy as they dart quickly around looking for opportunity.

Goals:

Short: Freedom and then get more power
Medium: Rule Talingarde (Or any other stepping stone to greater power)
Long: Rule the World or become a God (maybe both)

Character sheet:

Male Human Alchemist (Vivisectionist) 4
Lawful Evil Medium Humaniod/Human

Init +1
Darkvision 30ft, Perception = +10

• Defence
AC 17, touch 11, flat-footed 16 (+1 Dex, +2 Nature armour, Chain shirt, Masterwork)
DR 2/silver or Magic
HP 40 (32 Dice, 0 Con, +4 toughness, +4 Favoured Class)
Fort +5, Ref +6, Will 0 (+2 vs poisons) (Cloak of resistance +1)
BAB +3

• Offence (+2d6 sneak attack damage) (+1 damage Arcane strike) (+1 to confirm a critical)
Spd 30 ft
Melee
Mornig star, Masterwork +8 (1d6+4, 20x2)
Longspear, Masterwork +8 (1d8+6, 20x3)
Unarmed +7 (1d3+4, 20x2)
Ranged
Javelin x7 +7 (1d6+4, 20x2)

• Statistics
18 Str, 13 Dex, 10 Con (was 14), 18 Int, 6 Wis, 14 Cha
Base Atk +3; CMB +7; CMD 18

• Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

• Skills (4 Alchemist +4 Intelligence +1 Human +2 campaign = 11 Ranks per level)
Craft (alchemy) 4 ranks = +13 (+2 from Class ability)
Heal 2 ranks = +3 (+11 using class ability)
Intimidate 4 ranks = +6
Knowledge (Arcana) 4 ranks = +11
Knowledge (Nature) 4 ranks = +11
Knowledge (Nobility) 4 ranks = +8
Knowledge (Religion) 3 ranks = +7
Perception 4 ranks = +10 (+2 alertness, +2 Racial)
Sense motive 4 ranks = +8 (+2 alertness)
Spellcraft 4 ranks = +11
Stealth 4 ranks = +5
Use Magic Device 3 rank = +8

• Languages
Common, Dwarven, Elven, Infernal, Gnome

• Crime
Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none. Punishment: Death by beheading Benefit: You receive a +1 trait bonus to confirm critical hits.

• Feats
Arcane Strike: You draw upon your arcane power to enhance your weapons with magical energy. Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
The Bitten: You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly more aware of that every day; you are changing into something both more and less than mortal. You have only begun your transformation into the living dead. Benefits:You gain darkvision 30 ft. and the Alterness feat, however your Constitution score is lowered by two permanently.
The Dying: You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Benefits: Your natural armor improves by +2, you gain a +2 racial bonus to Perception and you gain the toughness feat. You also gain DR 2/silver and magic.
However your Constitution score is again lowered by two permanently. Further, in full daylight you are sickened.
Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Brew Potion: You can create magic potions. Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Throw Anything: You are used to throwing things you have on hand. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Alertness: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

• Special abilities
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.
Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

• Discoveries
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Feral mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

• Extracts
First level extracts 4/day Known:Deathwatch, comprehend languages, cure light wounds, disguise self, endure elements, enlarge person, identify, reduce person, shield, Polypurpose Panacea, Vocal Alteration, Heightened Awareness, Monkey Fish, Long Arm
Prepared: Cure Light wounds, -enlarge person-, -shield-, Monkey Fish
Second level extracts 2/day Known: Cure Moderate wounds, False life
Prepared: Cure Moderate wounds, -False life-
Strength Mutagen

• Equipment
Scholar's outfit x2
Courtiers outfit
130gp worth of jewelry
Alchemy lab
Portable alchemy lab
formula book
Backpack, masterwork
Bedroll
belt pouch
ink
inkpen x 4
Grooming kit
waterskin
Blanket
Chirurgeon's kit
Gear maintenance kit
Holy symbol, iron
Holy text
Lock, superior
Manacles, masterwork
Vial of Vampire blood

Chain shirt, Masterwork
Mornig star, Masterwork
Cloak of resistance +1
Longspear, Masterwork
Javelin x7