EltonJ wrote:
Have to second that. I am playing a Alchemist Eugenist in his campaign and he has rolled with the humanocentric propaganda I have been spouting like a champ. :p
Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Jarot continues to watch the drama play out, his eyes alight with amusement. As amusing as this is, it seems the time for emotion is done and perhaps logic will reign instead. Decision made Jarot uncoils from his seat to draw the others attention. Lady and Gentlemen, that which is lost can not remain so forever. This schema sounds as if it contains knowledge both dangerous and useful. Since the fall of Galifor humanity is at it's weakest in centuries. The foul goblinoids and orcs are rising in greater numbers. The Elves flaunt their immortality and regularly strike at targets beyond their borders and the Dwarves seek to strangle us through fiscal sabotage. It is even rumored that Dragons stir once more seeking their "Rightful" place. I won't even speak of the darkness that calls from the other planes. Jarot glances at Tierney as he says that. Returning to his speach he sweeps his arm in a gesture to include Adir, Tierney, Uriah and Lady Elaydren. We are all children of humanity, and it is our duty to reclaim this knowledge to ensure the betterment and protection of our species. While I am no proponent of the dragonmarked houses, they are a powerful force to be considered and their resourced should be used to further the rise of humanity. Uriah, you speak of all those harmed by the inventions of Cannith, and you Lady seem concerned by this as well. My research and rumors I have heard of others suggests that the processes involved in creating the Warforged can also be used to augment the human form. Jarot doesn't even bother to look to the two warforged as he mentions them, This would allow us to return those maimed by the horrors of war, physically and perhaps even mentally, to be restored to the full use of their limbs. Surely you can agree that is a worthy goal? One that the Lady could direct the resources of House Cannith to support? I assure you I for one, will fight to ensure this knowledge doesn't fall in to the wrong hands. And yes, he gives this splendid political oratory even if Adir succeeds at mending fences. I also assure you I am not a horrible person in real life. No really. diplomacy sort of: 1d20 - 1 ⇒ (7) - 1 = 6
Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Maybe when he figures out he isn't human. Or after a few more augmentations. Having a warforged cortex jammed in his brain seems like a good idea right? For purchases:
165 gold spent total Leaving me with a whopping 21 gold.
Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Oh yes, you have no idea of the multitude of uses of such things. Aside from the obvious uses of dealing with vermin of all types, they also make it far easier to prepare cadavers for use. Many are also beneficial to the body in the proper dosage. Many of my infusion are based on what most would simply label as "poisons". Jarot's eyes light up at the sign of an interested audience. He begins smiling and speaking much more rapidly. On a related note, I would be most interested in performing an examination on each of you. Nothing invasive I assure you. You each possess attributes beyond that of your standard human. It is my belief that with proper study that these deviations from the standard human blood line can lead to cures for any number of maladies as well as opportunities for individuals to improve themselves beyond their normal limits. I consider myself a fine example of just that. Before my studies I was regularly ill and quite physically weak. I think that we can all perceive that is no longer the case.
Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Absolutely, I run dozens of tables a year for various living campaigns and there is nothing that bugs me more than a group coming away from a big climactic battle that will affect the story line with "Well that was a pushover". Last battle interactive I ran for Heroes of Rokugan, I tied up the full resources of 3 tables of players just by playing my forces smart and not letting people be cheesy.
Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
GM Mason wrote:
Yep I love that type of thing as well. Hmm though evolution may be a better description on my character :)
Guntermin was a fairly standard Dwarven warrior in his youth. He worked at the forge, drank at the bar and was always spoiling for a fight. But one time he found a fight, things went a bit different than he expected. The petite half-elven woman that he had somewhat inadvertently managed to insult didn't even appear to be armed. When Guntermin, very inebriated at the time, took a swing at her due to an insult she hadn't even given. She simply stepped forward and whispered a word to him in the most beautiful of voices and a powerful sound echoed in his mind. A stunning, amazing sound that cleared the alcohal haze from his mind and the surly dwarven bitterness from his consciousness. It was a truly godly noise. Since that day he has devoted himself, in his own special way, to furthering the cause of Shelyn the goddess of beauty and music(or appropriate substitute). Surely it was she who had so spoken to him. From that point on his forge produced only bells, he carried no weapon but bells. He adorned himself in all manner of different bells. He became a maker, purveyor and performer of bells. He became the Bell Maker, spreading the joyful noise of Shelyn to all around. Looking to revive an old character that was fun to play. Guntermin is rather nutty but still quite effective. Definitely NG Looking at Warrior\WarPriest of Shelyn(or appropriate substitute). His chosen weapon the Dwarven Dohr Durn(sp?) basically a long heavy chain with a great weight on the end. In this case a huge bell. His goals are:
Mid: Bring a major congregation to the church of Shelyn(or appropriate substitute) so they will finally give Shelyn's aspect as the Lady of Bells its proper consideration. High: Lead the Bells of Wrath against the gods and dark powers who seek to quell the power of music. The first two are rather mutable on the difficulty and order to his cause, as each helps with the other.
If someone is looking to play and is having a hard time with ideas, unlike normal pathfinder, the Ebberon conversion has a bunch of really fun prestige classes. The Cataclysm Mage and the Bone Knight are favorite of mine. For a less sinister bent, the Argent Fist is pretty gross if you can get the stats worked out. Combines the special abilities of monks and paladins.
Ok here is my idea for the Daelkyr Half Blood Vivisectionist Jarot Tennet: Daelkyr Half-Blood Alchemist (Vivisectionist) 1 LN Medium Aberation Init +2; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 15/10 (1d8+7) Fort +4, Ref +4, Will +1; +2 vs. fear Defensive Abilities: Unbalanced Mind, Breed Leech -------------------- Offense -------------------- Speed 30 ft. Melee: dagger +0 (1d4+2/19-20) and dagger +0 (1d4+2/19-20) Special Attacks: sneak attack +1d6 Alchemist (Vivisectionist) Spells Prepared: (CL 1st; concentration +4): 1st—cure light wounds , shield -------------------- Statistics -------------------- Str 14, Dex 15, Con 13, Int 16, Wis 12, Cha 8 Base Atk +0; CMB +2; CMD 14 Feats: Brew Potion, Craft Symbiont, Double Slice, Ego Mastery, Throw Anything, Two-Weapon Fighting Traits: Scholar of Ruins(Knowledge Dungeoneering), Unafraid Skills: Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +5, Disguise +1, Intimidate -1, Knowledge (arcana) +7, Knowledge Dungeoneering) +8, Knowledge (nature) +7, Spellcraft +7, Use Magic Device +3; Racial Modifiers +2 Disguise Languages: Common, Daelkyr, Draconic, Goblin SQ: Alchemy, Mutagen, Symbiosis Combat Gear: Potion of cure light wounds , Acid (3); Other Gear: studded leather, dagger x4, alchemy crafting kit, pathfinder's kit, thieves' tools, travelling spellbook, 2 gp -------------------- Special Abilities -------------------- Alchemy +1 (Su:) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Breed Leech: Host Benefits: Bolster Body (Su): While attached, the host creature gains 5 temporary hit points each night when he rests. Like normal temporary hit points, these go away after been used and cannot be re-healed, but the host gets them back anyway the following morning. The breed leech also provides a +1 untyped bonus to Fortitude saves. Darkvision (60 feet) You can see in the dark (black and white vision only). Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Symbiosis (Ex): Daelkyr Half-bloods have the ability to use their own bodies as the base aberration when using the Craft Symbiont feat. They must pay for the necessary construction cost and suffer the normal host penalties for the time it takes to grow a new symbiont. If a Daelkyr Half-blood is ever completely without any symbionts, he suffers 1 point of Constitution drain (not damage) for every 24 hours he goes without having an attached symbiont. No saving throw or restorative effects can negate or heal his drain. Once he has reattached a symbiont or has starting growing a new one, as per the Craft Symbiont feat, he heals any Constitution drain suffered in this way at the rate 1 point per 24 hours. See the Symbionts creation rules for more details. Throw Anything: Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Unafraid: You receive a +2 bonus on all saving throws made against fear affects. Unbalanced Mind (Ex): Anytime someone attempts to read the thoughts of a Daelkyr Half-blood, they must make a Will save, DC: 10 + 1/2 character level + Chr mod, or be dazed for 1 round.
|