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Dr. Audubon Cawthorne's page

140 posts. Alias of goodwicki.


Full Name

Doctor Audubon Cawthorne

Race

| CMD: 18 | F +3, R +5, W +0 | Init +3 | Perception +6 (Low Light Vision); Sense Motive -1 | Speed 30'

Classes/Levels

| Extracts 1st: 4/4 | Spontaneous Healing 1/1 rds | Active conditions: 25% fortification.

Gender

Respectable Physician | Male Tengu Alchemist (Vivisectionist/Chirurgeon) 3 | HP: 24/24 | AC: 13 (T 13, FF 10)

Size

Medium; 4'10", 100 lbs

Age

26

Alignment

Lawful Neutral

Deity

Abadar

Location

Ravengro, Ustalav

Languages

Common, Tengu, Varisian

Occupation

Recent University graduate

Strength 16
Dexterity 16
Constitution 11
Intelligence 13
Wisdom 9
Charisma 13

About Dr. Audubon Cawthorne

From a flier recently posted in Lepidstadt:

FOR HIRE: DR. AUDUBON CAWTHORNE - PHYSICIAN, NATURALIST, and GENTLEMAN of the Modern Era. Skills include scientific mind, keen insight, and good manners. Among his many distinctions is included his recent graduation from Lepidstadt University, as well as being a graduate of Caliphas’s progressive and multi-disciplinary Miss Winsome's School of Manners, Etiquette, and Self Defense; earned top marks in the latter subject with the added honor of a personal note from the austere Miss Winsome herself: 'Mister Cawthorne's mastery of the course material has been both exemplary and redundant.' Practices SAFE SCIENCE: does not use toxic, flammable, explosive, or otherwise unstable substances which may prove deleterious to the well-being of the general public. Requires associates be respectful of his person and his privacy. Credentials and references available upon request. Apologies in advance for the misfortune of his birth.

Background:

Raised by an adoptive human “father” in Caliphas, Dr. Cawthorne began life as a feral tengu hatchling scavenging in the city streets. How or why he came to be abandoned in Ustalav’s capital is unknown, but it’s clear to him that without his father’s intervention he would surely have died young from exposure or violence.

As a hatchling he fed off refuse and vermin, making his lair in a dark, narrow alley off of Moore Street in a less savory neighborhood. After being sighted by several residents and travelers, the rumor of the ‘Moore Street Monster’ began to circulate, eventually drawing one Karsten Brecht to investigate. A retired animal trainer who in his youth specialized in the capture and domestication of ferocious animals and magical beasts for public display and private ownership, Brecht was curious of the tales of just such a creature in his own backyard. Deciding to investigate, what he found was no simple animal, but rather a tengu child of ferocious aspect and brutal cunning. Amazed, he captured the young corvus sapiens and brought him home, naming him ‘Cawthorne.’

Karsten Brecht is many things, but sentimental isn’t one of them. He went about “taming” the young tengu as he had any number of creatures before him: with lariat and whip, cage and cane. After a year young Cawthorne understood the common tongue and obeyed Brecht, but seethed with resentment; after several more he was broken, obeying his father without question in a mix of fear and awe. Brecht then began civilizing the tengu, teaching him his manners and letters, and his father found a simple reward system worked wonders – Cawthorne fetishized the physical trappings of civilization, from silverware to stationery, and above all clothing. The tengu focused on clothing being the single greatest distinction between civilized creatures and mere beasts, and Brecht very much used this fact to mold him into the best that he thought the tengu could be, rewarding Cawthorne with outfits and trinkets while brutally punishing any behavior that he saw as regressive. Many of these “regressive” behaviors were instinctive to Cawthorne, who developed a resentment and shame toward his natural inclinations that eventually grew into a deep-seated self loathing.

As he grew older and mastered the manners of civilization, Brecht began teaching Cawthorne about the natural world from his perspective as a hunter and trainer of wild animals - one based on the mastery and exploitation of nature and its resources. His father explained how Ustalav is shackled by its superstitions and devotion to its past, including its reliance on ancient and borrowed magics, and that as a nation they must master their own lands and turn them into productive and positive resources rather than leaving them dangerous and untamed - work best done through honest toil, sweat, and blood. Passing these politics and ‘bootstrap’ attitude on to Cawthorne - as well as a strong foundation in the natural sciences, a great ambition for self-improvement, and a firm recognition of his “betters” in society - Brecht felt confident in releasing Cawthorne to find his own way when the tengu came of age .

Choosing a proper name for himself, ‘Audubon,’ and using Cawthorne as his surname (all the while wanting, of course, to go by ‘Cawthorne Brecht,’ but not possessing the hubris to ask Kersten’s permission), he began earning small sums by working odd jobs for Karsten’s acquaintances; earnings he used to put himself through a number of small programs aimed at self-improvement, such as Miss Winsome’s School of Manners, Etiquette, and Self-Defense. Deciding that to become the best he could be he would further pursue studies in the natural sciences, he began seeking enrollment in an accredited university. Finally, after an extensive campaign of letter-writing, he was enrolled amidst protest as a student of the University at Lepidstadt, thanks in large part to Professor Lorrimor’s influence – the man seemed to take a keen interest in the strange bird-man, one lasting throughout Cawthorne’s academic career. Excelling in botanical, biological, and anatomical studies through hard work and perseverance, as well as learning the precepts of various outdated mystic rituals and traditions, he pursued harnessing his own innate magical potential through the mixture and application of unique tonics of his own devising. Brecht had always told Cawthorne that there wasn’t much to be done about his outward appearance, so he’d have to focus on improving himself 'on the inside.' While meant metaphorically, Cawthorne’s studies in biology and alchemy began convincing him that a literal approach could be successful; after all, if one could change the ephemera of one’s mind and soul, why not then one’s crude physical form?

Always supportive of Cawthorne's attempt to educate himself (though not necessarily in agreement with his conclusions), the Professor checked in on the tengu when his schedule allowed; during these times their conversation would invariably turn to the current state of their native Ustalav, the two debating law, politics, and Ustalav’s future at great length. Dr. Cawthorne has only just graduated from University and begun looking for gainful employ, but upon receiving news of the Professor’s death he immediately packed his things and hired a carriage to Ravengro to pay his respects.

Appearance and Personality:
"Simple observation of the world around us lays bare any number of scientific truths and provides the foundation for our humble efforts to categorize, explain, and ultimately benefit Ustalav and its peoples. It is through this most basic of methods that the framework for my study of the species was constructed, ranging from the lowliest of vermin up through that most noble of creatures - mankind - and all others in between. While my work on this topic is far from complete, it is my hope that through the thorough study of Ustalav’s fauna I may discern those specific defects which afflict the lesser races and some day mitigate them, if not remove them altogether, and thusly remove the burden inflicted upon society by peoples such as my own that they may better contribute to and serve in rebuilding the glorious destiny of the Immortal Principality."

- Introduction to ‘Heirarchy of the Species I: Preliminary Observations on the Creatures of Ustalav’ by Audubon Cawthorne, final thesis presented to Lepidstadt University

Doctor Audubon Cawthorne is a short and stocky tengu, barrel-chested and thick-necked. He carries himself with an exceedingly erect posture, which is quite at odds with his natural build and back-bent legs. His finely tailored clothes are immaculately brushed and his feathers immaculately preened, but no amount of personal grooming can hide the cruelly sharp talons of his hands and feet, and his well-tailored clothes strive to hide the sheer size and volume of feathers which sprout from his arms.

Cawthorne is, above all, civilized. He follows proper protocol and etiquette, he pays his taxes and tithes to his church, he takes tea in the evening and discusses matters both political and academic. He does all these things because they are proper, and above all else he seeks to prove that he is a civilized member of society and not the savage beast he believes himself to appear. He believes in the propriety of a strict class system, considering himself an educated member of the artisan class just like his "father," but realizes that due to the misfortune of his birth he may have to prove himself to both his betters and his lessers.

Cawthorne's upbringing has instilled in him a strong sense of self-loathing, and his continued studies into the natural sciences have in large part been motivated by the desire to find ways to "improve" himself from his wretched condition of being a tengu. He displays a cold and clinical attitude towards animals, and a downright loathing of "undomesticated" intelligent magical beasts. Despite some superficial training in the arts of combat, to his knowledge he has never been in anything so crude as a fight.

I picture something along these lines for Cawthorne in his formal attire.

Statistics:
Male Tengu Alchemist* (Vivisectionist/Chirurgeon) 3
LN Medium Humanoid (Tengu)
Init +3; Senses Perception +6 Low-Light Vision
*favored class
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DEFENSE
------------------------------
AC 13 or 17, touch 13, flat-footed 10 or 14 (+0 armor, +3 dex, +4 shield)
hp 24 (3d8 hit dice + 3 favored class + 0 Con + 3 Toughness)
Fort +3, Ref +5, Will 0

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OFFENSE
------------------------------
Speed 30 ft.

Melee
2 claws +5 (1d3+3), bite +5 (1d3+3 damage)
or
Cane (club) +5 (1d6+3)

Ranged
Cane (club), thrown +5 (1d6+3)

Sneak Attack 2d6

------------------------------
STATISTICS
------------------------------
Str 16, Dex 16, Con 11, Int 13, Wis 9, Cha 13
Base Atk +2; CMB +5; CMD 18

Traits

Teacher's Pet (Campaign) - Knowledge Local. The Professor took a keen interest in Audubon’s academic career.
Extremely Fashionable (Equipment) - Diplomacy. Audubon feels more comfortable engaging with others when wearing suitably civilized attire; the clothes make the man, after all.
Silent Hunter (Regional). Though he's ashamed to admit it, Cawthorne still retains his instinct for stealth from his early childhood days.

Drawbacks

Doubt. Failure causes Audubon’s frail ego to fall prey to insecurity and self-doubt.

Feats

  • Brew Potion - Alchemist 1 class feature
  • Throw Anything - Alchemist 1 class feature
  • Toughness - Character level 1
  • Extra Discovery (Preserve Organs) - Character level 3

    Skills, Adventuring (15 ranks; 4/class level + 1 Int/level + 0 favored class)

    Diplomacy +6 (2 ranks + 3 class + 1 Cha)
    >>> +6 when Extremely Fashionable applies
    Disable Device +7 (1 rank + 3 class + 3 Dex)
    Fly* +3 (0 ranks + 0 class + 3 Dex)
    Knowledge: Nature +7 (3 ranks + 3 class + 1 Int)
    Knowledge: Local +8 (2 ranks + 3 class + 1 Int + 2 trait)
    Heal +3/+8** (1 rank + 3 class - 1 Wis)
    >>> +6/+11** with healer’s kit and surgeon’s tools
    Perception +6 (2 ranks + 3 class - 1 Wis + 2 racial)
    Spellcraft +5 (1 rank + 3 class + 1 Int)
    Stealth* +12 (3 ranks + 3 class + 3 Dex + 1 trait + 2 racial)

    Skills, Background (6 ranks; 2/level + 0 Int + 0 favored class)

    Knowledge: Nobility +4 (3 ranks + 1 Int)
    Craft: Alchemy +7 (3 ranks + 3 class + 1 Int)

    *ACP of 0 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.
    **Cruel anatomist class feature.

    Languages Common, Tengu, Varisian

  • Abilities in Brief:

    3 primary natural attacks: claw, claw, bite.
    Sneak Attack: 2d6.
    Glide: DC 15 Fly check to fall safely.
    Mutagen: +2 Str / -2 Int, or +2 Dex / -2 Wis, or +2 Con / -2 Cha; and +2 natural armor for 20 minutes.
    Extracts. 3 1st level extracts per day; cure infusions.
    Discoveries. Fast healing 5 for 1 round/day, 25% immunity to critical hits and sneak attacks.
    Low-Light Vision.

    Racial & Class Abilities:

    ------------------------------
    RACIAL ABILITIES
    ------------------------------

    Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.

    Sneaky. Tengus gain a +2 racial bonus on Perception and Stealth checks.

    Claw Attack. Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.

    Glide. Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.

    ------------------------------
    CLASS ABILITIES
    ------------------------------

    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.

    Mutagen. 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.

    Extracts. 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: Alchemist. 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 becoming inert, 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 formulae 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. 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 formulae 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 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.

    Infused Curative. At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use.

    Torturer’s Eye. At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

    Cruel Anatomist. At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

    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.

    Mutagen, Extracts, Formulae, & Discoveries:

    ------------------------------
    Mutagen Prepared - 30 minute duration
    ------------------------------
    +2 STR / -2 INT; +2 natural armor
    +2 DEX / -2 WIS; +2 natural armor
    +2 CON / -2 CHA; +2 natural armor

    ------------------------------
    Extracts Prepared
    ------------------------------

    1st level (4/day): comprehend languages, cure light wounds, shield, unprepared extract

    ------------------------------
    Formulae Known
    ------------------------------

    1st level: ant haul, comprehend languages, cure light wounds, deathwatch, fabricate disguise, shield

    ------------------------
    Discoveries
    ------------------------
    Cawthorne's self-experimentation has produced some interesting, and beneficial, results...

    Spontaneous Healing. 1 rd/day (Alchemist 2) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

    Preserve Organs. 25% Fortification. (Character Level 3 feat: Extra Discovery) The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.

    Gear & Possessions:

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    GEAR/POSSESSIONS
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    Clothing & Armor

    Artisan’s outfit*; with leather apron – weight 4 lbs; value 1gp
    Surgeon’s outfit; +2 circumstance bonus to Fort saves vs contact disease - weight 6 lbs; value 150 gp

    *Soiled* Informal attire; tailored grey 3-piece tweed suit with overcoat, bowler hat, and leather gloves/boots (fingerless/toeless) - weight 10 lbs; value 150 gp

    Semi-formal (“black tie”) attire; tailored navy 3-piece wool suit with cape, cravate, leather shoes (toeless) - weight 10 lbs; value 150 gp

    Formal (“white tie”) attire; tailored black 3-piece silk suit with inverness cloak, bow tie, top hat, scarf, and leather gloves/shoes (fingerless/toeless) – weight 10 lbs; value 150gp

    Outfits not worn are packed in small chest.

    Weapons

    Cane, steel-capped (club) 1d6 dmg (B), x2 critical, 10’ range increment – weight 3 lbs; value

    Containers & Sundries

    Bandolier belt; worn around waist - weight --; value 5sp

  • 5 iron vials; for extracts and specimens - weight 5 lb; value 5sp
  • potion of cure light wounds - weight -; value 50 gp
  • potion of mage armor - weight -; value 50 gp

    Chest, small; left in current residence - weight 25 lbs; value 2 gp

  • Contains all outfits not currently worn.

    Coin purse; with chain, in vest pocket – weight ½ lb; value 1gp

  • 27 gp in assorted coinage (see money section below)

    Doctor’s Bag, waterproof; with handles – weight ½ lb; value 1gp

  • Formula Book* – weight 3 lbs; value 15gp
  • Healer’s Kit (10/10) - +2 circumstance bonus to Heal checks; weight 1 lbs; value 50 gp
  • Ink vial & Pen* – weight --; value 8gp, 1sp
  • Surgical Tools - Improve healer’s kit bonus to +3; weight 5 lbs; value 20gp

    Flask; with chain, in inner coat pocket – weight 1 lb; value 1 gp

  • Mutagen

    Pocket watch, silver; with chain, in vest pocket – weight 1 lb; value 250 gp

    Money 1 PP / 6 GP/ 4 SP/ 10 CP

    * items I've assumed are free for starting character.

    Carrying Capacity
    Light 0-76 lbs Medium 77-153 lbs Heavy 154-230 lbs
    Ant haul: Light 0-228 lbs Medium 229-459 lbs Heavy 460-690 lbs

    Current Load Carried 19 lbs --Light load--

  • Inspiration:

    When creating a character I like to make a playlist to listen to while I work; this is Cawthorne’s, with links to the songs on youtube.

    Theme from Pride & Prejudice/Carl Davis, The Village Green Preservation Society/The Kinks, A Well Respected Man/The Kinks, Brutality/Black Box Recorder, Experiment in Terror/Henry Mancini, Opening Title to film Sweeney Todd: The Demon Barber of Fleet Street/Stephen Sondheim, Sweating Bullets/Megadeth, Do the Evolution/Pearl Jam, All In the Suit That You Wear/Stone Temple Pilots, Sin City End Titles/Robert Rodriguez, The Beast In Me/Johnny Cash.