About Dr. Charles EvansDr. Charles Evans
Equipment:
Revolver
Traits:
Caretaker: Through pure gumption and can-do spirit rather than actual intelligence, you made it through college and then medical school. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. Drug Addict (Personal Addiction): You were once addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You've always thought of shiver as a problem of the lower class, but then you a crimelord named Gaedren got you addicted, and you overdosed on the stuff. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Unfortunately, the guards seem to be more focused on the bigger dealers. They don't have time to devote many resources to what they've called, "a bit player in a beggar's problem." It would seem that if his operation is to be stopped, it falls to you. Fortunately, your body recovers quickly from toxins, and you have a +1 trait bonus on Fortitude saving throws. Race Abilities :
Attribute and Skill bonuses +2 racial bonus to Strength, -2 to Constitution, +2 Perception Low-Light Vision: You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Change Shape (Wereboar Kin) (Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains:
These benefits last until the skinwalker returns to her humanoid form as a swift action. To switch selected abilities, must return to normal form first and then transform again. Speak with animals (pigs and boars only) 3/day for 1 min Class/Archetype Abilities :
Dual Identity (Ex) : A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity. Forbidden Science (Ex):
When an experimenter is confused, dazed, frightened, panicked, or stunned, he must attempt a Will save (DC = 20 + his vigilante level) each round at the start of his turn. If he fails, he transforms as if he had consumed his mutagen (determine which ability score gets the bonus randomly). This doesn’t consume his mutagen, and lasts a number of rounds equal to 3 + his vigilante level, after which the transformation ends and he becomes fatigued. While transformed in this way, he is confused, and he rerolls any result of “act normally.” Since the confusion is part of the mutagenic transformation, abilities that prevent or remove confusion don’t apply to this effect, though abilities that end the effect of a mutagen work normally. He forgets everything that happened while he was involuntarily transformed. This ability replaces vigilante specialization. Mutagenic Change (Ex)
This ability replaces the 1st-level social talent. Mutagen (Su)
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. Social Talents:
Level 1 social talent replaced with mutagenic change Vigilante Talents:
none yet, take feral mutagen at level 2, living shield at 4, vital punishment at level 6, Feats:
Powerful Maneuvers: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats. Provides Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder take someday?
greater overrun, rending claws, armor spike proficiency, spike destroyer, flying tackle, eldritch claws Skills:
Adventuring Skills 6 ranks per level
Background Skills (2 ranks/level)
Appearance/Personality:
Dr. Evans appears a normal human, with slightly darker than "normal" skin, but little else reveals his true heritage. His hair is grey, though quite coarse. He is 52, but by his demeanor and affect, he comes across as closer to his mid-60s. He is about 6 ft tall, but purposely walks stooped and with a slight limp, making him appear about a half foot shorter. He wears spectacles, and proper suit with a bow tie, and always carries his doctor bag. He does not wish to appear defenseless, though, and carries his revolver in plain sight, strapped around his waist under his open coat. Arratu is a boar-like monster that walks like a man, on two feet. Standing at his full height, Arratu towers at 6 and a half feet. He has dark bristly hair across his head and running down his back, though his chain mail covers his torso. Depending on his transformation, he has two horns that come out above his eyes, or he may choose to convert his hands into hooves. His nose is snout like, and Arratu puts a nose ring through the nostrils (which is a prop only, it easily pulls out if pressure is applied.) A long leather duster coat covers his chain mail and leather pants, and he tops it all off with a shiny black top hat and a monocle, both of which unfortunately fall off more often that they stay on. Arratu has taken to attaching both the hat and the monocle to fine chains so that he stops losing them. Dr. Evans is a drug addict, and his family has walked out on him. He doubts himself constantly, knowing his worth as a doctor, but otherwise feels largely helpless in life. He struggles with self-worth and confidence, and has always been ashamed of his heritage. Arratu, meanwhile, is the opposite. Arratu is aggressive, and never doubts that the proper course is a violent one. Both have good hearts and will not hurt the innocent, but certainly Arratu's version of helping is direct and bloody. Biography:
Charles was a studious boy, much to the chagrin of his farming family, and was more apt to have his nose stuck in a book rather than be out hunting with his father or cutting wood and do chores with his brothers. As a teenager, Charles was eager to leave home. He headed to Korvosa to attend college and then medical school. He did well and graduated, going on to gain experience as a doctor for a practice in town and eventually was able to open a practice of his own. He was known as a solid and honest doctor and often treated the nobles and the rich. Charles became married to a wonderful woman named Gwendolyn, and had a son and a daughter which were his delight and joy. Of course, no secret can remain hidden forever. Charles was a skinwalker, a wereboar by heritage. He did everything he could to suppress it... He left his skin changer family as a teenager, and he refused to change. His own wife had no idea, and neither did his young children... though they were half skinwalkers themselves. The pressure grew and grew inside him. No skinwalker is able to resist the call of heredity forever, and on occasion Charles would slip his control and secretly turn into his wereboar alter ego. Keeping his mind, of course, as most skinwalkers do, he would left himself run free in the wood surrounding Korvosa and would return home after several days of running and hunting in the forest, clothes ripped and torn. Obviously, his family was suspicious and confused. After each of this incidents, Charles was ashamed and even more dedicated to suppressing the call of the wild. He began to medicate himself. Sedatives, especially, would do the trick, and as a doctor Charles had a ready supply. But the usage did not go unnoticed by Gwendolyn, and after years and years of watching him abuse drugs, watching his medical practice slip, and watching him grow distant from the children, she had enough and left and took the teen aged son and daughter with her. Eventually, Charles needed something stronger. His normal sedatives were not working, and he could feel the urges coming back with greater intensity than ever. Suppliers from the seedier parts of the city recommended a new drug, called Shiver. Guaranteed to fill your sleep with dreams and oblivion... just what Charles needed. After many weeks of safe usage, Charles got a bad dose of Shiver, and nearly died. Only his strong skinwalker constitution enabled him to survive. At about the same time, Charles learned that his estranged daughter, perhaps seeking her own oblivion from her half wereboar heritage, also got a bad dose of Shiver... She died. It was not hard to determine that the drugs came from a crimelord named Gaedren. Unfortunately, the city guards were focuseing on other issues, and no one seem to care about the death of another junkie teenage. No one but her dad. It was time to stop controlling himself. With his medicinal abilities, Charles began experimenting with Shiver and other drugs at his disposal. Eventually, he learned how to create a mutagen, that combined with his natural skinwalker abilities, created a powerful effect that increased his muscle mass and toughened his skin. With this mutagen, he was more powerful than he had ever been. He was no longer a "mere" wereboar... He was something stronger, bigger, and more monstrous. Charles greatest desire was to funnel this strength to kill those who killed his daughter. Doctor by day, but monster at night. Charles Evans may hobnob with the rich, but the monster boar Arratu prowls the dark city streets, rending and tearing the flesh from those who would hurt others. Gaedren, Arratu is coming for you, too. Normal Rolls and Buffs:
[dice=Pistol w/ damage] 1d20 + 2; d8 [/dice]
Mutagen Buffs: +4 alchemical str, +2 natural AC, -2 Intelligence Power Attack: -1 to hit, +2 damage |
