![]() About Dr. Cyrill Collingsworth IIIAdvancement Choices:
1st: Alchemist (beastmorph); alchemy, brew potion, bombs, throw anything, improved initiative, extra evolution Dr. Cyrill Collingsworth II M Human (Taldan) Alchemist (Beastmorph) 1 N Medium Humanoid (Human) Init +5; Senses ; Perception +4 --------------------
AC 15, touch 11, flat-footed 10 (+1 dex, +2 armor, +2 NA) HP 10 (1d8+1) Fort +3, Ref +3, Will +0 --------------------
Speed 30 ft. Melee +2 slam (2d6+3), +4 (2d6+6) (Mutagen) [dice=Slam]1d20+2;2d6+3[/dice]
Ranged bomb +1 (1d6+4 fire; 5 splash) 20’ range increments, light crossbow +1 (1d8 19-20x2) 80’ range increments Space 5 ft., Reach 5 ft. --------------------
Extracts Per Day 1st (2/day) -Enlarge Person, Cure Light Wounds --------------------
Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls made to confirm critical hits. Bomb (Su) (1d6, 7/Day): You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use 7 bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst - you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage. Focused Mind: Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Mutagen (Su): You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save 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. Throw Anything (Ex): You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. --------------------
Str 14, Dex 12, Con 12, Int 18, Wis 10, Cha 8 Base Atk +0; CMB +2 ; CMD 13 Drawback:
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Racial Modifiers: +2 int, skilled, bonus feat Languages:Celestial, Common, Draconic, Kelish, Taldane --------------------
Location: On Persons
Carrying Capacity Light: 58 lbs. Medium: lbs. Heavy: lbs. Money: 5 GP 7 SP 5 CP Total Weight: 58 lbs.
Background:
Cyril was born to very humble beginnings. Near the docks of Abasolone. His father, was a teamster and his doting mother was a seamstress. Grundle, Cyrill's father, was huge and gentle giant of a man. Cyrill's mother, Lucy, absolutely doted on her son. For whatever reason, Grundle and Lucy only had no other children other than Cyrill, Lucy focused all of her attention on Cyrill. Cyrill was an active and curious child. Getting into the mischief that most children got into as well showing an interest in animals and insects. He collected as many specimens as he could. He dissected, examined, studied where ever he could. His parents realized that his interest should channeled in more productive ways so they tried to apprentice him to an apothecary, barber, butcher and healer. It was clear that Cyril was a gifted child and so the family gathered all of their savings and with some hefty loans from some unsavory characters, he became apprenticed to a local wizard. Then tragedy struck. Grundle could no longer work when crate of oranges crushed his left leg. Lucy's income was not enough to feed the family much less keep Cyrill's apprenticeship and of course pay off the loan's. Cyrill had a gift with herbs and medicine so naturally he turned to making drugs. Recreational drugs, combat drugs, 'potency' drugs, you name it, he would make it. Of course, this got the notice of the local guild who came him an offer he couldn't refuse. Work for our labs, or more accidents will happen. As it turned out, it was an excellent opportunity. He learned many useful many useful chemistry skills while at the guild's apothecary. The most important being: be careful. It was here he earned his appellation 'the third'. There were two other workers in his lab at first, the first died from inhalation of fumes, the second died in an explosion. The third was expected to be Cyril. Fortunately for Cyrill, that never happened. It even earned him promotion and opportunity. He never lost is love for dissection, study and experimentation. He improved on many of the process's so that he could make many of the drugs with less effort and cheaper ingredients. The guild was happy to provide him all sorts of specimens for study and disposal. It was quite the education and was making quite a bit of money for the guild, but sadly not a whole for his family. By this time, Cryill was older, but his family wasn't much better off. The debt was retired, but his mother was getting older and his father was quite depressed in their squalor. This is when Cyrill Collingsworth III was born. He started selling drugs to a more noble audience. It was quite lucrative and he began to experiment with 'designer' drugs. It was here he also began to sample his own wares. He was cooking up product for the guild during the day and special product at night, he was very busy indeed. He often fell asleep at his work bench. He developed a drug that would help him stay awake for long periods at a time. The money started to pour in. Cyrill was no fool and knew that the guild would be very suspicious. So he cooked up a plan so to speak. His parents would 'inherit' an estate in the countryside with enough money to live comfortably and more importantly, quietly. While he arranged an accident that would 'blind' him making him useless to the guild. It was also important to 'disappear' for a while which is where the Pathfinder's come in. Perhaps he did not joining the Pathfinders for the right reasons and that caused some tension. He was certainly interested in the libraries, artifacts and facilities the Pathfinders have to offer. The rest he was more ambivalent to. Consistently uninterested in doing many of the tasks set before him, he was often punished. Finally to appease the masters and do the work he was interested in, he started taking drugs again. Hiding his drug use wasn't as hard as might be expected as he was used to fooling the guild, the Pathfinders were a different operation all together. Of course, he was found out. Eventually. Just before his confirmation test. Since he had such a strong desire to inject, ingest and otherwise imbibe all sorts of things, the three masters have decided to put that desire to good use. As for Cyrill, the temptation to discover what these vials is too strong. Surprisingly, it's one of the first times he is actually becoming interested in the Pathfinder organization beyond its usefulness as cover.
Personality:
A tall lanky man, with a hair line starting to recde and a hint of grey. His trademark, leather coat is covered with weathered stains and singe marks from experiments gone terribly wrong...or terribly right. His eyes burn with intesity and arrogance and a dissmissiveness of those who do not the wit to see past their noses. Description
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