Darius Finch

Dr. Pietro Bartori's page

367 posts. Alias of Fabian Benavente.


Race

CMB +4, CMD 16 | Fort. +8, Ref. +7, Will +4 | Init. +2 | Perc. +10, Sense Motive +1

Classes/Levels

| Speed 30ft |

Gender

NG Male Human (Chelaxian) Alchemist (chirugeon) 6

About Dr. Pietro Bartori

Male human 6th level alchemist (chirurgeon)
NG Medium Type
Init +2 ; Perception +10
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DEFENSE
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AC 17, touch 12, flat-footed 15
HP 52
Fort +8, Ref +7, Will +4
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OFFENSE
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Speed 30 ft.
Melee
Melee (MW dagger): +5 = +4(base) +1(MW)
Melee Damage (MW dagger): 1d4, 19-20, x2
Melee (light mace): +4 = +4(base)
Melee Damage (light mace): 1d6, x2

Ranged
Ranged (bomb): +6 = +4(base) +2(dex)
Ranged Damage (bomb): 3d6+4 x2, 20'
alchemist fire or acid flask 1d6+4

Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
Alchemy (extracts, craft, etc.)
Bomb (3d6+4 fire dam, min dam around w refl save for ½ on DC=17, ranged touch 20’, 12/day)
Brew potion (only known formulae)
Mutagen (1/day, 10 min per level, +2 nat armor, +4 on physical ability and -2 on mental ability)
Discovery Precise Bomb, choose up to int mod (4) squares with no splash damage
Cure extracts act as infusions
Any cure extract may be rendered inert and replaced
Discovery: Frost bombs (cold damage and target must fortitude save or be staggered)
Swift alchemy
Discovery: spontaneous healing (heal 5 hp/2 levels as free action, activates even if unconscious)
Discovery: infusion (extracts may be shared)
Discovery: acid bombs (acid damage and 1d6 on direct hit on 2nd round)
Discovery: remedy extract (add one non-magical alchemical remedy (such as an antitoxin) to extracts)

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EXTRACTS
Level 1, 5/day, prepared (P), 7 known, DC=15
Crafter’s fortune (+5 on next craft skill check)
Cure light wounds (1d8 +1/lvl) (P)
True strike (+20 on next to hit)
Shield (+4AC, 1min/level) (P)
Identify
Disguise self (P)
Comprehend languages (P)
Monkeyfish
1 OPEN SLOT

Level 2, 4/day, prepared (P), 4 known, DC=16
Alchemical allocation (gain benefit of potion without consuming it) (P)
Lesser restoration (P)
See invisibility (P)
False Life (P)
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STATISTICS
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Str 11, Dex 14, Con 14, Int 19, Wis 12, Cha 12
Base Atk +4; CMB +4; CMD 16
CMB: +4 = +4 (base)
CMD: 16 = 10 +4(CMB) +2(DEX)

Traits:
Indomitable faith (+1 will save)
Resilient (+1 fortitude save)

Feats:
Throw Anything
Brew potion
Extra bombs
Skill focus: heal
Extra discovery (frost bombs)
Extra discovery (acid bombs)
Extra discovery (infusion)

Skills (9/lvl)+(2/lvl background):
Acrobatics +5: 3r +2dex
Appraise +12 = 5r+4(int), class, background
Climb +1: 1r
Craft alchemy +13 = 6r+4(int), class
Diplomacy +5 = 4r +1(cha)
Disable device +8 = 3r +2(dex), class
Disguise +5 = 3r +1(cha)
Heal +13 = 6r +1(wis), class, skill focus
k.local +9 = 5r+4(int)
k.arcana +9 = 2r+4(int), class
k.nature +11 = 4r+4(int), class
k.nobility +5 = 1r +4 (int)
Perception +10 = 6r +1(wis), class
Profession doctor +9 = 5r +1(wis), class, background
Spellcraft +12 = 5r+4(int), class
Stealth +4: 2r +2dex
Survival +6 = 1r +1 (wis) +3 (class)
Use magic device +9 = 5r +1(cha), class

Racial Modifiers:
+2 on one ability
+1 feat
+1 skill rank/level

Languages: Common, elven, draconic, Varisian, dwarven
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GEAR/POSSESSIONS
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alchemist fire x5 (1d6+4 1st round and 1d6+4 2nd round unless ref save DC 15 or take full round action to extinguish) (100 gp)
acid x4 (40 gp)
sunrod x2 (4 gp)
alchemist lab (200 gp)
alchemist lab portable (75 gp)
antiplague (25 gp)
antitoxin x2 (50 gp)
smelling salts (13 gp)
soothe syrup (13 gp)
tanglefoot bag x2 (50 gp)
MW dagger (300 gp)
underwater crossbow
chain shirt +1 (1,000 gp)
CLW wand 43 charges (645 gp)
Thieves tools (30 gp)
holy water x8 (400 gp)
bottle of air (7,250 gp)
Elixir of dragon breath (green dragon, 15' acid cone, 7d6 damage, reflex save DC 16 for 1/2 damage) (1,400)
handy haversack (2,000 gp)
Subtotal items: 13,594 gp
Cash: 2,284 gp
Total: 15,878 gp
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stats:

HP 52/52
AC 17, touch 12, flat-footed 15
10 +2(DEX) +3(studded leather)
Conditions:n/a
Melee (MW dagger): +5 = +4(base) +1(MW)
Melee Damage (MW dagger): 1d4, 19-20, x2

Ranged (bomb): +6 = +4(base) +2(dex)
Ranged Damage (bomb): 3d6+4 x2, 20'
alchemist fire or acid flask 1d6+4

12/12 bombs, 1/1 mutagen
Extracts used: n/a


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Appearance, Backstory, Personality, and Concept:

APPEARANCE

Pietro is in his late 20s but his clean-shaven, boyish face makes people he's barely out of his teens. He is of average height and sleight of build although his loose clothing hide some stringy muscle. He is dressed in brown pants and a loose-fitting shirt on his torso. When adventuring, he wears his pliable armor. A lone dagger on his belt is the only visible weapon.

BACKSTORY

Dr.Bartori was raised in the good life. The second born of the Bartori family, a very important aristocratic families in Korvosa. The Bartori’s aim to be one of the Great Houses in the city. Pietro went to the best schools, had the best tutors, and attended the best parties. But life had lost its taste after a few years and the young man became depressed and morose.

During the day, he ran a high end clinic for the rich and elite of Korvosa. He worked as a doctor and his clientele consisted of other aristocrats. He charged them exorbitant prices and told them how young and beautiful they were.

At night, he donned an elaborate disguise and wondered the poorer parts of town and provided his services free of charge. He was well-known as Dr. Pietro in the community of Trail’s End where he tended to the sick and also gave some of the gold he charged his wealthier clients. In fact, he was somewhat of a celebrity in the community and enjoyed the protection of the local thugs. His working with the sick and downtrodden have given him strong resistances to diseases (trait).

It was in one of these outings that Pietro came to know Lamm and how he exploited children, a particular soft spot for the Dr.

PERSONALITY

Dr. Bartori likes to keep his distance and is somewhat immune to flattery since he’s heard it all in the circles that he moves in. He comes from a privileged upbringing but has been turned off to the lifestyle due to hypocrisy among the privileged. He is currently guilt ridden because he knows that he makes money from the ’rich and famous’; his personal justification is that the money allows him to help the poor.

Although the Dr. certainly is aware of magic and uses it in his profession, he is also aware that a good doctor can do much to heal with the proper training and conviction; he firmly believes in scientific training and the healer’s skill (trait).

The doctor is a consummate scholar and loves researching the medical field and other topics in his spare time.

His family and upper-class friends do not know of his ’side job’ so he keeps up his facade when in the presence of the well-to-do.

(Note: Only the start since I am sure the character will take a personality of his own once I start playing.)

CONCEPT

The Dr. will provide excellent ranged attack options (both fire and acid later) with 8 bombs (1d6+4) per day. Once those are used up, he will resort to throwing alchemical fire, acid, and/or holy water depending on the situation (please note that these do extra damage when thrown by a skilled alchemist).

He will provide excellent healing (high heal and profession-doctor checks) in addition to having access to cure spells (usable on anyone).

His arcane support is very good considering his known ’spell’ list and bearing in mind the fact that he doesn’t have to prepare his extracts ahead of time but can do so at a moment’s notice (only takes 1 minute per extract) depending on what is needed at the time. In fact, the Dr. Will leave one (1) 1st level ’open slots’.

With regards to skills, he has high bonuses for knowledge arcana, k.nature, heal, spellcraft, perception, heal, and use magic device and good bonuses for appraise.


Brew Potion:

The three different areas where potion creation is described have the following criteria:

Duplicate the effect of a spell of up to 3rd level
Must have a casting time of less than 1 minute
Must target one or more creatures (objects too, I assume)
Spells with a range of personal cannot be made into potions
The drinker of a potion is both the effective target and the caster of the effect
The person applying an oil is the effective caster, but the object is the target
When you create a potion, you make any choices that you would normally make when casting the spell, yet “though the potion indicates the caster level, the drinker still controls the effect.” (Are there potions of resist energy [fire] or just potions of resist energy?)
Magic oils are similar to potions, except that oils are applied externally rather than imbibed (Any spell can be an oil rather than a potion, right?)
Searching the core rulebook spells that meet the above criteria yields this list of spells that would function well as potions and as oils:

Aid, Barkskin, Bear’s Endurance, Blur, Bull’s Strength, Cat’s Grace, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Darkvision, Delay Poison, Dispel Magic, Displacement, Eagle’s Splendor, Endure Elements, Enlarge Person, Feather Fall (only useful if falling long enough for a standard action, 500 ft ?), Fly, Fox’s Cunning, Gaseous Form, Good Hope, Guidance, Haste, Heroism, Hide from Animals, Hide from Undead, Inflict Light Wounds (good for undead to use), Inflict Moderate Wounds, Inflict Serious Wounds, Invisibility, Invisibility Sphere (would this do anything beyond the imbiber or oil applyee?), Jump, Levitate, Mage Armor, Magic Fang, Greater Magic Fang, Magic Mouth, Message (talk to yourself?), Neutralize Poison, Nondetection, Owl’s Wisdom, Pass without Trace, Prayer (does this target one or more creatures?), Prestidigitation, Protection from Arrows, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Protection from Energy, Rage, Reduce Animal, Reduce Person, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Fear, Resist Energy, Resistance, Lesser Restoration, Sanctuary, Sculpt Sound, Shield of Faith, Shield Other (still useful, read the spell), Silence, Spider Climb, Stabilize, Status (maybe useful), Tongues, Undetectable Alignment, Virtue, Water Breathing, Water Walk

Whereas this list should only be oils for obvious reasons (Remove Paralysis) or because the spells target only objects (assuming object targeting spells are acceptable for potions and oils):

Align Weapon, Animate Dead (who controls the undead if anyone?), Animate Rope, Arcane Lock, Arcane Mark, Bless Weapon, Chill Metal, Continual Flame, Darkness, Daylight, Deeper Darkness, Detect Poison, Diminish Plants, Entangle, Erase, Explosive Runes, Flame Arrow, Gentle Repose, Goodberry, Grease, Heal Mount (“The person applying an oil is the effective caster, but the object is the target.”), Heat Metal, Hold Portal, Keen Edge, Knock, Light, Mage Hand (who controls the object?), Magic Aura, Magic Stone, Magic Vestment, Magic Weapon, Greater Magic Weapon, Obscure Object, Open/Close, Phantom Trap, Plant Growth, Purify Food and Drink, Pyrotechnics, Quench, Remove Paralysis, Rope Trick, Shatter, Shillelagh, Shrink Item, Snare, Soften Earth and Stone, Spike Growth, Stone Shape, Warp Wood, Wood Shape

This last list of spells would technically be legal for potion and/or oil creation, but would require some creative thinking to be useful. One simple idea is the suggestion spell: “Drink this potion.” Another idea is to take a standard action (that provokes an attack of opportunity) to apply the oil to a creature.

Bestow Curse, Bleed, Blindness/Deafness, Cause Fear, Charm Animal (regard yourself as a trusted friend and ally?), Charm Monster, Charm Person, Chill Touch, Command, Command Plants, Command Undead, Confusion, Lesser Confusion, Contagion, Daze, Daze Monster, Death Knell, Deep Slumber, Discern Lies (know if you are lying?), Dominate Animal (dominate yourself?), Doom, Enthrall, Faerie Fire, Lesser Geas, Ghoul Touch, Halt Undead, Hideous Laughter, Hold Animal, Hold Person, Hypnotism, Lullaby, Magic Circle against Chaos (focused inward to hold a creature), Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Missile (technically), Misdirection (really confound a diviner), Poison, Scare, Shocking Grasp, Sleep, Slow, Suggestion, Touch of Fatigue, Touch of Idiocy, Vampiric Touch (converts hit point into temporary hit points).