Duelist

Dr. Zephyrus Vitruvian's page

710 posts. Organized Play character for I'm Hiding In Your Closet.


Full Name

Zephyrus Vitruvian, Ph.D, M.D.

Race

Elf

Classes/Levels

Alchemist 10

Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 84**/60|F +12, R +14, W +5 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +24|CMB +11 CMD 23|14/18 Bombs, 1/1 Mutagen, 7/10 Healing, 0/1 Tattoo

Gender

CN male

Size

medium

Age

139

Special Abilities

medical skills, dark epiphany, insane genius, knowledge of life, death, and those states between and beyond, Shadow Lodge secrets

Alignment

Chaotic Neutral

Deity

Groetus

Location

Frothripper Falls, Isle of Kortos

Languages

Elven, Draconic, Gnoll, Celestial, Sylvan, Common, Gnomish, Necril, Abyssal, Aklo, Yithian, Osirian, Kelish, Varisian, Orvian

Occupation

mad scientist

Strength 14
Dexterity 18
Constitution 10
Intelligence 27
Wisdom 8
Charisma 8

About Dr. Zephyrus Vitruvian

"The only good is knowledge and the only evil is ignorance."
- Socrates

5'8'', 120 lbs.; straw-blonde hair and ice-blue eyes; rarely expresses emotion, aside from the occasional paroxysm of manic determination; studied at the renowned Lepidstadt University of Ustalav; had some sort of experience, encounter, or epiphany involving Groetus that set the course of his life: An ongoing search for some staggeringly important secret or answer that he insists can only be found in the mysteries of alchemy; pursues his research with a singularity of purpose that leaves him with no time for the petty politics of the Pathfinder Society, which he joined primarily for the sake of the wealth, power, and connections he needs for his quest (although he is not unappreciative of the thrills of adventure); owns a specially-made "Smine" dueling rapier; while adventuring in the River Kingdoms, he was killed by an Elf-hating harpy who shot an arrow through his heart, then resurrected - and brought a major breakthrough with him back from the Great Beyond

Absurdity:
Voice of: Gene Wilder

Personality:
Primary Motivator: Understanding
Secondary Motivators: Creation, Purity
Tertiary Motivators: Beneficence, Achievement, Torment
Emotional Disposition: Apathetic
Moodiness: Labile
Outlook: Pessimistic
Integrity: Conscientious
Impulsiveness: Controlled
Boldness: Cautious
Agreeableness: Disagreeable
Interactivity: Reserved
Conformity: Heterodox
Sense of Humor: Morbid

If he were an ice cream, he would be...liquid nitrogen-white tea

If he were a pie, he would be a...honey pie

If he were a soup, he would be...black chicken soup

If he were an historical building, he would be...Castle Frankenstein

Laurels:

#40025-5

Experience: 29

Prestige: 17

Fame: 51

Prestige Awards:
personal laboratory

Faction Objectives:
Season 6:
Recover Named Text +
Recover Spellbook +!
Recover Named Artifact +!
Recover Cursed Item Without Succumbing to its Curse +!
4+ Ranks in Knowledge (Arcana) +!
Total Goals met: 4

Faction Rewards:
Scholar
Archivist

Titles:
Harvestman's Bane
Dragonkiller
Pawn of the Grandmaster
Hoofbrother
Preservationist
Reaver of Reavers
Diguo-Dashu Archaeologist
Empyreal Revenant

Boons:
Overcoming Your Fear
Impressive Influence
Foiled Plans
Gift of the Ghaele
Rescued Natalya Yagevna
Fool Me Once
Smine's Best
Crown of Spring and Summer
Debauchery
Evoking Day (Skill Bonus)
Evoking Day (Amanuensis)
Year of the Shadow Lodge Combat Boon
Spearmind
Secrets of Thuvian Alchemy
Esoteric Item Research
Unwavering Resolve
Lissalan Library
Crushing Victory
Blood and Courage
Martyr's Shard 4

Deaths: 1
- shot through the heart by an Elf-hating harpy

Perils: 2
- driven catatonic by sanitarium-staffing totenmaskes
- dominated by a vampire

Statistics:
Hit Points: 60 (10d8+7)
Initiative: +4 (+4 Dexterity)
AC: 19, touch 14, flat-footed 15 (+5 armor, +4 Dexterity)

Other: +1 dodge bonus vs weapons in the Spear group

Speed: 30 feet

BAB: +7/+2
CMB: +9
CMD: 23 (24 vs disarming and sundering)

Attacks: "Atropos" +10/+5 (1d6+3 plus 1d6 electrical/18-20) or "Vanth" +12/+7 (1d8+3 plus 1d6 acid/x3) or Bomb +12 (4d4+8 fire or cold, OR 1d4+8 fire/round for 4 rounds)

Other: +1 trait bonus to all critical confirmation rolls

Saving Throws:
Fortitude: +10
Reflex: +12
Will: +3

Other: +5 vs inhaled poisons; +4 vs all other poisons; +2 vs fear, or +4 when at less than half of maximum hit points; +2 vs contact diseases; +1 vs inhaled diseases and stench; +10 effective Constitution for determining threshold of death by hit point loss, +5 when determining death by Constitution loss (is unconscious and comatose upon losing natural Constitution); immune to sleep, paralysis, nonlethal damage, and cold

Skills: Appraise +12, Climb +3, Craft (Alchemy) +31, Disable Device +22, Fly +9, Heal +31, Knowledge (Arcana, History, Nature, Religion) +26, Knowledge (Dungeoneering) +12, Knowledge (Engineering) +11, Knowledge (Geography, Local, Nobility, Planes) +10, Linguistics +12, Perception +17, Profession (Any) +1, Sleight of Hand +20, Spellcraft +24, Survival +6, Use Magic Device +15

Other: +8 to Day Job Rolls; +level to Craft (Alchemy) checks to make items; +2 circumstance bonus on Heal checks to treat poison; +1 to Intimidate checks against enemies proficient with rapiers; +2 to Intimidate checks against worshippers of Zyphus; +2 to Intimidate checks against Evil creatures so long as at less than half of maximum hit points; +2 to Diplomacy checks in Irrisen and against centaurs; +2 to Sense Motive checks against current and former Pathfinders; +4 circumstance bonus to Bluff and Diplomacy checks against worshippers of Lissala; +2 circumstance bonus to Knowledge (Religion) checks regarding Lissala and Her cult; +2 to any Knowledge or Linguistics check 1/adventure

DC to demoralize: 19

Favored Class: Alchemist (+7 hit points, +3 skill points)

Abilities:
Racial Abilities:
Low-Light Vision
Keen Senses
Memories Beyond Death (History, Religion)
Elven Weapon Familiarity

Traits:
Combat: Anatomist
Magic: Precise Treatment

Feats:
Armor Proficiency (Light)
Weapon Proficiencies (Simple, Elven, Bombs)
Throw Anything
Breadth of Experience
Skill Focus (Heal)
Extra Discovery X 5

Class Features:
Alchemy
Bomb 4d4+Int 18/day (DC 23)
Mutagen
Infused Curative
Poison Resistance +4
Swift Alchemy
Anaesthetic
Swift Poisoning
Simple Reanimation
Power Over Death

Inventory:

GP: 2,690

formula books
alchemist's lab (at home)
courtier's outfit and jewelry (at home)
cold weather outfit (at home)
hot weather outfit (at home)
doctor's outfit
doctor's mask
adventurer's sash
alchemist's kit
Formula Alembic
Hybridization Funnel
Handy Haversack
Cauldron of Brewing
healer's kit (8 uses remaining)
boline
surgeon's tools
jar of leeches
masterwork thieves' tools
mess kit
grooming kit
scrivener's kit
1-oz vial of ink
6 sheets of parchment
9 days of Elven trail rations
sewing needle
earplugs
hourglass
Wayfinder
"Moksha" (+1 Calming Deathless Mithril Shirt) (10/10 rounds remaining)
Cloak of Resistance +1
"Atropos" (+1 Shock "Smine" Rapier)
"Vanth" (+1 Adaptive Corrosive Composite Longbow)
25 cold iron arrows
17 silver arrows
20 blunt arrows
10 thistle arrows
8 adamantine arrows
3 +1 Elf-Bane Arrows
Belt of Physical Perfection +2
Headband of Vast Intelligence +4 (keyed to Knowledge [History, Religion])
Sihedron Brand of Endurance
scroll box:
-Silenced scroll of shrink item (CL 7th)
wand of detect secret doors (4 charges)
wand of shield (47 charges)
wand of inflict light wounds (50 charges)
wand of animal messenger (3 charges)
wand of resist energy CL 7th (8 charges)
wand of ray of exhaustion (7 charges)
1 vial of Blackfingers paste
3 pouches of smelling salts*
2 bottles of antiplague*
2 bottles of antitoxin*
3 flasks of acid*
3 flasks of alkali*
3 flasks of alchemist's ice*
3 flasks of alchemist's fire*
2 flasks of shard gel*
1 packet of flash powder*
1 burst jar*
1 jar of bottled sunlight*
1 case of alchemical glue*
1 dropper of alchemical glue accelerant (19 doses)*
2 vials of alchemical solvent*
1 tin of vermin repellent*
1 jar of distilled terrap sap*
1 packet of alkali salt*
3 vials of alchemist's kindness*
2 vials of wismuth salix*
2 vials of twitch tonic*
2 tubes of armor ointment*
1 flask of mending paste*
1 tin of antiemetic snuff*
1 flask of anesthetic wine*
1 pouch of bone paste*
2 tubes of rusting powder*
1 jar of embalming fluid*
1 ball of meditation tea*
2 flasks of padzahr*
1 jar of troll styptic*
1 phial of soul stimulant*
3 ampules of crude reanimation serum*
1,000 gp worth of Orvian black salt*
Quantium golem pendant
Koboldfriend token
small collection of ancient Lissalan texts

* = cannot be sold

Alchemy:

Discoveries:
- Infusion
- Spontaneous Healing
- Healing Touch (fast healing 5, 10 rounds/day)
- Smoke Bomb
- Preserve Organs 25%
- Lingering Spirit
- Plague Bomb (DC 23)
- Frost Bomb (DC 23)
- Immolation Bomb (DC 23)
- Mummification

Infusions Per Day:
1st - 7 (DC 19)
2nd - 6 (DC 20)
3rd - 5 (DC 21)
4th - 3 (DC 22)

Infusions Prepared:
1st - , , waterproof*, touch of the sea, jump*, longshot, true strike*
2nd - , , , invisibility*, lesser restoration, vomit swarm
3rd - simple reanimation, , , , channel vigor*
4th - breath of life, touch of slime, dragon's breath

'*' = has been lent out but not yet used

Formula Book #1 - "Principia Vitruvian":
Pages: 100/100
1st - cure light wounds, polypurpose panacea, body capacitance, shield, blend, comprehend languages, true strike, heightened awareness, ant haul, detect metal, detect secret doors, detect undead, bomber's eye, longshot, long arm, true skill, crafter's fortune
2nd - false life, cure moderate wounds, invisibility, fire breath, lesser restoration, bull's strength, eagle's splendor, bear's endurance, owl's wisdom, cat's grace, fox's cunning, see invisibility, barkskin, defensive shock, enshroud thoughts, radiation ward
3rd - simple reanimation, undead anatomy I, remove disease, heroism, cure serious wounds, remove blindness/deafness, resinous skin, clay skin, thorn body, remove curse, temporary graft
4th - greater false life, breath of life

Formula Book #2 - "Codex Sarcossa":
Pages: 100/100
1st - phantom blood, monkey fish, scarify, Petulengro's validation, vocal alteration, disguise self, enlarge person, reduce person, expeditious retreat, jump, touch of the sea, waterproof, endure elements, keen senses, targeted bomb admixture
2nd - aid, delay disease, delay poison, blood armor, adhesive blood, skinsend, catatonia, Aram Zey's focus, darkvision, perceive cues, certain grip, spider climb, levitate, resist energy, elemental touch, stalwart resolve, twisted innards, vomit swarm
3rd - fly, countless eyes, disable construct, burrow, protection from energy, elemental aura, bouncing bomb admixture, lightning lash bomb admixture, toxic blood, drain poison, channel vigor
4th - eyes of the void, caustic blood, viper bomb admixture, decollate

Formula Book #3:
Pages: 20/100
4th - restoration, death ward, neutralize poison, touch of slime, dragon's breath

Future Notes:
retrain into Sacrament Alchemist

retrain Throw Anything?:Splash Weapon Mastery?? Acupuncture Specialist?? Reap the Infirm??

Future Purchase: Type II Bag of Holding (5,000 gp)??

Future Purchase: Lore Needle (4,000 gp)?

"Vanth": upgrade to +2 (10,000 gp)

"Atropos": upgrade to Shocking Burst (10,000 gp)?

11th level: Extra Discovery (Explosive Missile)

12th level: Madness Bomb

13th level: Extra Discovery (Spell Knowledge: command undead)

14th level: Phantom Limb? Glimmering Infusion?

16th level: Elixir of Life
17th level: Extra Discovery (Inferno Bomb)?

Cosmic trait: The Lantern Bearer? The Follower? The Star Gazer?

Puppeteer's Manual:
Dr. Vitruvian is very goal-oriented; the Pathfinder Society is, for him, a stepping-stone on a far, far longer personal odyssey.

Though by no means craven, he'll certainly not risk his life beyond what is necessary (but if someone else is dying, zealous medical professionalism might abruptly take over!). Having achieved self-Mummification, he will be much bolder against enemies that depend on those things he has become immune to.

He tries to dole out his daily infusions ahead of time so others can use whatever he prescribes them when they need it.

He keeps a large collection of other alchana on hand, and will seldom hesitate to use them when opportunities present themselves (as the saying goes, that's what they're there for).

He is a master-physician, and is very well-equipped to use his healer's kit and skill to treat poison and disease rather than an infusion.

When injured, he will use Spontaneous Healing/Healing Touch as often as he can to renew himself, though if he is fewer than 5 hit points away from maximum, he will not waste a use to cover any smaller gap. He will use his Healing Touch on others if they need it (a good rule might be 'no more than 2 uses per day per patient').

He has many options in combat: His sword is ionized and his bow is acrid, so he will likely use them against foes against which those are particularly effective. Much the same goes for his Bombs: Frost Bombs against most enemies, Immolation Bombs against those immune to cold or particularly formidable individuals, a Plague Bomb or two against a group of 3 or more susceptible to such things. He will endeavor to inflict whichever disease is most useful given the foe: The shakes against archers or rogues or anything proving hard to hit, blinding sickness against heavy-hitters, or he might try cackle fever against clerics or monks or the like, but of course his personal all-purpose favorite is none other than the plague itself.

His Mutagen is usually reserved for the thick of combat, and most often uses it to increase his Dexterity; he has also been known to use it to increase his Constitution in the face of especially vicious personal threats to his survival. To date, he has never used it to increase his Strength, and is unlikely to do so any time soon.