About Dr. Zephyrus Vitruvian"The only good is knowledge and the only evil is ignorance."
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:
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:
Faction Objectives:
Faction Rewards:
Titles:
Boons:
Deaths: 1
Perils: 2
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
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:
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:
Feats:
Class Features:
Inventory:
GP: 2,690 formula books
* = 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:
Infusions Prepared:
'*' = has been lent out but not yet used Formula Book #1 - "Principia Vitruvian":
Formula Book #2 - "Codex Sarcossa":
Formula Book #3:
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
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. |
