Cruel Instructor

Jarot Tennet's page

112 posts. Alias of Doomguide.


Full Name

Jarot Tennet

Race

Daelkyr Half-Blood

Classes/Levels

Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

About Jarot Tennet

Daelkyr Half-Blood Alchemist (Vivisectionist) 3
LN Medium Aberation
Init +6; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 27/22 (3d8+9)
Fort +4, Ref +5, Will +2; +2 vs. fear, +2 vs Poison
Defensive Abilities: Unbalanced Mind, Breed Leech
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Offense
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Speed 30 ft.
Melee: MW dagger* +3 (1d4+2/19-20) and
MW dagger +3 (1d4+2/19-20)
Ranged: +4 (d6+2/19-20 +d6 acid)
Special Attacks: sneak attack +2d6
Alchemist (Vivisectionist) Spells Prepared: (CL 3rd; concentration +6):
1st—cure light wounds x2 , shield x2
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Statistics
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Str 14, Dex 15, Con 13, Int 16, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats: Brew Potion, Craft Symbiont, Double Slice, Ego Mastery, Throw Anything, Two-Weapon Fighting, Extra discovery
Traits: Scholar of Ruins(Knowledge Dungeoneering), Unafraid
Skills: Appraise +7, Craft (Metal Working) +7, Craft (alchemy) +9 (+14 to create alchemical items), Disable Device +9, Disguise +1, Heal +9*, Intimidate +2, Knowledge (arcana) +8, Knowledge {Dungeoneering) +8, Knowledge (nature) +9, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Disguise
Languages: Common, Daelkyr, Draconic, Goblin, Ignan.
SQ: Alchemy, Mutagen, Symbiosis, Tumor Familiar, infusion, Fast Poisioning, swift alchemy, cruel anatomist
Combat Gear: Potion of cure light woundsx4, Enlarge Person x2, Touch of the Seax2 , Acid (5),Alchemist Fire(5), Blue Winnis Poison, Bottled Lightning (2), Burst Jar(2), Liquid Ice(2), Iron Pellet Grenade(2), Sneazing powder(2), Liquid blade mixed with drow sleep poison(2), Vermin repellant(10) Other Gear: studded leather, dagger x4, alchemy crafting kit, Alchemy Lab, pathfinder's kit, MW thieves' tools, travelling spellbook, Handy Haversack. 956 gp
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Special Abilities
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Alchemy +3 (Su:) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Breed Leech: Host Benefits: Bolster Body (Su): While attached, the host creature gains 5 temporary hit points each night when he rests. Like normal temporary hit points, these go away after been used and cannot be re-healed, but the host gets them back anyway the following morning. The breed leech also provides a +1 untyped bonus to Fortitude saves.

Cruel Anatomist: Use KO(nature) in place of Heal checks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.

Poison Use: You do not risk poisoning yourself accidentally while poisoning a weapon.

Poisoning (Move Action) (Ex) Normal: Apply poison to a weapon as a Move action.

Poison Resistance: +2 on saves vs poison.

Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Symbiosis (Ex): Daelkyr Half-bloods have the ability to use their own bodies as the base aberration when using the Craft Symbiont feat. They must pay for the necessary construction cost and suffer the normal host penalties for the time it takes to grow a new symbiont. If a Daelkyr Half-blood is ever completely without any symbionts, he suffers 1 point of Constitution drain (not damage) for every 24 hours he goes without having an attached symbiont. No saving throw or restorative effects can negate or heal his drain. Once he has reattached a symbiont or has starting growing a new one, as per the Craft Symbiont feat, he heals any Constitution drain suffered in this way at the rate 1 point per 24 hours. See the Symbionts creation rules for more details.

Swift Alchemy: Create alchemical items in half the time.

Throw Anything: Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Tumor Familiar: Scorpion, Greensting
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within
arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Unafraid: You receive a +2 bonus on all saving throws made against fear affects.

Unbalanced Mind (Ex): Anytime someone attempts to read the thoughts of a Daelkyr Half-blood, they must make a Will save, DC: 10 + 1/2 character level + Chr mod, or be dazed for 1 round.

Alchemy:
Bottled Lightning: Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you. This is a ranged touch attack that deals 1d8 points of electricity damage. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage from the terrific clap of thunder the bolt generates (Reflex DC 15 negates).

Burst Jar:This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion.

Iron Pellet Grenade:This hollow clay container holds a small charge of black power, iron pellets and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type.

Liquid Ice: Also known as “alchemist's ice,” this sealed jar contains crystalline blue fluid that immediately starts to hiss and evaporate once opened. During the 1d6 rounds after it is opened but before it evaporates completely, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.

Liquid Blade: You can empty the contents of this palm-sized metal tube with a quick flick of your wrist (a move action), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, you can then use the crystalline blade as if it were a Medium short sword with the fragile quality (see page 22). The blade lasts for 10 minutes, after which it evaporates, leaving nothing behind but the tube. You can add one dose of poison to the liquid in the bottle, which acts like applying a dose of poison to a weapon except it is a full-round action; when the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, the poison does so as well.

Sneezing Powder:This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect.

Vermin Repellent:This vile-smelling white paste keeps vermin at bay if spread on your skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a successful DC 15 Fortitude saving throw in order to enter your square. Vermin repellent has no adverse effect on vermin of Small size or larger, though if an attacking vermin has a choice of targets that are respectively covered and not covered in repellent, it usually chooses the creatures without repellent. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off. Vermin repellent counts as a strong scent, allowing creatures with the scent ability to detect it at a greater range

Poisons:
Drow poison x2:
Type poison, injury; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect unconsciousness for 1 minute; Secondary Effect unconsciousness for 2d4 hours; Cure 1 save

BLUE WHINNIS
Type poison, injury; Save Fortitude DC 14
Frequency 1/round for 2 rounds
Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save

Jarot was named after the great king, but he was far from a king or even a knight. During the war he spent his time maintaining the undead troops of 3rd army of Karrnath. Stitching them together, applying unguents and lacquers to keep muscles supple and to harden bone. A rather disgusting job, but one he was well suited to. He was thin and had a perpetual cough, but a steady hand and a eye for detail. His squad suffered fewer losses due to rot than any other in the 3rd Army. The human troops he supported seemed to suffer from fewer cases of corpse lung and infection as well, but that is just a side note really.

"His" troops never failed him until they were deployed to some damned swamp or another. Several sets of scouts had been sent in and none had come out. Showing the well known patience of the upper ranks, the commander sent Jarot's entire squad and auxiliaries in to flush out the enemy. But this enemy was not one of the five kingdoms, or some group of goblin mercenaries, they were maddened, multi-limbed creatures that howled as they carved man and undead down. Our own weapons did little to injure them, and all were quickly dispatched. Jarot awoke a few days later and returned to friendly lines to find he was the only survivor.

Jarot found that he no longer had the same health issues he had before. He had strange dreams, but who wouldn't. Instead of hanging back and being a glorified bone polisher he added his skills to the attack and was able to snatch a decent share of plunder from a large Cyren town. He was barely back to camp when Cyre ceased to exist.

With the war soon over, he had time to retire to a cabin outside a small trade town and learn about the creatures that had assaulted them and of the changes happening to his body, and to that of his new companion. He learned that he could consume things that were poison to others and to augment his body in ways that the army had never known.

After a few years of study Jarot had run out of things to learn from old corpses, and his simple graft, plus the zombie maintenance profession was never well paid. If he was to learn more he must learn it first hand.