About Roet HeineousBackground:
“Quiet people have the loudest minds.” ― Stephen King Roet was a shy little boy in his childhood. Despite looking very much human, he and his family were absolutely aware of his outsider inheritance... His father still carried some subtle oni features. The tiefling boy was bullied, and as the single offspring of a couple of merchants, there was really very little he could do about it. Instead, he tried to focus in studying and building a different life for him, using the rich resources available. “There is something at work in my soul, which I do not understand.”
Roet became Dr. Roet, a somewhat known and respected alchemist. Most of his services were offered to the people of Ustalav for free, but he would eventually work for commission and overall mercenary jobs: his specialty was to set up bombs that were precise enough to crack open tombs and ruins without damaging the historic structures or risking collapses. Yet, still young and travelling with bands of adventurers trying to make a name for themselves, Roet became used to fight against evil - especially in the form of the undead - and slowly this started to charge a toll on his sanity, leading to frequent nightmares. He'd hear a terrible, guttural voice, through his sleep... “Believe nothing you hear, and only one half that you see.”
He experienced frequently to improve his own explosive artifacts - many times to dire consequences against his health - but also started brewing mysterious formulae to try to deal with his worsening nightmares. By this time, the Pharasmian scholar already had a more established group of coworkers, and their adventures through Ustalav - mostly against the treacherous cult, the Whispering Way - started to gain notoriety. He was surrounded by very powerful individuals with whom he felt more comfortable, and his own mutagens started to boost his physical prowess to become a force to be reckoned. Yet, the voice was still there at his nights, and louder than ever... “I think perhaps all of us go a little crazy at times.”
Until the alchemist simply lost control, and something else was born. Calling himself Mr. Heineous, the deformed creature of Dr. Roet's nightmares was actually a devolution of the alchemist himself. Mr. Heineous was as strong as he was depraved; an outgoing brute of questionable intelligence and wisdom, that still carried inside of him something from the good doctor. If the first time Mr. Heineous appeared it caused some confusion to their companions, as time passed the group started to accept the incredible duality of the Master Chymist and the usefulness of both of his sides. “From even the greatest of horrors irony is seldom absent.”
Now more comfortable in his toes and free from the nightmares, Dr. Roet let his own monster somewhat roam free as they develop a strange connection based on trust and respect. With news that the deathless remains of the immortal evil wizard known as the Whispering Tyrant had been located in Gallowspire, Dr. Roet and Mr. Heineous get together with their group adventurers for one last mission that could mean finally defeating the Whispering Way...
Appearance and Behavior:
Doctor Roet is a scholar - a studious alchemist, usually hired to explore tombs and ruins, and carefully apply explosives and concotions to carefully open such places without damaging the goods. He is a bookworm, a focused man with attention to details and sometimes an arrogant way of dealing with the least cultured people. His silence comes from being a little shy, but he's friendly and loyal once he learns to trust people. An entire life of pursuing self-improvements through alchemical ways didn't come without its price. A part of his face is burnt, as well as his hands and the entire left arm. The rest of the body also has its scars - some of them from similar experiments and explosions, others from being harmed in his life of an adventurer by undead and monsters in general. His hair also burnt in some areas, and he's starting to bald his grayish yellow head. As a result, and combined with his own behavior, he's unsettling to the eyes. Rather worse, though, is when he mutates. Through a combination of his chemistry and mutagens, he turns himself into a beastial creature: slightly taller than him, curved, wit spikes through his back, claws and prominent teeth like a draconic-looking wolf. While it still has clear resemblance to a deformed version of Roet, this new form has inverted legs and large dark and ugly-looking wings; it speaks with a guttural voice, and identifies himself as a completely different individual, Mr. Heineous - a chaotic, perverted, extroverted version of the good and shy doctor. I think the whole Dr. Jekyll/Mr. Hyde vibe of the Master Chymist prestige class is great, but particularly tailored for the Carrion Crown AP. This might be my main hooks for RP and I plan to explore this side: Roet's a Neutral Good person, but his mutagen turns him into a Chaotic Neutral monstrosity. I want to play them both as good and helpful to the party, but still quite different personalities.
Role and Mechanics:
As an alchemist, Roet is a hybrid of a spellcaster and damage dealer. Specifically, his spells are mostly in the support and buff sides, and as a damage dealer he fights in melee - mostly thanks to a combination of his prestige class, Master Chymist, and things like dragon breath bombs. Being intelligence-based, he naturally brings a lot of skills to the party, which I hope can be one of my contributions outside of combat. One of his archetypes, vault breaker, gives him trapfinding - and he's well trained in both perception and disable device to do it efficiently, so I hope I can help the party covering this side.
About the Player:
I'm a veteran here in the forums and a long time RPG player. Probably what I played and hosted the most was AD&D 2nd edition, although I started a little before it. I also played a lot of 3.5 and, of course, got naturally into Pathfinder - although I still didn't have really any experiences in its 2nd edition. I live in EST as well (South Florida). Character Sheet:
Roet Heineous Male oni-spawn tiefling alchemist (beastmorph, vaultbreaker) 8/master chymist 4 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Player's Guide 26, 267, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Villain Codex 236) NG Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +17 (+21 to locate traps) -------------------- Defense -------------------- AC 27, touch 16, flat-footed 23 (+9 armor, +2 deflection, +3 Dex, +1 dodge, +2 natural) hp 95 (12 HD; 8d8+4d10+28) Fort +14, Ref +15, Will +10 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee +1 gauntlet (from armor) +17/+12 (1d3+7) or . . unarmed strike +17/+12 (1d3+7 nonlethal) Ranged bomb +13 (4d6+4 fire) Special Attacks bomb 12/day (4d6 fire, DC 20) Spell-Like Abilities (CL 12th; concentration +9) . . 1/day—alter self Alchemist (Beastmorph, Vaultbreaker) Extracts Prepared (CL 12th; concentration +16) . . 4th—death ward, freedom of movement (2), restoration . . 3rd—channel vigor, cure serious wounds, displacement (2), wing thorns (DC 17) . . 2nd—barkskin (2), cure moderate wounds, empower holy water, ironskin, lesser restoration . . 1st—endure elements, enlarge person (2, DC 15), heightened awareness[ACG], shield (2) -------------------- Statistics -------------------- Str 22, Dex 16, Con 14, Int 18, Wis 14, Cha 5 Base Atk +10; CMB +16; CMD 32 Feats Armor Of The Pit[ARG], Dodge, Extra Discovery (Infusion), Favored Prestige Class, Prestigious Spellcaster, Prestigious Spellcaster Traits indomitable faith, spirit guide Skills Acrobatics +7, Climb +8, Craft (alchemy) +21 (+29 to create alchemical items), Disable Device +22, Disguise -1, Fly +5, Intimidate +14, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (religion) +21, Perception +17 (+21 to locate traps), Sense Motive +10, Sleight of Hand +16, Spellcraft +19, Stealth +7, Survival +6, Swim +8, Use Magic Device +12; Racial Modifiers +2 Disguise, +2 Intimidate Languages Abyssal, Common, Draconic, Giant, Infernal SQ advanced mutagens (greater mutagen, nimble[APG]), alchemy (alchemy crafting +8), beastform mutagen, discoveries (bone-spike mutagen, breath weapon bomb[UC], feral mutagen, incendiary charge, penetrating charge, precise bombs [4 squares]), mutagen (+6/+4/-2, +4 natural armor, 120 minutes), mutagenic form, mutate, pass for human Combat Gear longarm bracers[UE], mutagen (greater feral)[APG]; Other Gear celestial armor, +1 amulet of mighty fists, belt of giant strength +4, cloak of resistance +4, headband of vast intelligence +4, ring of inner fortitude (minor)[UE], ring of protection +2, alchemist's lab, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, trail rations (5), waterskin, 2 gp, 1 sp -------------------- Tracked Resources -------------------- Alter Self (1/day) - 0/1 Bomb 4d6 (12/day, DC 18) (Su) - 0/12 Feral Mutagen: Str +6, Dex +4, Int -2, Wis -2, +4 Nat AC. - 0/1 Fly (1/day) - 0/1 Greater Feral Bone-spike Mutate: Phys Attr +8, +6, Mental Attr -2, -2, +4 Nat AC. (2/day) (Su) - 0/2 Longarm bracers (3/day) - 0/3 Trail rations - 0/5 -------------------- Special Abilities -------------------- Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 4d6 (12/day, DC 18) (Su) Thrown Splash Weapon deals 4d6 fire damage. Bone-Spike Mutagen (Su) Mutagens grant +2 natural armor and masterwork armor spikes. Breath Weapon Bomb Breath weapon: 15-foot cone, bomb damage to all creatures (Ref save for half). Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate. Greater Beastform Mutagen Mutagen grants three beast shape II abilities. Greater Feral Bone-spike Mutate: Phys Attr +6, +4, Mental Attr -2, -2, +4 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change. Greater Mutagen (Su) +4 nat AC, +6/+4 on two physical attributes, -2 on two mental attributes. Incendiary Charge (Su) As a full rd action, bomb ignores first 10 hardness, and not 1/2 dam vs. object. Infusion Create an extract can be used by anyone but takes up a slot until used. Mutagen (DC 18) (Su) Mutagen adds +6/+4/-2 to physical/mental attributes, and +4 nat. armor for 120 minutes. Mutagenic Form (Chaotic Neutral) (Ex) Mutagenic form has a different alignment and personality from normal form. Nimble +2 (Ex) In mutagenic form gain bonus to Dex checks, Dex skills, and CMD. Pass for Human You can pass for human, and count as a humanoid (human) for all purposes. Penetrating Charge (Su) As a full rd action, bomb grants +5 to disable device vs. lock until repaired. Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs. -------------------- Possible Feats for the Future Ability Focus (Bomb)
Character Sheet (Mutagen):
Roet Heineous Male oni-spawn tiefling alchemist (beastmorph, vaultbreaker) 8/master chymist 4 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Player's Guide 26, 267, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Villain Codex 236) CN Medium outsider (native) Init +7; Senses darkvision 60 ft.; Perception +16 (+20 to locate traps) -------------------- Defense -------------------- AC 37, touch 18, flat-footed 31 (+9 armor, +2 deflection, +5 Dex, +1 dodge, +10 natural) hp 95 (12 HD; 8d8+4d10+28) Fort +14, Ref +17, Will +9 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft., fly 60 ft. (good) Melee +1 gauntlet (from armor) +20/+15 (1d3+12) or . . unarmed strike +20/+15 (1d3+12 nonlethal) or . . bone spikes +20/+15 (1d6+9) or . . bite +20 (1d8+12), 2 claws +20 (1d6+12) Ranged bomb +15 (4d6+4 fire) Special Attacks bomb 11/day (4d6 fire, DC 19), pounce Spell-Like Abilities (CL 12th; concentration +9) . . 1/day—alter self Alchemist (Beastmorph, Vaultbreaker) Extracts Prepared (CL 12th; concentration +15) . . 4th—death ward, freedom of movement (2), restoration . . 3rd—channel vigor, cure serious wounds, displacement (2), wing thorns (DC 16) . . 2nd—barkskin (2), cure moderate wounds, empower holy water, ironskin, lesser restoration . . 1st—endure elements, enlarge person (2, DC 14), heightened awareness[ACG], shield (2) -------------------- Statistics -------------------- Str 28, Dex 20, Con 14, Int 16, Wis 12, Cha 5 Base Atk +10; CMB +19; CMD 39 Feats Armor Of The Pit[ARG], Dodge, Extra Discovery (Infusion), Favored Prestige Class, Prestigious Spellcaster, Prestigious Spellcaster Traits indomitable faith, spirit guide Skills Acrobatics +11, Climb +11, Craft (alchemy) +20 (+28 to create alchemical items), Disable Device +26, Disguise -1, Escape Artist +5, Fly +13, Intimidate +16, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (religion) +20, Perception +16 (+20 to locate traps), Ride +5, Sense Motive +9, Sleight of Hand +20, Spellcraft +18, Stealth +11, Survival +5, Swim +11, Use Magic Device +12; Racial Modifiers +2 Disguise, +2 Intimidate Languages Abyssal, Common, Draconic, Giant, Infernal SQ advanced mutagens (greater mutagen, nimble[APG]), alchemy (alchemy crafting +8), beastform mutagen, discoveries (bone-spike mutagen, breath weapon bomb[UC], feral mutagen, incendiary charge, penetrating charge, precise bombs [3 squares]), mutagen (+6/+4/-2, +4 natural armor, 120 minutes), mutagenic form, mutate, pass for human Combat Gear longarm bracers[UE], mutagen (greater feral)[APG]; Other Gear celestial armor, +1 amulet of mighty fists, belt of giant strength +4, cloak of resistance +4, headband of vast intelligence +4, ring of inner fortitude (minor)[UE], ring of protection +2, alchemist's lab, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, trail rations (5), waterskin, 2 gp, 1 sp -------------------- Tracked Resources -------------------- Alter Self (1/day) - 0/1 Bomb 4d6 (11/day, DC 17) (Su) - 0/11 Feral Mutagen: Str +6, Dex +4, Int -2, Wis -2, +4 Nat AC. - 0/1 Fly (1/day) - 0/1 Greater Feral Bone-spike Mutate: Phys Attr +6, +4, Mental Attr -2, -2, +4 Nat AC. (2/day) (Su) - 0/2 Longarm bracers (3/day) - 0/3 Trail rations - 0/5 -------------------- Special Abilities -------------------- Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 4d6 (11/day, DC 17) (Su) Thrown Splash Weapon deals 4d6 fire damage. Bone-Spike Mutagen (Su) Mutagens grant +2 natural armor and masterwork armor spikes. Breath Weapon Bomb Breath weapon: 15-foot cone, bomb damage to all creatures (Ref save for half). Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate. Fly (60 feet, Good) You can fly! Greater Beastform Mutagen Mutagen grants three beast shape II abilities. Greater Feral Bone-spike Mutate: Phys Attr +6, +4, Mental Attr -2, -2, +4 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change. Greater Mutagen (Su) +4 nat AC, +6/+4 on two physical attributes, -2 on two mental attributes. Incendiary Charge (Su) As a full rd action, bomb ignores first 10 hardness, and not 1/2 dam vs. object. Infusion Create an extract can be used by anyone but takes up a slot until used. Mutagen (DC 17) (Su) Mutagen adds +6/+4/-2 to physical/mental attributes, and +4 nat. armor for 120 minutes. Mutagenic Form (Chaotic Neutral) (Ex) Mutagenic form has a different alignment and personality from normal form. Nimble +2 (Ex) In mutagenic form gain bonus to Dex checks, Dex skills, and CMD. Pass for Human You can pass for human, and count as a humanoid (human) for all purposes. Penetrating Charge (Su) As a full rd action, bomb grants +5 to disable device vs. lock until repaired. Pounce (Ex) You can make a full attack as part of a charge. Precise Bombs (Su) Exclude up to 3 squares from splash damage of your bombs. Trip (Ex) Natural attacks can trip as a free action that doesn't provoke. -------------------- Possible Feats for the Future Power Attack
Mutagen:
Roet's metagen of use is a Greater Beastmorph Feral Bone-Spike Mutagen. It gives a base of +4 nat AC, +6/+4 on two physical attributes, -2 on two mental attributes. He usually does STR+6, DEX+4, -2 INT, -2 WIS. The feral part of the mutagen give one bite and two claw attacks, as well as a +2 bonus to intimidate. At this level, the Beastmorph part of the mutagen gives three abilities of beast shape II - usually Roet would be picking Fly (60 feet, good), Pounce and Trip. Finally, the Bone-Spike part of the mutagen gives him an extra +2 bonus to his natural armor plus masterwork armor spikes.
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