Dr Davaulus

Simeon ex-Themostila's page

72 posts. Alias of Darkness Rising.


Race

Male Human Alchemist (Chirurgeon) 2

Classes/Levels

AC 15 [T 15 FF 10] | CMB +2 | CMD 17 | HP 17/17 | Fort +4 | Ref +8 | Will +1 | Init +5 | Percep +6

Age

20

Alignment

Neutral Good

Languages

Auran, Celestial, Common, Draconic, Elven, Gnome

Occupation

Surgeon

Strength 12
Dexterity 20
Constitution 12
Intelligence 20
Wisdom 12
Charisma 12

About Simeon ex-Themostila

Background:

Five important concept and background elements

1) Simeon was born in Hermea and knows no other life. His quick thinking and aptitude for physical endeavours (particularly those requiring finesse over brute force) marked him to be chosen into the Themostila tribe when he passed his Citizenship test (with ease) at 16. Themostila specialises in the technical fields where both analytical thinking and manual dexterity are important: surgeons, technologists, experimentalists, engineers. In just three years following his admission to the Themostila tribe, Simeon has mastered a number of different fields, including alchemy and medicine (and has also done well in highly technical fields such as cybertechnology, although his training there is far from completed); his supervisors have been impressed with his progress.

2) He has recently been assigned to military research, including explosives and battlefield elixirs. He views this as an annoying distraction from medicine. In particular, he has been asked to investigate possible elixirs for military use, to improve the physical attributes of Hermea's soldiers. However, Simeon has no intention of testing these on anyone until he can get them to work. He has therefore (against orders - he's forbidden from doing anything that might harm his brain or compromise his intellect, since both are property of Hermea) been testing them on himself.

3) Medicine is more than Simeon's profession: it is his calling, and he can allow himself to get too involved with his patients. He takes it personally when they die and has to occasionally be reminded that no one is immortal and that humans do not live forever. There is some concern that his care for his patients can compromise his detachment, but so far no one has said so to Simeon's face.

4) The practice of medicine within Hermea is that all should receive care; however, the Unity Doctrine means that all are subordinate to the majority, and experimental treatments are often approved for high risk patients. The idea is that what is learned will benefit everyone, even if that patient dies. Simeon loudly disapproves of this concept, and seeks to treat all his patients with techniques that he knows will work, even if the sum of human knowledge is not advanced. His supervising tribune, Janus et-Themostila, has quietly been trying to dissuade Simeon from attracting too much unwanted attention.

5) Simeon has for a long time had strong feelings for his childhood friend Zoe, who passed her Citizenship test at the same time as Simeon and was inducted into the Diocles tribe. He was overjoyed to find out less than a year ago that she felt the same way. They quickly consummated their friendship and sought (and received) permission to partner and conceive. Their relationship is passionate, and mutually fulfilling; they have been together 9 months and are acutely aware that they will be separated in a few months' time. The analytical part of Simeon's mind is occasionally uneasy at the strength of his feelings for Zoe; for her part, the Diocles tribe has provided Zoe with a more theoretical, philosophical outlook and she is better equipped to understand what she feels - although nothing in Hermean education has prepared either of them for falling in love.

Two important goals

1) Simeon wants - needs - to be with Zoe; as their separation time draws closer, he increasingly feels this as a physical pain. His analytical training has been directed outward, and there is little scope for emotional language within Hermea; but one day, perhaps soon, Simeon will identify that burning pain as anger. On that day, one of the foundations of Hermea will tremble, and Mengkare himself will sit a little less securely on his (metaphorical) throne.

2) Simeon is utterly convinced that the use of experimental medicine should - must - be put second to the patient's own welfare. With Zoe's help, he has been able to give some thought to not merely the practice of medicine but its conceptual purpose (not something he would have been able to achieve on his own and yet another reason he is so grateful to have her). Between them, they have formulated what they consider (and refer to as) the "Overriding Objective" of medicine: namely, that the first concern of its practitioners should be to do no harm.

Two secrets, one known to Simeon and one he doesn't know.

1) Simeon and Zoe fell in love that first night they slept together; with the knowledge that the relationship would be ended as soon as they conceived, Simeon has (with Zoe's full agreement) been surreptitiously preparing contraceptives in his laboratory and providing them to her. Being somewhat improvised, they have failed twice; but Simeon is a skilled enough doctor to have noticed this almost immediately and (again with Zoe's agreement) end the pregnancy - and ensure that her hormone tests gave nothing away. The idea that two citizens would connive in such a way to avoid their duty is utterly unthinkable, which is perhaps why they haven't been caught - it's not a scenario anyone could envisage, and therefore there are no precautions in place to catch such behaviour.

2) Unknown to Simeon, his views on experimental medicine have been reported up the chain of command and are a matter of some concern. It was not his tribune Janus who reported him. The tribune assigned to monitor the situation, Lucilla et-Alkaeus, has made the decision - for now - to do nothing overt, but to watch him quietly. For his own good, of course. Once this relationship with Zoe is ended, she can ensure that he is assigned to someone more... suitable, someone who will monitor his views and steer him gently back to orthodoxy. For his own good, of course. For everyone's good...

Four people tied to Simeon, three friendly, one unfriendly

1) Simeon's lover, Zoe ex-Diocles. A wizard by training, she and Simeon grew up together and have known one another as long as Simeon can remember. Simeon would do anything for her, and the knowledge that they will be ordered to separate in 3 months' time drives his every waking moment. Zoe is likewise very much in love with Simeon; the philosophical, more contemplative education provided by tribe Diocles permits her (in the privacy of their bed) to formulate questions such as "what good is a Utopia with no use for love?" - questions that Simeon can barely understand, much less answer.

2) Janus et-Themostila, Simeon's supervising tribune. Janus has a very high opinion of Simeon's ability and is fond of joking that Simeon can cut open a patient, remove their organs one by one and replace them before the patient can even say "ow". Janus is sympathetic to Simeon's views on experimental medicine, but knows what is needed to succeed in the tribe and has ambition to serve on the Council one day. He doesn't want any trouble. He therefore hasn't made a fuss about Simeon to anyone and hopes it will all quietly blow over.

3) Thierry ex-Lucarus, who gained citizenship at the same time as Simeon and Zoe. Unlike Zoe and Simeon, however, Thierry is an outsider and is some 10 or 15 years older; he found sanctuary in Hermea from the world outside and believes fervently in the Hermean ideals. He is assigned to defensive responsibility of the island. Despite being in different tribes, Simeon and Thierry do their best to meet up when they can; they formed a bond during the citizenship testing and are close friends. Simeon hasn't told Thierry anything of his recent doubts.

4) Mark ex-Themostila, a junior associate working with Simeon. He very much wants to try out new and experimental things, and has been frustrated by having to obey Simeon's instructions to do what they know works. He reported Simeon's views for two reasons: firstly because he disagrees with them, but also because if something 'happens' to Simeon, Mark will be promoted to his place. He rather hopes that something will 'happen' to Simeon.

Four memories, mannerisms or quirks

1) One of Simeon's most vivid early memories is of Zoe, and the way her long, blonde hair floated in the breeze, and her smile as her green eyes met his; they were playing some childhood game or something, he doesn't recall the details.

2) As a surgeon, Simeon is acutely aware of the need to keep his skills sharp, and his long fingers are almost always moving, usually twirling something: a pen, a coin, or even a scalpel. When he is thinking deeply about something - usually a technical problem - and his hands are not occupied, his fingers sometimes unconsciously trace the lines of Zoe's body.

3) Simeon is almost obsessively neat in appearance: his dark hair is close-cut and styled, and he has no loose sleeves or trailing shirt-tails. His movements are careful and deliberate.

4) Simeon's care and kind concern for his patients mask a fierce competitiveness: in sports, he is almost a different person who will do whatever it takes to win. Those who know him only from his work are very surprised the first time they cross him on the playing field or the sports hall; Thierry often jokes that the only time he misses his home country of Galt is when he's playing against Simeon: "at least the Gray Gardeners pretend to follow the rules!"

Advancement Choices:

1st: Alchemist (Chirurgeon); +1 hit point

Crunch:

Male human (Hermean)
Alchemist (chirurgeon) 1 Age 20

NG Medium Humanoid (Human)

Init +5; Perception +6

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DEFENSE

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AC 15, touch 15, flat-footed 10 (+5 dex, +0 armor)

HP 17 (1d8+2)

Fort +4, Ref +8, Will +1

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OFFENSE

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Speed 30 ft.

Melee Dagger +2/d4+1

Ranged dagger ++ (d4+1) OR Bomb +8 (d6+5 fire damage)

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES

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Bombs - D6 damage, 6/day

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Alchemy - 4 Extracts/day

Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Mutagen: At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Dual talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Infused Curative: At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

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ALCHEMY

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FORMULAE KNOWN

Lvl 1

Crafter's Fortune
Cure Light Wounds
Expeditious Retreat
Heightened Awareness
Illusion of Calm
Shield
Targeted Bomb Admixture

EXTRACTS PREPARED

Lvl 1 (4/day)

Cure Light Wounds
Cure Light Wounds
Shield
Targeted Bomb Admixture

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STATISTICS

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Str 12, Dex 20, Con 12, Int 20, Wis 12, Cha 12

Base Atk +1; CMB +2; CMD 17

Discoveries:

Precise Bombs - Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Traits:

Meticulous concoction - Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait.

Local ties (reflavoured) - Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3

Feats:

Brew Potion

Throw Anything

Technologist

Martial Weapon Proficiency: Revolver

Skills (10 Points/level - 4 class, 5 Int, 1 bonus):

Craft (alchemy) +12 (2 ranks, class skill, 5 Int, level 2 alchemist)

Craft (mechanical) +10 (2 ranks, class skill, 5 Int)

Disable Device +10 (2 ranks, class skill, 5 dex)

Heal +6 (2 ranks, class skill, 1 wis)

Knowledge (engineering) +13 (2 ranks, class skill, 5 Int, 3 trait)

Knowledge (nature) +10 (2 ranks, class skill, 5 Int)

Perception +6 (2 ranks, class skill, 1 wis)

Profession (surgeon) +5 (1 rank, class skill, 1 wis)

Sleight of hand +9 (1 rank, class skill, 5 dex)

Spellcraft +10 (2 ranks, class skill, 5 Int)

Use Magic Device +6 (2 ranks, class skill, 1 cha)

Favored Class: Alchemist

Racial Modifiers: +2 Dex, +2 Int

Languages: Common (Hermean), Orc, Goblin, Giant

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GEAR/POSSESSIONS

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WEAPONS

Dagger
Revolver & Ammunition

ARMOUR

Panic suit

GEAR

Surgeons' kit
Artisan's tools (mechanical)
Alchemy kit
3 Flashlights
1 flask acid
1 flask alchemist's fire
12 silverdisks
backpack
2 weeks' emergency rations
2 Antitoxin vials
2 waterskins
water purification kit
Healer's kit
radiation detector
gas mask
firelighting kit (flint and steel equivalent)
rope

Appearance and personality:

Simeon is of average height, but his lean build and the way he holds himself straight can make him seem taller. Everything about him is neat, precise: he is clean-shaven, his nails are neatly trimmed and his close-cut dark hair is carefully and tidily arranged.

His most striking features are his eyes, which have a kindness in them that makes most of his patients trust him instinctively; and his long, clever, fingers - if he weren't a surgeon he would have been a fabulous concert pianist. When at rest, his fingers are usually occupied with something: a pen, a battery, even on occasion a scalpel.

Simeon tends towards precision in his movements and speech: surgeons who move more than necessary or without thought do their patients no favours at all. That said, Simeon's mind moves swiftly and he is capable of translating that speed of thought into deeds when required, either in a medical emergency or in the sports stadium. His coordination and quick reflexes more than compensate for a lack of physical strength, and many an opposing player has been left flat-footed by him.

Fiercely competitive on the field of play, Simeon is very mild-mannered in other walks of life, unless he loses a patient or sees another doctor doing something foolish. At that point, he can be deeply acerbic and say more than he might otherwise intend. Simeon often feels things very deeply, but rarely lets it show; he is not one to wear his heart on his sleeve. The only person he is completely open with is his lover, Zoe.