Jeggare Noble

The 'Doctor''s page

164 posts. Alias of Anon A Mouse.


Full Name

Doctor

Race

Human

Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas"

Classes/Levels

Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

Gender

Male

Size

Med

Alignment

NE

Languages

Abyssal, Common, Goblin, Infernal, Orc, Read lips, Sylvan

Strength 11
Dexterity 18
Constitution 16
Intelligence 21
Wisdom 12
Charisma 8

About The 'Doctor'

Basic Crunch:
Human Alchemist (Grenadier) 4 | Gunslinger (Bolt Ace) 3
NE Med Humanoid (Human)
Speed: 30 ft
Init: 6 [4 Dex + 2 trait]

Offense/Defense:
Offense
CMB 7
BAB 3
Melee [0 Str]
- Boot blade +3 (1d4 P)
- Switchblade +3 (1d4, 19-20)
Ranged +6 [3 Dex]
- +1 Heavy Crossbow +7 (1d10+1, 19-20)
- Bomb +7 (touch attack, 2d6+6 fire [5 Int + 1 favored class], range 20 ft, DC 16 Reflex to halve splash damage)

Defense
AC: 19 [4 Dex + 3 Armor + 1 Dodge + 1 Armor attunement]
Touch 15, 14 Flat-footed
CMD: 18 [10 + 4 Dex + 3 BAB + 1 Dodge]
Fort: +8 [4 base + 3 Con + 1 resistance]
Reflex: +9 [4 base + 4 Dex + 1 resistance]
Will: +4 [1 base + 1 Wis + 1 resistance + 1 trait]
- +2 vs divination
HP: 50 [3d10 + 1d8 + 4*3 Con]
CL: 4

Alchemist:
1a) Alchemy (Su): + Class level to make alchemical items, identify potions as if using detect magic
1b) Extracts: 2 x lvl 1
1c) Bomb (Su): Lvl + Int / day. 1d6 + Int fire damage, min damage in 5 ft radius splash, 20 ft range
1d) Proficiency with 1 martial weapon
1e) Mutagen (Su): +2 nat armor, +4 physical, -2 mental, lasts 10 min/lvl
1f) Throw Anything bonus feat
2a) Precise bomb discovery
2b) Infuse weapon or a piece of ammo with an alchemical liquid or powder as a move action (swift action at 6th level). It doesn't have a splash radius. Wears off after 1 min

Discoveries
1) Infusion: Other people can use your extracts
2a) Precise bomb (5 squares) (Su): 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.
2b) Healing Bomb: Use a cure potion or infused extract and combine it with a bomb to heal damage instead of causing it (Add Int per alchemist extra ability)
4) Explosive missile (Lvl 4): Standard action to infuse one piece of ammo with a bomb, load the weapon, and shoot

Future:
- Combine extracts (Lvl 8): Combine 2 extracts. Effective extract level is highest + 2
- Extend potion: Int/day potion has double duration
- Enhance potion: Int/day any potion the alchemist drinks functions at a CL equal to his class level
- Dilution (Lvl 12): 1/day spend 1/4 a potion's market value to turn 1 potion in to 2
- Elixir of life (Lvl 16)
- Eternal potion (Lvl 15, extend potion)
- Grand mutagen (lvl 16, greater mutagen)
- Greater Mutagen (lvl 12)
- Healing touch (Lvl 6, spontaneous healing)
- Spontaneous healing: 5 HP/2 lvls
- Wings (Lvl 6): Fly for 1 min/caster level

Gunslinger:
1a) Crossbow Mavern: A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
1b) Grit (Ex): +Wis grit (min 1), regain with crits or killing blows dealt with crossbows, spent on deeds
2) Nimble: +1 AC when wearing no armor or light armor

Deeds
1a) Sharp shoot (Ex): Spent a grit point to resolve attack vs touch AC instead of normal AC when within 1 range increment
1b) Gunslinger's Dodge (Ex): Spent a grit point to move 5 feet and get a +2 vs a ranged attack. This is not a 5 ft step and will provoke AoO. Alternatively, can drop prone instead to get a +4 bonus to AC. This can only be done while wearing med or light armor and carrying no more than a light load.
1c) Vigilant Loading (Ex): As long as you have 1 grit point, don't provoke AoO when loading a crossbow
3) Shooter’s Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

Feats and Traits:
Traits
- Forgery (Crime): +3 on linguistics checks to commit forgery and linguistics is always a class skill for you
- Carefully Hidden (race): +1 Will save, +2 saves vs divination

Feats
Free
- Non-combat/item feat: Extra discovery
- Agile Maneuvers: Use DEX instead of STR for CMB
- Combat Expertise: +/-1 Bonus to AC in exchange for an equal penalty to attack.
- Deadly Aim: -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
- Heighten Spell: Increases spell level to effective level desired.
- Improved Counterspell: Use a spell of the same school 1+ levels higher to Counterspell.
- Piranha Strike: -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
- Point-Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
- Spell Focus (?): Spells from one school of magic have +1 to their save DC.
- Weapon Finesse

Bonus (from Classes)
1a) Throw anything: +1 to hit with thrown splash weapons.

Other
1a) Precise shot: You don't get -4 to hit when shooting or throwing into melee.
1b) Rapid Reload (Heavy Crossbow): Move action to reload heavy crossbow
3) Rapid Shot

Skills:
* = Class skill, 33 total [4 * (4 + 5 Int + 1 human + 2 bonus)] - 4 for background skill + 2 favored class
*Acrobatics 8 [4 Dex + 1 rank + 3 class]
*Bluff 3 [-1 Cha + 1 rank + 3 class]
*Climb 4 [0 Str +1 rank + 3 class]
Diplomacy -1 [-1 Cha]
*Disable Device 13 [4 Dex + 4 ranks + 3 class + 2 tools]
Disguise -1 [-1 Cha]
Escape Artist 4 [4 Dex]
*Fly 8 [4 Dex + 1 rank + 3 class]
*Heal 5 [1 Wis + 1 rank + 3 class]
*Intimidate -1 [-1 Cha + 1 rank + 3 class]
*K(Arcana) 12 [5 Int + 4 rank + 3 class]
K(Dungeon) 8 [5 Int + 3 ranks][/s]
*K(Local) 12 [5 Int + 4 rank + 3 class]
*K(Nature) 12 [5 Int + 4 rank + 3 class]
K(Planes) 6 [5 Int + 1 rank]
K(Religion) 6 [5 Int + 1 rank]
*Perception 8 [1 Wis + 4 rank + 3 class]
*Ride 8 [4 Dex + 1 rank + 3 class]
Sense Motive 1 [1 Wis]
*Spellcraft 12 [5 Int + 4 rank + 3 class]
Stealth 8 [4 Dex + 4 rank]
*Survival 7 [1 Wis + 3 rank + 3 class]
*Swim 4 [0 Str + 1 rank + 3 class]
*UMD 4 [-1 Int + 2 rank + 3 class]

Background Skills 8 (2 * 2) + 4 from adventure skills
*Appraise 9 [5 Int + 1 rank + 3 class]
*Craft (Alchemy) 12 (+2 to craft alchemical items) [5 Int + 4 rank + 3 class]
*Handle Animal 4 [0 Cha + 1 rank + 3 class]
*K(Eng) 9 [5 Int + 1 rank + 3 class]
K(History) 5 [4 Int + 1 rank]
K(Nobility) 6 [5 Int + 1 rank]
*Linguistics 9 (+3 to forge documents)[5 Int + 1 rank + 3 class]
*Sleight of Hand 9 [4 Dex + 2 rank + 3 class]

Spells:
Prepared
1st (3 + 2 Int)
2nd (1 + 1 Int)

Formula Book (20/100 pages)
1st
- Ant Haul (DC 16)
- Comprehend Languages
- Crafter's Fortune (DC 16)
- Cure Light Wounds
- Disguise Self
- Endure Elements
- Englarge Person
- Long Arm
- Pesh Vigor (DC 16)
- Reduce Person
- Shield
- True Strike

2nd
- Cure Moderate Wounds
- Darkvision
- Invisibility
- Undetectable Alignment

Gear:
Magic
- Ioun Torch
- Iron Headband (Disguise Self)

Combat
- +1 Studded leather
- Blade boot
- Switchblade knife
- Rapier
- +1 Heavy Crossbow (free)
-- Crossbow bolts (30)
-- Incendiary bolts (10)
-- Blunted bolts (10)

Drugs/Poison
- Belladonna x3
- Shrieker mushroom extract

Other
- alchemist crafting kit
- bedroll
- chalk (2)
- charcoal stick (2)
- crowbar, drill[APG]
- earplugs[APG]
- fishhook (2)
- flint and steel
- glass cutter[UE]
- grappling bolt[UE]
- hollowed pommel[UE]
- ink
- inkpen
- magnet[APG]
- masterwork backpack[APG]
- masterwork thieves' tools
- mirror
- poison pill ring[UE]
- rice paper[APG] (5)
- rations (5)
- saw[APG]
- shovel
- signal whistle
- signet ring
- silk rope (100 ft.)
- soap
- string or twine[APG]
- vial (4)
- waterskin (2)
- winter blanket
- wrist sheath, spring loaded (2)
- Holy book

Wishlist
- Handy haversack

Current load: Heavy normally, light drop the backpack
Carrying Capacity: 43/86/130 (Mwk backpack)
Gold: 709 gp, 14 sp, 4 cp

Favored Class Bonus:
Favored Class: Alchemist
1) +1/2 damage
2) +1/2 damage
3) +1 skill

Old Crunch Stuff:
- Blood of Pharaohs (Campaign): [May switch with trap finder if he needs to be the on the party dealing with traps]

Drugs
- AEther
- Blain bane
- Flayleaf
- Opium
- Pesh (2)
- Slaver's drops

Other alchemical things
- Bachelor snuff (5)
- Vermin repellent (2)
- Vomit capsule
- Wismuth salix

------------------------------------

Background:
Rose Martha Noble was, I'm sad to say, essentially a whore. Or at least, that's what her drug addiction lead her to. Before that she was an accomplished chemist and herbalist trying to come up with cures to new diseases. But sadly, medical progress is slow, underfunded, and riddled with red-tape. Her frustration over being surrounded by such suffering and while having her hands metaphorically tied behind her back led her to do the unthinkable: push forward on human trials on herself (she obviously couldn't do it on others. She had morals after all). Unfortunately, it turns out most drugs meant to ease suffering tend to be addictive, and with no one to monitor her progress and the after effects mounting after each dose, she started seeking out stronger and strong highs. As her costs kept mounting while her apparently progress on the task she was actually supposed to be researching seemed to be bearing no fruit, she was soon let go from her research position.

Undeterred (and thoroughly in denial of her addiction), Rose continued her work, finding *ahem* alternative sources of income. As things continued to spiral downhill, she kept stooping lower and lower to get what she needed. By this point, she had thrown any pretense of doing medical research out the window, needing only that next high. One of her "financial backers" eventually got her pregnant. Using his money, she finally found the high she had been seeking by inventing a drug called Distar (when she'd go out to buy the blue tar that was a primary ingredient, the sellers would often give her a confused look and ask "Dis tar?"). When ingested, it gave the user the ability to travel through time and space*, so Rose used it to relive happier moments in time. However, each trip became shorter and shorter and each time the wracking pain, a side effect known as the "Time Vortex", got worse.

*It's perhaps best not to entirely trust the word of a drug addict

Rose managed to stave off the effects just long enough to give birth to her son (though not long enough to actually give him a name). The child was taken in by the toothless, old, half-elf midwife who had been kind enough to try to help Rose through the birthing. The old woman, also a herbalist though of more common origin than Rose was originally, never spoke and in fact seemed in capable of speech. As such, the child remained nameless and when he got older, started helping the woman out with her herbal remedies. He would occasionally ask about his parents, but the only information he managed to gather was that his mother was like them (dealt with chemistry and herbs) and was a noble. Though as can be expected, he was immediately shunned whenever he tried to announce such a thing or play with the children of other nobles.

Frustrated, and privy to the somewhat less than legal requests richer patrons would make of the midwife, he began experimenting with making drugs. When she found out, the midwife tried to dissuade him from this by explaining that his mother had died due to the drugs she had created, but the child misunderstood her gestures, instead interpreting them as urging to rediscover the recipe for Distar. Though he was able to recreate the Time Vortex, he was unable to replicate the sense of time travel or addictive qualities in it. However, he did discover that his extended exposure to Distar en vitro rendered him impervious to the Time Vortex. He was a child of the Distar.

He put the modified Distar, which he called Sidrat after Sid the rat (who he experimented on. Yes, probably not the best name, but he was young and this was his first attempt at naming something), aside and turned to more mainstream drugs, hoping to learn their secrets to perfect his creation. And at first everything when brilliantly. He had plenty of test subjects in the form of the sick and needed (he'd mix his experimental drugs with weak healing potions and distribute them under the guise of being a local physician). Finding reagents was easy. And some of his bigger successes managed to earn him a few coins (and great satisfaction) selling to the upper classes (though he had to learn how to present himself properly for them to even consider buying from him).

Unfortunately, he only got a year or two in to this before some high and mighty noble decided it was time to crack down on drug trafficking. What seemed like overnight (but in actually took much longer; he was just too pre-occupied with his work to notice time passing), his contacts and vendors dried up. Frustrated even more by the ruling class (and yet still longing to take his "rightful place" and join their ranks), he began quietly trying to see if he couldn't get someone more...amenable to his work higher up. He considered doing it himself, but really, he was far too busy to start an outright rebellion.

Even more unfortunately, someone snitched and he got nabbed, cutting all his plans short. At the trial, it came out that he was the infamous "Doctor" who would distribute fake cures to the needy (his street contacts had apparently decided that was an easier monika than "that guy with no name"). It also came out that he had been "diverting" important resources for his research through *ahem* less than legitimate prescriptions. For some reason, no one listened to his clearly brilliant logic and explanations for his actions, so he got locked away in some hellhole of a dungeon where they actively do their best to violate all rules of hygiene. This is where he stands today. Dealing with the clearly trumped up charge of sedition.

Party Role: Right now he's most likely going to contribute through ranged damage using his crossbow. I'm hoping to make him more of a buffer/healer once I'm able to pick up the healing bombs and infusion alchemist discoveries. Depending on who else is in the group, I can also have him deal with traps. He's also (obviously), the go-to guy for drugs or alchemical remedies, or poison. He's also probably going to be knowledge focused.

Background Steps:
Step 1: 5 background elements
1) He has no name. I plan for people to call him "Doctor" or refer to him as "the Doctor".

2) Definitely the most distinctive part of his appearance is how he dresses. Whenever possible, he likes to dress nicely. Let's face it, everybody looks better when they're dressed to the nines. At a bare minimum, this will be slacks, button up shirt, bow or neck tie, and one other layer (vest, sweater vest, jacket etc). If not for his attire, no one would spare him a second glance. He's neither ugly nor handsome with pale skin indicating that while he doesn't spend much time outdoors, he's also not a shut in. His dark hair is cut short and neat, and rimless glasses (worn for vanity rather than due to his eyesight) frame green eyes.

3) He's a sadist, though a particular sort of sadist. While, sure, he'll torture someone if he needs to, he finds that not nearly as satisfying as when the other person begs him to hurt them. That's why drugs appeal to him so much; the mix pleasure and pain and their addictive nature people people will always come back for more. Really, it's more about the power and control that comes from getting someone to want something that's bad for them more than the pain.

Mechanically, his sadism will be supported by
- Lacing all his extracts with Sidrat (no mechanical effect. Just works to add the fluff that all his extracts are incredibly painful for others to consume)
- Throwing bombs that cause pain but heal (healing bomb)
- At some point probably getting explosive missile and attaching a healing bomb to it, so he can do damage from shooting someone in a crossbow bolt and then immediately healing them (probably for interrogation)

4) Even though he's "evil," he doesn't consider himself as such, but he doesn't consider himself "good" either. Really, he finds morality irrelevant. His "evilness" stems from the fact that he simply doesn't care about other people. They are pawns or stepping stones or future minions.

5) Though of common birth (and literally a bastard), the Doctor believes himself to be a noble. As such, he would prefer to direct rather than get his hands dirty. Sadly, the little setback with his revolution has made this almost impossible, so he compensates by at least trying to stand back, away from the blood splatter (it simply wouldn't do to get it all over his nice clean clothing). He highly values cleanliness and civility, and looks down upon those who act in a vulgar manner or who swear too much.

Step 2: At least 2 goals
1) Character Goal: Perfect the Distar recipe (It's his goal, but since that's mostly a fluff element, I'd rather see the below goal achieved)
2) Player Goal: Become the top drug lord of the area. It'd be cool to invent some new drugs as part of that (see goal 4), but it's not necessary
3) Character Goal: "Corrupt" as many people as possible. This means both get people addicted to drugs and turn people into masochists. Perhaps a related intermediate goal between this and taking over the drug business is to own a harem?
4) Character Goal: Learn as much about making drugs as possible (things he'd be interested in manipulating: addictiveness, what the "high" is, how bad the "low" is, any side effects, etc)

5) Character Goal: Find a place to settle down and amass a giant clothes collection.

Step 3: 2 Secrets (Easy DM secret: The identity of his biological father. Maybe the Doctor even has half-siblings?)
1) Though the beggars and sick poor are known victims of his experimentation, the Doctor got impatient with only experimenting on them (after all, he can only make so many potions so quickly) and took to trying to spike food and water supplies. He never managed to hit any particularly large targets, but pies left to cool on window sills were fair game. He has notes scattered about that describe all of his results/victims. This was, unfortunately, before he realized that he should write all such things in code.

2) The half-elf woman who raised him was directly responsible for his capture and imprisonment. She saw the dark direction he was headed in and hoped some jail time might set him on the correct path. She did it because she loves him, but he would likely not respond well to finding this out.

Step 4: 3 people tied to the character
1) His mother. Died in childbirth. See background for details.
2) The half-elf woman who took him in. Elderly and unable to talk. See background for some more details.
3) Sir Malcome 'Mal' Lupin: Son of a local noble. He's roughly the Doctor's age and took a dislike to the boy's early attempts to assert himself as nobility. The Doctor would especially like to humble/humiliate him.

Step 5: 3 memories, mannerisms, or quirks
1) Doesn't swear. Considers it "ungentlemanly". While other people swearing can be ok in moderation, he will look down on people who he thinks are too crude.

2) Accessories make the outfit. The Doctor doesn't feel properly dressed without at least a couple. Watches, ties, cuff links, hats, etc. When not properly dressed, he tends to fidget self-consciously.

3) Even though he deals drugs, he's not interested in trying anything addictive himself. That's how he controls others. It's not going to be how others control him.