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The Good Doc's page

102 posts. Alias of Gobo Horde.


Race

Deplomacy 13, Intimidate 5, Perception 9, Climb -2, Swim 1, Sneak -1

Skills:
Craft. Alch 14, Heal 10, K. Local 12, K. Planes/Religion 10, K. Arcana/Nature 13, Prof. Doctor 9, Prof Sailor 3, Spellcraft 9

Classes/Levels

Consumables:
P CLW (3), Enlarge (2), Shield, Healers Kit (10), Chain (10ft), Alchs Fire (2), Acid (4), Liquid Ice, Light Detector (5), Sunrod (1), Smokestick, Unstable Accel (2)

Gender

Human Internal Mindchemist 3

Vitals:
27/27 hp. 13 AC, 10 T, 13 FF. 4 Fort, 3 Ref, 2 Will. (+2 against Poison/Disease). 4 CMB, 14 CMD

About The Good Doc

The Good Doc
Doc Human Alchemist (Internal Mindchemist) 3
LE Medium Humanoid (Human) Initiative +0 Senses Preception +9
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Defenses
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AC 13, Touch 10, Flat Footed 13 (+0 dex, +3 armor, +2 cognatogen, -3 ACP)
hp 27/27 (3d8+3)
Fort 4 Ref 3 Will 2
Special Defenses Poison/Disease Resistance (+2 fort against poison/diseases), Doctors Outfit (+2 Fort against Contact Disease), Spontaneous Healing
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Offenses
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Speed 30ft (20ft. Encumbered)
Melee Bone Saw +5 (1d4+3/x2) Slashing, improvised
Ranged Bomb +2 (2d6+3/x2) (4 splash damage), 10ft range
Modifiers +2/+0 BAB, +2/+2 Str, +0/+3 Int, +1/+0 Rough and Ready
Magical Effects
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Spells
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Extracts per Day 1: (4/4)
Extracts Prepared
1: Goodberry,
Free: (2)
Extracts Known
Goodberry, CLW, Crafters Fortune, Enlarge Person, Identify, Shield, True Strike, See Alignment, Reduce Person, Comprehend Languages, Hightened Awareness
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Statistics
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Str 14, Dex 10, Con 13, Int 16, Wis 12, Cha 14
BAB +2 CMB +4 CMD +14

Feats Brew Potion (bonus), Dilettante, Persuasive, Prodigy
Discoveries Spontanious Healing
Traits Illuminator, Rough and Ready
Racial Traits Heart of the Sea

Skills 8x level
Craft: Alchemy +14 (3 Ranks, +3 CS, +3 Alchemy, +2 Prodigy, +1 Lab, +3 Int)
Diplomacy +13 (2 Ranks, +3 CS, +2 Trait, +2 Persuasive, +2 Mwt, +2 Cha)
Heal +10 (2 Ranks, +3 CS, +2 Healers Kit, +3 Int) (+11 to heal wounds or deadly wounds)
Imtimidate +5 (1 Rank, +2 Persuasive, +2 Cha)
Knowledge: Local +12 (2 Ranks, +2 Mwk Tools, +2 Dilettante, +6 Int)
Knowledge: Arcana +13 (2 Ranks, +3 CS, +2 Dilettante, +6 Int)
Knowledge: Nature +13 (2 Ranks, +3 CS, +2 Dilettante, +6 Int)
Knowledge: Planes +10 (2 Ranks, +2 Dilettante, +6 Int)
Knowledge: Religion +10 (2 Ranks, +2 Dilettante, +6 Int)
Perception +9 (3 Ranks, +3 CS, +2 Mwt, +1 Wis)
Profession: Doctor +9 (1 Rank, +3 CS, +2 Prodigy, +2 Mwt, +1 Wis)
Profession: Salor +3 (0 Ranks, +2 Heart, +1 Wis)
Spellcraft: +9 (3 Ranks, +3 CS, +3 Int)
Swim: +1 (0 Ranks, +2 Heart, +2 Str, -3 ACP)

Languages Common, Elven, Necril
Other Gear
BONE SAW!!
Hide Shirt
Alchemists Kit, Healers Kit, Sergeons Tools, Doctors Outfit,
Strecher, Chain (10ft), Manacles,
Mwk tools: Bone Saw (Profession: Doctor), Specticals (Perception), Title (Deplomacy), Local Map (K. Local)
Potions CLW (x3), Enlarge Person (x2), Shield
Consumables
Alchemists Fire (x2), Light Detector (x5), Sunrod (x1), Sac of Flour (1lb), Spider Sac, Antiplague, Antitoxin, Bloodblock, Smelling Salts, Flayleaf (x4), Barbarian Chew (x8), Acid (x4), Alchemical Glue, Bladeguard, Liquid Ice, Plaster Casting, Smokestick, Unstable Accelerant (x2)
78.94gp

In Storage:

In office.
Plaster Casting
In House.

In Basement.
Portable Alchemists Lab


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TRACKED RESOURCES
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Bombs (5/5)
Cognatogen (1/1)
Healers Kit (10/10)
Spontaneous Healing (1/1)

Healing Done (0/1000)
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Special Abilities
Alchemy gain brew potion as a bonus feat. +3 to Craft: Alchemy.
Bomb 2d6+3 fire damage on a direct hit and 5 fire damage to those in splash radius.
Bone Saw 4cp. 1d4/x2. Slashing improvised light weapon. 2lb.
Breath Mastery can hold breath for 26 minutes before risking sufforcation or for 26 hours by preparing for 1 round. Can survive twice as long without food or water. Can enter suspended animation as a move action becoming unconcious and appearing completely dead until a preset time or condition. (default sleeping condition is 8 hours or 5 rounds after someone is precieved to have touched him)
Cognatogen +4 Cha, -2 Dex, +2 AC for 30 minutes. Afterwards take 2 points of Dex damage. Takes 1 hour to create.
Dilettante +2 to Knowledge skills that you have at least 1 rank in.
Disease Resistance +2 to saves vs disease.
Heart of the Sea +2 to Profession (Sailor) and Swim and can hold his breath for twice as long (26 minutes or 26 hours)
Human humans gain a bonus feat at lvl 1
Illuminator +2 deplomacy
Perfect Recall add Int to knowledge skills twice, or to Int checks to remember something.
Persuasive +2 Deplomacy and Intimidate
Poison Resistance +2 bonus against poison.
Prodigy +2 to Craft: Alchemy and Profession: Doctor.
Rough and Ready do not take improvised weapon penalty when using tools of your trade. +1 to attack with those tools.
Spontaneous Healing gain fast healing 5 for 1 round.
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Encumbrance lb 87lb
Light 58lb, Medium 116lb, Heavy 175lb
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Fluffyness!:
The man known as The Good Doctor is a strange man indeed. With chalky, pale skin and ashen white hair, sunken eyes and a raspy, dry voice the Good Doctor resembles a corpse more then any kind of human. Yet his skills are undeniable. Whether it comes to pulling teeth or treatment for a disease or amputating a limb, the Doc is the man to see.
Still, as he seems to neither eat nor breathe, and has a pulse so weak as to seem non-existant has caused rumors to abound. The fact that some say "he sleeps like the dead" have done nothing to quell the fears and suspicions. And the Doc has learned to use his reputation and others superstitions to garner a small amount of respect, or at least fear, to great effect, using it as a tool with as much skill as any sergons blade.

But the truth is even worse than the rumors, for he indeed does not eat or breathe, and every night he goes down to his cellar. There, in the lightless depths he lays down in an underwater coffin and dies every night, only to rise in the morning. It truly is the sleep of the dead.

Worse still is the hidden chamber in that dank cellar where the Good Doctor sheds his namesake, where he hones his craft on hapless victims. A traveling merchant or a wandering bum, all in various states of torture. For what better way to understand how to treat an amputated leg than to amputate it yourself?

The Good Doctor is in.

Doc, as most would call him, is a human internal mindchemist with the heart of the sea trait, which with 13 con means he only has to breathe for 6 seconds every day.
However, internal mindchemist is not the strongest combination so he will be taking a more support role and party face. He will be very good at knowledge skills, can craft potions for the party (the perfect medicine), have a good heal skill (for those times you need to amputate XD) and Cognoagen set to Cha + a good Cha stat means he can do the party face well ;)
For feats the plan is undecided atm but at lvl 3 he will get dilettante and later on master alchemist and implant bombs XD. Potental healers touch achievement feat?
For discoveries he would go with spontanious healing + healing touch + lingering spirit + preserve organs+ mummification if/when he ever hits lvl 10 and finally turning into a pseudo-undead :)

"Lots of down time combined with implanting bombs and a steady day job create the most exciting nightlife!"

Also, Doc would be quite a good candidate for the Maveric where both sides would be vying for his services :)
And any adventuring party could use a doctor! There is always a need for amputations where deadly traps and goulish undead abound!

Craftables and Potental Equipment:
Equipment
Doctors outfit. 150gp. 6lb. +2 fort against contact disease.
Doctors mask. 50gp. 2lb. +1 fort against airborne toxins and scent based effects.
Adventurers sash. 20gp. 3lb. Holds 3lb. Lots of pockets.
10ft chain. 30gp. 2lbs.
Manacles. 15gp. 2lbs.
Alchemists Kit. 25gp. 5lbs. Craft everything!!
antidote Kit. 100gp. 3lbs. +3 C bonus on heal checks to treat poison. 10 uses.
Healers Kit. 50gp. 1lbs. +2 C bonus on heal checks.
Alchemists Lab. 200gp. 40lbs. +2 C bonus to Craft: Alchemy.
Portable Alchemists lab. 75gp. 20lb. +1 C bonus to Craft: Alchemy.
Stretcher. 1gp. 10lbs. Holds up to 300lbs.
Masterwork Tools. 50gp. 1lb.
sergeons tools. 20gp. 5lbs. +3 C bonus on heal checks to treat wounds or deadly wounds.

Potions
CLW. 25gp.
Enlarge Person. 25gp.
Shield. 25gp.
True Strike. 25gp.
Reduce Person. 25gp.

????
Aspect of the Falcon
Deadeyes Lore
Diagnose Disease
Keen Senses
Nereids Grace

Consumables
Alchemists fire. Dc 20. 20gp. 1lb
Light detector. DC 10. 1gp. -lbs.
Sunrod. DC 25. 2gp. 1lb.
Antiplague. Dc 25. 50gp.
Antitoxin. Dc 25. 50gp.
Bloodblock. Dc 25. 25gp.
Clear ear. 15gp.
Smelling Salts. Dc 20. 25gp.
Stillgut 50gp.
Troll styptic. Dc 25. 100 gp.
Flayleaf. 20gp. 2lbs.
Barbarian chew. 1gp.
Acid. Dc 15. 10 gp. 1lb.
Air crystals. 50gp.
Blackfire Clay. Dc 20. 20gp. 10lbs. 10 uses.
Alchemical glue. Dc 20. 20gp. 1/2lbs.
Alchemical solvent. Dc 20. 20gp. 1/2lbs.
Bladeguard. Dc 15. 40gp.
Defoliant. Dc 25. 30gp.
Fury drops. Dc 25. 50gp.
Ifrits blood. 50gp. 1lb.
Liquid ice. Dc 25. 40gp. 2lb.
Petrified ooze. 80gp. 1/2lb.
paper wall paste. Dc 15. 10gp. 2lbs.
plaster casting. 5sp. 5lb.
itching powder. Dc 26. 60gp. 2lb.
Rusting powder. Dc 30. 60gp.
vermin repellant. Dc 20. 5gp.
spider sac. Dc 20. 30gp.
smokestick. Dc 20. 20gp. 1/2lb.
tanglefoot bag. 50gp. 4lb.
thunderstone. 30gp. 1lb.
Twitch tonic. Dc 25. 45gp.
unstable accellerant. Dc 25. 50gp.