Farzam Khorsheed

The Inimitable Doctor Janus's page

8 posts. Alias of thunderbeard.


Full Name

"The Immortal" Doctor Janus of Oenopion, Steward of House Rook

Race

Human (Osiriani)

Classes/Levels

Alchemist 20/Fighter 3//Gunslinger 20/Monk 1/Fighter 2

Gender

M

Age

95

Deity

Irori

Location

Oppara, Taldor

Languages

Common, Osiriani, Kelish, Draconic, Elven, Dwarf, Gnome, Halfling, Giant, Celestial, Shory, Ancient Osiriani, Tien, Vudrani

Occupation

Court Physician, Alchemical Importer

Strength 18
Dexterity 34
Constitution 24
Intelligence 36
Wisdom 26
Charisma 18

About The Inimitable Doctor Janus

(Lord Rook's Cohort)

Constant Effects:
Vision: Arcane Sight, Aura Sight, See Invisibility (Permanency), True Seeing (Goggles)
Communication: Tongues, Telepathic Bond + Lord Rook and 8 highest-level followers (Permanency)
Defense: Sun Orchid Elixir (Alchemical Allocation), Freedom of Movement (Ring), Invisibility (Ring)

Role: Sniper/healer, skills/utility, extremely long range support

Titles: Steward of Garrowglade, and Personal Physician to Princess Eutropia, House Rook, and several other noble families

Organizational Affiliations: Riftwardens (Outer Planes), Monastery of the Seven Forms (Taldor), Sovereign Court (PFS)

* * *

Story:
A young alchemist’s apprentice born in Nex, Janus was rescued by Lord Rook at a young age from bandits who had killed his master. When the latter returned to Taldor, he brought the boy with him, buying him books to continue his studies and employing him as a general family doctor and expert in alchemical imports. As something of an adopted son, Janus often traveled with Lord Rook, learning a great deal of alchemical wisdom from his vast family libraries and preparing the extracts and balms that allowed the elderly lord to act with as much health as a far younger man.
Doctor Janus has since become one of Golarion’s greatest alchemists, and certainly the most famous to leave Nex for Avistan. He manages much of House Rook’s shipping interests, overseeing the import of exotic foods and herbs from as far away as Tian Xia, and also plays personal physician to many of Taldor’s wealthiest citizens. In many ways, he also serves as Lord Rook’s personal hand in matters of state and economy. And, like his adopted father, he is rumored to be immortal—though nearly a century old, Janus appears barely middle-aged, thanks to his secret perfection of a recipe for sun orchid elixir and a few expensive, smuggled petals.

* * *

Defenses:
HP: 391 (23d10+161)
DR 10/Adamantine

AC 57, Touch 41, FF 40 but never flat-footed (Armor +5, Dex +12, Wis +8, Dodge +5, Natural +6, Natural Enhance +5, Deflection +5, Luck +1)

Fort +31 (+15 Base, +6 Con, +5 Resistance, Luck +1, Competence +1, Morale +1, Alchemical +2), reroll for 2 grit
Ref +36/Evasion (+14 Base, +12 Dex, +5 Resistance, Luck +1, Competence +1, Morale +1, Alchemical +2), reroll for 2 grit
Will +26 (+8 Base, +8 Wis, +5 Resistance, Luck +1, Competence +1, Morale +1, Alchemical +2), immune to mental control and possession, reroll for 2 grit

Offenses:
BAB +23, CMB +35

+5 Speed Distance Light Crossbow, +47/+47/+42/+37/+32 to hit (1d8+20, 17-20/x3), 160’ increment (half penalties)
(BAB +23, Dex +12, Focus +1, Competence +1, Luck +1, Morale +1, Enhancement +5, Training +3/Dex +12, Enhancement +5, Training +3)

+5 Speed Distance Dual Rapid Shot Light Crossbow, +41/+41/+41/+41/+36/+36/+31/+31/+28 (1d8+20, 17-20/x3), 160’ increment (half penalties)
+5 Speed Distance Limning Launching Crossbow, +47/+47/+42/+37/+32 to hit vs touch, 60’ increment (half penalties), reveals invisible
+5 Speed Distance Dual Rapid Shot Launching Crossbow, +41/+41/+41/+41/+36/+36/+31/+31/+28 vs touch, 60’ increment (half penalties), reveals invisible

Modifiers (Hit/Dmg|AC):
Deadly Aim (-6/+12)
Holy Water Bolts (-2/+2d4+13, splash 14)
Bodyguard (0/0|+2) (allies only, 10’ threaten)

Bombs, Splash, and Healing:

Healing Bomb (33/day):
Level 1, CLW bomb: 1d8+5, splash 5 (+18/splash 18 vs undead)
Level 2, CMW bomb: 2d8+10, splash 10 (+23/splash 23 vs undead)
Level 3, CSW bomb: 3d8+15, splash 15 (+28/splash 28 vs undead)
Level 4, CCW bomb: 4d8+20, splash 20 (+33/splash 33 vs undead)
Level 5, Combined CSW bomb: 6d8+30, splash 30 (+48/splash 48 vs undead)
Level 6, Combined CCW bomb: 8d8+40, splash 40 (+58/splash 58 vs undead)

Attack roll:
+47/+47/+42/+37/+32 to vs touch OR
+41/+41/+41/+41/+36/+36/+31/+31/+28 vs touch
(60’ increment, 600’ max)

Bomb (33/day): 10d6+13, splash 13
Holy Water: 2d4+13, splash 14
Alchemist’s Fire: 1d6+13, splash 14

Deeds and Discoveries:

Discoveries:
Infusion (2)
Healing Bomb (4)
Precise Bombs (6)
Fast Bombs (8)
Combine Extracts (10)
Extend Potion (12)
Greater Mutagen (14)
Grand Mutagen (16)
Eternal Potion (18)
Directed Bomb (20.1)
Dispelling Bomb (20.2)
Eternal Youth (Grand)

Grit and Deeds:
8 points/day (regenerated on crit/ko)

0-Grit Deeds (require 1 point in pool):
-Vigilant Loading (free): No AoOs for reloading
-Gunslinger Initiative (free): +2 Initiative, can draw weapon as part of initiative check
-Evasive (free): Evasion, Uncanny Dodge, Improved Uncanny Dodge
-Vigilant Shooter (free, true grit): Crossbow attacks do not provoke AoO
-Inexplicable Reload (free): Crossbows always loaded, no reloading necessary
-Pinning Shot (free, true grit): Pin target, staggering and entangling target; target cannot move until it takes a standard action to free itself

1-Grit Deeds:
-Sharp Shoot (free): Resolve an attack within first increment against touch AC
-Gunslinger’s Dodge (immediate): +2 AC, move 5’, provokes AoO
-Shooter’s Resolve (standard): No special effect
-Pistol-Whip (standard): Melee attack, base damage 1d6, free trip check
-Dead Shot (full round): Make four attacks, at 0/-5/-10/-15; if any hit or threaten, all do.
-Distracting Shot (free): Miss attack intentionally, target loses Dex to AC for one round
-Targeting (full round): Arms: no damage + drops carried item; Head: damage + confused 1 round; Legs: damage + prone; Torso: no special effect; Wings: damage + DC 20 Fly check or fall 20’
-Bleeding Wound (free, after hit): Deal 12 bleed damage or 1 point physical ability bleed damage (does not stack)
-Slinger’s Luck: Reroll skill check
-Death’s Shot (free, after critical): After attack resolves, DC 32 Fort save or die (no grit granted)

2-Grit Deeds:
-Slinger’s Luck: Reroll save
-Stunning Shot (free, after hit): DC 28 Will save or stunned for 1 round

All-Grit Deeds:
-Cheat Death: Spend all grit (>0) to drop to 1 hp instead of less

Ability Scores and Legendary Gifts:

Bought Stats:
Str 10
Dex 14
Con 12
Int 16 + 2 human
Wis 13
Cha 10

Post-Aging:
Str 10
Dex 14
Con 12
Int 21
Wis 16
Cha 13

Post-Aging, Leveling:
Str 10
Dex 15
Con 12
Int 25
Wis 16
Cha 13

With Persistent Mutagen:
Str 13
Dex 23
Con 18
Int 25
Wis 16
Cha 13

With Enhancement + Inherent Bonuses:
Str 18
Dex 34
Con 24
Int 36
Wis 26
Cha 18

ABP:
-Physical Prowess +6/+4/+2
-Mental Prowess +6/+4/+2
-Deflection +5
-Toughening +5
-Resistance +5
+Legendary Gifts (32 total)
-(15) Legendary Ability (Int +5, Dex +5, Wis +4, Cha +1)
-(2) Legendary Mind
-(6) Legendary Twin Weapons x 3
-(9) Legendary Weapon x 9

Alchemy:

*Note: All Touch Injection cast on familiar

Formulae Known:
Level 1 (19):
-Cure Light Wounds
-Endure Elements
-Identify
-Enlarge Person
-Shrink Person
-Long Arm
-Monkey Fish
-Negate Aroma
-Anticipate Peril
-Ant Haul
-Targeted Bomb Admixture (2x Int modifier for single target bomb)
-Polypurpose Panacea
-True Strike
-Crafter’s Fortune
-Shield
-Touch of the Sea
-Detect Metal
-Detect Undead
-Longshot (+10’ range increment)

Level 2 (6+1):
-Cure Moderate Wounds
-Barkskin
-Alchemical Allocation
-Touch Injection
-Enshroud Thoughts
-Invisibility
-Alter Self

Level 3 (6):
-Cure Serious Wounds
-Seek Thoughts
-Absorbing Touch
-Orchid’s Drop
-Water Breathing
-Displacement

Level 4 (6+1):
-Cure Critical Wounds
-Fluid Form
-Monstrous Physique
-Freedom of Movement
-Greater Invisibility
-Restoration
-Universal Extract

Level 5 (6):
-Age Resistance, Greater
-Delayed Consumption
-Spell Resistance
-Planar Adaptation
-Overland Flight
-Sending

Level 6 (8):
-Giant Form I
-Heal
-Wind Walk
-Caging Bomb Admixture
-Twin Form
-True Seeing

Formulae Prepared:
Level 1 (9):
-True Strike x 2
-Shield x 2
-CLW x 5

Level 2 (8+3 Boro Bead):
-Alchemical Allocation x 2 (one daily use for Orchid’s Drop)
-Touch Injection x 4
-Enshroud Thoughts
-Invisibility
-CMW x 3

Level 3 (8):
-Orchid’s Drop (daily, allocation; +2 alchemical to all saves)
-(True Strike + Shield) x2
-Seek Thoughts
-Absorbing Touch
-CSW x 3

Level 4 (8):
-Universal Formula x 2
-CCW x 6

Level 5 (8):
-Spell Resistance x 2 (one touch injection)
-Overland Flight (daily)
-Delayed Consumption (daily, used with True Strike + Shield or other buffs)
-(CMW + CMW) x 4

Level 6 (7):
-(Fluid Form +Monstrous Physique II) x 2 (both touch injection)
-Giant Form I (touch injection) (probably go two-headed troll)
-(CSW + CSW) x 4

Feats and Traits:

Feats:
Deadly Aim (Tax Bonus)
Improved Two-Weapon Fighting (Tax Bonus)
Point-Blank Shot (Tax Bonus, prereq. only)
Alertness (Familiar)
Precise Shot (Human Bonus)
Precise Shot (1)
Skill Focus: Knowledge (Nature) (3)
Eldritch Heritage: Arcane (5)
Two-Weapon Fighting (7)
Dazzling Display (9)
Master Craftsman (alchemy) (11)
Craft Wondrous Item (13)
Craft Magic Arms and Armor (15)
Gun Twirling (17)
Greater Two-Weapon Fighting (19)
Improved Critical: Crossbows (21)
Bodyguard (23)
Quick Draw (Far Strike Monk bonus 1)
Far Shot (Far Strike Monk bonus 1)
Brew Potion (Chirurgeon bonus 1)
Throw Anything (Chirurgeon bonus 1)
Skill Focus: Heal (Chirurgeon bonus 5)
Rapid Reload (Lore Warden Bonus 1)
Combat Reflexes (Bolt Ace Bonus 4)
Clustered Shots (Bolt Ace Bonus 8)
Improved Precise Shot (Bolt Ace Bonus 12)
Snap Shot (Bolt Ace Bonus 16)
Improved Snap Shot (Bolt Ace Bonus 20)
Crossbow Mastery (Lore Warden Bonus 2)
Combat Expertise (Lore Warden Bonus 2)
Rapid Shot (Lore Warden Bonus 4)
Weapon Focus: Crossbows (Ioun Stone Bonus)

Traits:
Pragmatic Activator (Int to UMD)
Student of Philosophy (Int to some Bluff, Diplo)

Equipment:
Worn Items: (327.3k total)

Chest (10k crafted):
Vest of Stable Mutation (20k)

Belt (30k crafted):
-Belt of Stoneskin (60k)

Feet (24.5k crafted):
Boots of Teleportation (49k)

Wrists (18.375 crafted):
-Gloves of Dueling (15k)
-Bracelet of Bargaining (14.5k) (+5 Bluff/Diplo/Sense, Will DC 16 to sense deceit on handshake)

Body (6.5k crafted);
-Monk’s Robe (13k)

Neck (60k crafted):
-Amulet of the Planes (120k)

Hands (13.5k crafted):
-Gloves of the Shortened Path (27k, allows interaction with any square in sight)

Eyes (101.025k crafted):
-Goggles, Truesight (184.8k)
-Lenses of Detection (3.5k)
-Lenses, Fogcutting (8k) (ignores all sorts of fog, etc)
Head (3.4k crafted):

-Jingasa of the Fortunate Soldier (5k)
-Hat of Disguise (1.2k)

Rings (60k):
-Ring of Freedom of Movement (40k)
-Ring of Invisibility (20k)
Weapon/Armor/Flavor: (26k total)

“Weapons” (26k crafted):
1x Speed+Distance+Limning (32k)
1x Speed+Distance (18k)
2x Distance (2k)

Universal/Slotless/Unusual Items: (148.325k total)

Slotless (77.2k crafted):
-Stone of Good Luck (20k)
-Efficient Quiver (1.8k)
-Handy Haversack (2k)
-4x Boro Bead II (4k each)
-Farglass (6.4k)
-50x Telescope (2k)
-Portable Bridge (0.2k)
-Acute Senses (Permanent Potion, 2k)
-Golden Carriage of Gaspar Longfellow (114k) (sweet ride!)

Ioun Stones (35k crafted):
-Pale Green Prism (30k, implanted) (+1 competence to attacks, skills, saves)
-Pale Green Prism, Flawed (28k, implanted) (+1 morale to attack, skills, saves)
-Ebon Wayfinder (18k)
-Iridescent Spindle (18k) (doesn’t need to breathe)
-Clear Spindle + Wayfinder slot (4k) (immune to mind control, doesn’t eat or drink)
-Opalescent White Pyramid + Wayfinder slot (10k) (Weapon Focus)

Permanencies (39.125k; all CL 25):
-Arcane Sight (7.5k + 1.375k + 1.875k)
-Aura Sight (7.5k + 1.375k + 1.875k)
-Tongues (7.5k + 1.375k + 1.25k)
-See Invisibility (5k + 1.25k + 1.25k)

Potions (reusable with Alchemical Allocation:
-Remove Curse
-Remove Blindness/Deafness
-Remove Disease
-Tongues
-Keep Watch (never sleep!)

Skills:
Skills: 418 points
(Alchemist 80, Gunslinger 12, Lore Warden 10, Favored 23, Int 299)
*Denotes Class Skill

*Acrobatics +34 (16 points, Dex +12, Luck +1, Morale +1, Competence +1)
*Appraise +44 (23 points, Int +13, Masterwork +2, Luck +1, Morale +1, Competence +1)
*Bluff +38 (15 points, Int +13, Bracers +5, Luck +1, Morale +1)
*Climb +14 (4 points, Str +4, Luck +1, Morale +1, Competence +1)
*Craft (alchemy) +44/+64 to create alchemical items (23 points, Int +13, +0/+20 Class, Masterwork +2, Luck +1, Morale +1, Competence +1)
*Craft (telescopes) +23 (2 points, Int +13, Masterwork +2, Luck +1, Morale +1, Competence +1)
*Disable Device +35 (15 points, Dex +12, Masterwork +2, Luck +1, Morale +1, Competence +1)
Disguise +26 (10 points, Cha +4, Hat +10, Luck +1, Morale +1)
Diplomacy +43 (23 points, Int +13, Bracers +5, Luck +1, Morale +1)
*Escape Artist +41 (23 points, Dex +12, Luck +1, Morale +1, Competence +1)
*Fly +41 (13 points, Dex +12, Luck +1, Morale +1, Competence +1, Overland +10)
*Handle Animal +14 (4 points, Cha +4, Luck +1, Morale +1, Competence +1)
*Heal +43 (23 points, Wis +8, Skill Focus +6, Luck +1, Morale +1, Competence +1)
*Intimidate +14 (4 points, Cha +4, Luck +1, Morale +1, Competence +1)
*Knowledge (arcana) +29 (10 points, Int +13, Luck +1, Morale +1, Competence +1)
*Knowledge (dungeoneering) +24 (5 points, Int +13, Luck +1, Morale +1, Competence +1)
*Knowledge (engineering) +34 (15 points, Int +13, Luck +1, Morale +1, Competence +1)
*Knowledge (geography) +34 (15 points, Int +13, Luck +1, Morale +1, Competence +1)
*Knowledge (history) +24 (5 points, Int +13, Luck +1, Morale +1, Competence +1)
*Knowledge (local) +39 (20 points, Int +13, Luck +1, Morale +1, Competence +1)
*Knowledge (nature) +29 (10 points, Int +13, Luck +1, Morale +1, Competence +1)
*Knowledge (nobility) +29 (10 points, Int +13, Luck +1, Morale +1, Competence +1)
*Knowledge (planes) +24 (5 points, Int +13, Luck +1, Morale +1, Competence +1)
*Knowledge (religion) +24 (5 points, Int +13, Luck +1, Morale +1, Competence +1)
*Linguistics +20 (1 point, Int +13, Luck +1, Morale +1, Competence +1)
*Perception +71 (23 points, Wis +8, Alertness +4, Lenses +5, Acute Senses Eternal Potion +30, Luck +1, Morale +1, Fogcutting -4)
*Perform
*Profession (merchant) +31 (15 points, Wis +8, Masterwork +2, Luck +1, Morale +1, Competence +1)
*Ride +30 (10 points, Dex +12, Masterwork +2, Luck +1, Morale +1, Competence +1)
*Sense Motive +42 (20 points, Wis +8, Alertness +4, Bracers +5, Luck +1, Morale +1)
*Sleight of Hand +22 (4 points, Dex +12, Luck +1, Morale +1, Competence +1)
*Spellcraft +33 (15 points, Int +12, Luck +1, Morale +1, Competence +1)
*Survival +39/+43 to track (23 points, Wis +8, +0/+5 to track, Luck +1, Morale +1, Competence +0/+1)
*Stealth +43 (23 points, Dex +12, Luck +1, Morale +1, Competence +1)
*Swim +14 (4 points, Str +4, Luck +1, Morale +1, Competence +1)
*Use Magic Device +37 (23 points, Int +8, Luck +1, Morale +1, Competence +1)