Bloodless Vessel

Zorin Blitz's page

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I'd like to throw Zorin into the Race. He is a hyde style alchemist focusing on natural attacks with sneak attacks. He will make a good source of alchemical items and potions for the party as well. His full backstory is on the profile but he is interested in exploring the stolen lands to find new undiscovered animals and monsters, as well to set up a shop/hospital to work out of.

I also included a verson of him before and after he drank his mutagen.

zorin pc
Male human (Varisian) alchemist (vivisectionist) 4 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 20)
CN Medium humanoid (human)
Init +6; Senses Perception +10
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 32 (4d8+12)
Fort +6, Ref +6, Will +2; +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+4/19-20)
Special Attacks sneak attack +2d6
Alchemist (Vivisectionist) Extracts Prepared (CL 4th; concentration +6)
2nd—ablative barrier[UC], barkskin
1st—cure light wounds (2), enlarge person (DC 13), shield
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 12
Base Atk +3; CMB +7; CMD 19
Feats Alertness, Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Power Attack, Throw Anything
Traits accelerated drinker, pragmatic activator, scholar of the great beyond
Skills Bluff -1, Craft (alchemy) +9 (+13 to create alchemical items), Disguise -4, Fly +5, Knowledge (arcana) +9, Knowledge (nature) +9, Knowledge (planes) +7, Linguistics +3, Perception +10, Sense Motive +3, Spellcraft +9, Survival +6, Use Magic Device +8
Languages Common, Draconic, Sylvan, Undercommon, Varisian
SQ alchemy (alchemy crafting +4), discoveries (extend potion, feral mutagen, infusion, tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 40 minutes), poison use, swift alchemy
Combat Gear mutagen (feral)[APG], alchemist's fire; Other Gear +1 chain shirt, dagger, amulet of mighty fists +1, alchemist starting formula book, alchemy crafting kit[APG], backpack, backpack, bedroll, belt pouch, belt pouch, flint and steel, flint and steel, ink, ink, inkpen, inkpen, mess kit[UE], mess kit[UE], pot, soap, soap, torch (10), trail rations (5), waterskin, 690 gp
--------------------
Special Abilities
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Potion (2/day) Cause any non-instantaneous potion to have 2x duration.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

zorin pc
Male human (Varisian) alchemist (vivisectionist) 4 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 20)
CN Medium humanoid (human)
Init +6; Senses Perception +10
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 32 (4d8+12)
Fort +6, Ref +6, Will +2; +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +9 (1d4+6/19-20) or
bite +10 (1d8+7), 2 claws +10 (1d6+7)
Special Attacks sneak attack +2d6
Alchemist (Vivisectionist) Extracts Prepared (CL 4th; concentration +5)
2nd—ablative barrier[UC], barkskin
1st—cure light wounds (2), enlarge person (DC 12), shield
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +9; CMD 21
Feats Alertness, Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Power Attack, Throw Anything
Traits accelerated drinker, pragmatic activator, scholar of the great beyond
Skills Bluff -1, Craft (alchemy) +8 (+12 to create alchemical items), Disguise -4, Fly +5, Intimidate +3, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +6, Linguistics +2, Perception +10, Sense Motive +3, Spellcraft +8, Survival +6, Use Magic Device +7
Languages Common, Draconic, Sylvan, Undercommon, Varisian
SQ alchemy (alchemy crafting +4), discoveries (extend potion, feral mutagen, infusion, tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 40 minutes), poison use, swift alchemy
Combat Gear mutagen (feral)[APG], alchemist's fire; Other Gear +1 chain shirt, dagger, amulet of mighty fists +1, alchemist starting formula book, alchemy crafting kit[APG], backpack, backpack, bedroll, belt pouch, belt pouch, flint and steel, flint and steel, ink, ink, inkpen, inkpen, mess kit[UE], mess kit[UE], pot, soap, soap, torch (10), trail rations (5), waterskin, 690 gp
--------------------
Special Abilities
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Potion (1/day) Cause any non-instantaneous potion to have 2x duration.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


For Zorin he would have joined to provide medical help on the downlow. Temples and hospitals ask questions like “Why were you shot?” Or “Did you have something to do with the robbery in town?” Being able to provide help right in the organization avoids drawing any unwanted attention.

For why Zorin joined, it’s the perfect opportunity to travel and explore different aspects of medicine and to collect rare and exotic samples and subjects. The money is also a great motivator as well, the underworld always the place to make a fortune. Not just that, but a shadowy organization might be interested in subjects like flesh crafting and augmentation to improve their agents.


I’m terms of motivation Zorin is looking to not only make some money, but also train in medicine. Both by providing care to the poor to spread his name but to also collect and dissect various rare creatures. His main goal is to develop a proper system of scientific medicine that does not rely on divine magic or godly intervention.


That works fine! I don't mind either way. I'll probably pick up a couple of emergency potions that would be handy but won't purchase to many. I will load up on alchemical stuff during the course of the game. Also works well cause I can save money in case something specific comes up. And ok, I got some extra hit points then.


Looking at the build online as well, I'll explain it a little. Zorin will focus on natural attacks at the front line while supporting the rest of the party with extracts and potions. He will also assist with knowledge skills, spell craft, and alchemy. Finally, he will be built well to craft potions to anyone looking for potions to compliment their character can take advantage of that to.


Ok his build is done and posted. All that is left to make some alchemical items and potions.


Ok Backstory is up, should have the rest of the build-up tonight. A question, are we allowed to do any potion crafting before the game? If not I will most likely buy them at full price anyways. Also, how are hit dice being handled? Rolled or half hit die?


DankeSean wrote:
Zorin Blitz wrote:
Oof, I should have taken the 20 point build lol. This one only comes out to 15. How are we doing hp? Half hit die?
I believe you're allowed to revert to using a 20-point buy if your roll dissatisfies you.

I may do that. Two 9’s is a little rough haha


Oof, I should have taken the 20 point build lol. This one only comes out to 15. How are we doing hp? Half hit die?


I'll throw Zorin into the ring. He's going to be a straight Vivisectonist alchemist. Focusing mostly on front lining/party support and healing.

4d6 ⇒ (1, 4, 6, 6) = 17
4d6 ⇒ (5, 3, 1, 1) = 10
4d6 ⇒ (2, 2, 4, 3) = 11
4d6 ⇒ (4, 6, 4, 4) = 18
4d6 ⇒ (3, 2, 5, 3) = 13
4d6 ⇒ (1, 5, 1, 6) = 13

Also some pretty solid stay array so I will start drafting that out tonight.

For his story, he is going to be leaning more toward a modern doctor. Main goal is to study various creatures out in the wild while also practicing medicine. He is also out to collect seed money to begin the construction of his own hospital/research university.


1: Great Sinew

2. Dr. Zorin Blitz. Human Vivisectionist Alchemist Chaotic Neutral.

3. Races of all kinds are allowed in with a thin majority of them being humans, and then gnomes with a mix of the rest. Noble families are made up of high positioned research and scientists given familial grants.

4. Kingdom alignment Chaotic neutral.

5. The kingdom itself was born after a plague nearly wiped out the old one, essentially killing the majority of the leadership. Zorin was a alchemist who had discovered a cure for the disease and used it to overthrow the monarchy with the majority of the recovering populace behind him.

6: Bishop Adrian Thorp. A proud cleric of Hapi, he often is pushing against the kingdom's research into advanced medicine and life extension alchemy, viewing it as a meddling with natural life. In addition, he bawks at the nation’s atheistic doctrine.

Dr. Layton Bright. A researcher using his alchemical knowledge to secretly fuel an underground drug trade. While many suspect that he is using his position to hoard wealth and power, none and prove his connection to the underground.

Count Lewis Vanderbull. One of the few nobles who managed to retain his status. Did so by funneling his wealth to intelligent inventors and researchers but then stealing their ideas to pass for his own. Growing increasing desperate as his schemes slowly come to light and his own discoveries are thrown into doubt. Has a vested interest in the country returning to a monarchy.

7: Zorin’s main drive is to create the ultimate life form. A species that can adapt to any situation and thrive in its location. To do so he is actively searching for life-extending alchemy and magic to ensure he can see his ambition to its end.

8. The kingdom’s goal is to become the medical and alchemical capital of the world. Using its many doctors to maintain its country and generate income while using it’s many flesh crafts and oozes to expand and protect its borders.

9. The elite unit of the country is the flesh blessed. These are citizens who trained to survive the rigors of the flesh crafting process to better serve in the country’s military. These are often divided into units depending on the nature of their training. These can range in divisions granted wings for aerial combat, others granted gills for sea battles, to natural camouflage for the stealth unit.

These elites are often granted divisions of alchemical creatures such as ooze’s, chimera, or homunculi to command as well.

In essence, this is a country made up of survivors of a great plague and immigrants wishing to further study alchemy and medicine. The infrastructure was left mostly intact thanks to the plague helping the newly formed country to develop. The structure itself is built more around a corporation, with its various citizenry moving up the ranks as they exhibit more talent while the rank and file citizens are left to live normal lives. The nation itself has no formal religion and many citizens are atheists after feeling abandoned during the great plague. People can be raised to nobles with great deeds such as breeding a new species or curing an ailment and others can have their titles stripped due to evidence of fraud or poor research results. One of the biggest draws to the country is free health care to all citizens with the expectations that they are obligated to take part in none of which can be life-threatening by decree from Zorin


I've uploaded Zorin with him using his mutagen. Let me know if you have any questions on states or need a copy of him default with out having taken a mutagen.


Zorin will pick the apothecary background for a bonus to his int and a penalty to will. He uses them for help in developing medicine and pain killers for patients.

Zoin is less Dr Jekyll and Mr Hyde and more Doctor Moreau. He fits in well with the sorta classic Mad scientist fear trope. Not to mention the fear a Doctor who enjoys his job a bit to much ties in with the Ripper as well.

In terms of the party I do think he will fit in well. In his mind the best way to continue his research is to join up with like minded people who are aware of the more fantastic nature of the world.

In terms of gear what are we able to purchase? Healers kit, thieves tools?


So I am still working on his build but I have his story built out pretty well.

backstory:

Look:
Zorin is a man in his early thirties but looks much closer to his forties. His blonde hair is already starting to go grey but looking much more bleached white then a natural greying. Sharp blue eyes pear out from pocketed eyes hidden behind small spectacles. A continual five o’clock shadow darkens his cheeks and chin. He stands at an imposing six foot two, towering over the majority of his peers. The man is surprisingly well build. Thick arms strain against his normal doctors’ attire and he seems able to single handily lift a patient if need be. Under that clothing however is a patch work of scars. He looked like a man who had been torn apart and then stitched back together.

Personality:
The man comes off as good natured if not a bit eccentric. He seemed to always have a tune carried with him, even as he worked. He smoked like a chimney, always having a roll of cigarettes or a pouch of tobacco on hand, both for himself and any guests. He never fails to introduce himself as a doctor and seemed happy to provide any advice people may question him on. Only when things begin to go towards the topic of work does his facade break. Excitement is clear on his face when the subject of surgery or autotomy is broached. At best it could be called a zeal for learning. At worst a obsession. While his skill with a scalpel can not be denied, he seemed to take a perverse pleasure in both dissection and surgery.

History:
An immigrant from Germany, he will often claim he had nothing else to lean and so decided to move to England to further his education. In reality he was chased out of academia due to his unorthodox theories and border line unethical practices. While he had started out a bright student, something had changed while out for a night in town with friends. He had disappeared for a week before being located in the basement of a abandoned house. He had little memory of his experience. Many thought him having imagined a fantasy after being kidnapped and robbed, but Zorin knew the truth. He could still remember the small grey faced men who had abducted him and carried him down under ground through a patch work of tunnels. It was hazy but he remembered the experiments they tried on him. The dissections, the tests, the poking, it broke something in him. He began to enjoy the experiments. To see what the human body was capable of. When they had found him his body bore numerous scars but physically he was none the worse for it.

Since that day his studies took on a new turn. How to improve the human condition and how it can be changed. He began to experiment on volunteers and even himself. While he had been able to obtain his PHD by then, his reputations soon became to much and he was disbarred and kicked out from his university. This led to him immigrating to England in search of new opportunities and knowledge. To the common folk he is well respected for treating the poorest and sickest free of charge. Yet there are rumors that go around of folks being put under for treatment only to wake up feeling better, but with a new scar they cannot remember having before.

I would love feedback on it if anyone is interested. the build itself is strength and int based. Will function primarily as a front liner with secondary in healing and skill-based.


1st roll
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2nd roll
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 4) + 6 = 11


Instead of a template could we use a full-blooded Azlanti for a human instead?


We wait with bated breath.


Here is Zorn's character along with a brief description of his background.

Crunch:

Zorin
Half-elf (Half Drow) alchemist (royal alchemist, vivisectionist) 4 (Pathfinder Player Companion: Heroes of the High Court 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 20)
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 31 (4d8+8)
Fort +5, Ref +4, Will +1; +2 vs. enchantments, +2 bonus vs. poison, +2 bonus vs. traps and hazards while underground
Defensive Abilities fortification 25%; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scythe +8 (2d4+7/×4)
Special Attacks sneak attack +2d6
Alchemist (Royal Alchemist, Vivisectionist) Extracts Prepared (CL 4th; concentration +8)
2nd—barkskin (2)
1st—enlarge person (DC 15), shield
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 12, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 17
Feats Brew Potion, Extra Discovery[APG], Power Attack, Throw Anything
Traits nature's mimic, pioneer
Skills Appraise +8, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +4, Disable Device +1, Fly +3, Knowledge (arcana) +11, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +12, Knowledge (nobility) +9, Knowledge (planes) +6, Perception +4, Sleight of Hand +3, Spellcraft +11, Use Magic Device +5
Languages Abyssal, Common, Elven, Sylvan, Terran, Undercommon
SQ alchemical antidote, alchemy (alchemy crafting +4), darklands guide, discoveries (infusion, preserve organs[UM], vestigial arm[UM]), elf blood, mutagen (+4/-2, +2 natural armor, 40 minutes), swift alchemy
Combat Gear acid, alchemist's fire, drow poison, weapon blanch (cold iron)[APG]; Other Gear +1 chain shirt, +1 scythe, lantern of auras[ACG], alchemist starting formula book, alchemy crafting kit[APG], backpack, bear trap[APG], bear trap[APG], bedroll, belt pouch, bottle, butterfly net[APG], flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, sunrod (3), tindertwig (5), torch (10), trail rations (5), waterskin, 55 gp, 6 sp, 9 cp
--------------------
Special Abilities
--------------------
Alchemical Antidote (6 uses/day) You can creat alchemical antidots that can be imbibed by aonyone.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fortification 25% You have a chance to negate critical hits on attacks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can

Zorin is a half drow who escaped back to the surface thanks to stories his father told him.

He survived Drow society due to his knowledge of alchemy and surgery combined with his ability to produce concoctions to resist both poison and disease.

After reaching civilization, he quickly found himself isolated due to his heritage.

Tried to start up as a physician in town but was quickly pushed out.

Now looking to start a new life out in the stolen lands where he can further study medicine and to provide service to many who will need it.

Zorin stands at a tall 6'1. His light grey skin and white hair is a clear indicator of his half drow ancestry. His body is a patchwork of scars and surgical stitching due to his past in the underdark.

He is often found wearing a lab coat over his usual adventuring gear, it's pockets containing a variety of academical gear.


The good doctor.

Just remember he has a pair of wings and a third arm as well. He will only grow stranger looking as the story progresses as well. Discoveries are amazing.


Thron I have a quick question to. Strictly speaking the only pain killer in pathfinder is a pharmaceutical from the tech guide. Could he devise some sort of poison or drug to use during surgery?

Also here are a few examples of my past playing experience.

Guild masters was a fun game I got really into that the dm sorta just puttered out for some reason.

This was a very fun one. A space game before starfinder really kicked off.

Here is a example of when I was in a society game and my post rate.


Here is a bit of backstory to Zorin. I may fiddle with it a bit as the day goes on but he is ready to be submitted. His stats are all on the profile. I'll link a couple of games I was in tonight.

Fluff:
orins status as a half elf helped to cement his interest into biology. How could two different species mates? Why did he gain some traits but not others from each? Why could elves and humans have children but now dwarves and humans? These questions helped pushed him into the field of medicine. Sadly, he quickly fell prey to his own thirst for knowledge. Healing and Hippocratic oath quickly became second to his need to understand. When the university learned of his unorthodox experimentation and vivisection of the test animals he was quickly kicked out and banned from practicing medicine in Restov. Luckily for him, there were always those willing to pay for medicine under the table. Adventures were one such group of people. He was soon heading into the wilderness as a healer for hire, using the funds to support his experiments into biology. He soon became well known to others like him who were shunned by traditional medicine. Others simply valued knowledge's above all else, and others simply recognized a chance for profit when they saw it. He soon found himself in the center of a group of people running small errands, selling the products he discovered, and helping to acquire rare and sometimes illegal test subjects. He named this group Bleeding Edge. He lived like that for many years until the call came out for those willing to head into the stolen lands. After consulting with his team, they decided this was the big break they needed to truly cement themselves in the world. After packing up, his guild began the journey into the stolen lands.

Zorin himself has butchered himself in an exploration of the physical form. A large metal screw implanted through his skull is his most striking feature. It was done in an attempt to better preserve his brain from any critical attacks. His hair has long since been bleached white thanks to the various chemicals he works with. A large pair of wings juts from his back, a combination of insectoid and draconic flesh stitched together to offer him limited flight. A third arm juts out from below his left arm, grown during one of his first experiments. On his other side a large tumor is visible when he dressed lightly. Often it detaches from his flesh to form into a fleshy scorpion. He often refers to the creature as Vlad.

Zorin is often found wearing a heavily modified surgical coat, holes made for his extra arms and wings. Blood stains and chemical burns mar the white cloth, showing signs of repeated cleanings. Its pockets contain a variety of drugs, poisons, potions, extracts and other useful alchemical tools. He has sewn a bag of holding into one of the inner pockets to allow for ease of use. He is nearly always seen smoking, the tobacco often spiked with poison in an attempt to better immunize him.

Goals:

Development of a guild hall from which he can publish his and his guilds research and spread them to a national level.

Implementation of a series of stores he will be able to sell his products from to better fund his operation.

The construction of a secret lab where he and his fellow members can experiment and test various fields of research.

Finally, to educate and bring up the average person. In his mind, the best way to support development is to make sure as many people can peruse knowledge. To this end, his guild will look to fund schools, education programs, and other civic programs.

People close to him:

Etna Velkin: Etna is a human rogue who was Zorin's first client after a theft went bad. He had often dealt with her when he needed to acquire a drug or odd illegal ingredient. After his expulsion she had come to him after being stabbed by a city guard during a failed job. It was thanks to her that he had first realized that there was a demand for health care to those who did not want to go to a proper healer. Since than they had become partners in the business. Whenever something needed to be hushed up or evidence needed to be destroyed he could always count on her to back him up. There was a slight on again off again romance to the two, but his love for alchemy always seemed to trump any romantic affair the two would begin to cultivate.

Dr. Lavarn Trullbic was one of Zorin's teacher. He was a harsh man who beloved that traditionalism and proper respect for authority was the best way to conduct a hospital. If it worked, why bother to change it? This infuriated Zorin who's studies and research ideas were often shut down and brow beat by him. It was Lavarn who instigated his expulsion. Imagine Zorin's surprise when the man presented one of his own alchemical remedies for gout as his own. It was thanks to that doctor that no other university would allow Zorin in and his reputation was dragged through the mud. To this day he never misses a chance in the medical community to bad mouth his former student.


I am going to be submitting a Alchemist. He is a vivisectionist who will be working to make his town a bastions of medicine and advancement. He leans more towards melee and is a secondary support and healer arcane caster. He will utilize his leadership to gather like minded healer, experimenters and other people interested in research and development. The working name of his organization will be Bleeding Edge. Currently I'm finalizing his backstory and build.


I would like to present the crunch for Zorin Blitz. Vivisectionist Alchemist Derro. I will have his story posted by tomorrow.


I was looking to throw my hat in as well. Rolling quickly for my first health dice.
health: 1d4 + 4 ⇒ (1) + 4 = 5


Here is my submission for the game. I would love any sort of feedback about it.

crunch:
Zorin Blitz
Male tiefling alchemist (vivisectionist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 20)
CN Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +2
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee wand of misery +4 (1d6+6)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +0)
At will—deathwatch
Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +4)
1st—cure light wounds, shield
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 12, Int 17, Wis 10, Cha 9
Base Atk +0; CMB +4; CMD 14
Feats Brew Potion, Iron Will, Throw Anything
Traits pragmatic activator, scholar of the great beyond, student of philosophy
Skills Acrobatics -4, Appraise +1, Bluff -3 (+1 to lie (as a result of using Int instead of Cha)), Climb +0, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy -3 (+1 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disguise -3, Escape Artist -4, Fly +0, Heal -2, Intimidate -3, Knowledge (arcana) +7, Knowledge (nature) +7, Knowledge (planes) +8, Perception +4, Profession (librarian) +4, Ride -4, Sense Motive -2, Spellcraft +7, Stealth -4, Survival +4, Swim +0, Use Magic Device +7; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Elven, Orc
SQ alchemy (alchemy crafting +1), meticulous, mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear mutagen[APG]; Other Gear lamellar (leather) armor[UC], wand of misery, alchemist starting formula book, alchemy crafting kit[APG], alchemy crafting kit[APG], backpack, bedroll, belt pouch, bottle (2), flint and steel, ink, inkpen, mess kit[UE], pot, soap, tindertwig (5), torch (10), trail rations (5), waterskin, 41 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
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.
Meticulous -2 on all untrained skill checks
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Backstory:
Zorin stands at a height of six foot five. His body is covered in a patchwork of surgical scars. Some existed since birth while others are self-inflicted from experimental surgery. His skin is deathly pale and his hair is a matching pale grey. One is a bright green while the other one is a bright yellow with the iris of a goat. Instead of the traditional horns that most Tiefling have Zorin has a large screw that runs through his skull. Jutting from his back are a pair of small vestigial wings. One is leathery like that of a bat while the other is more insectoid and clear. His tail is thing yet barbed. Often, he can be found wearing a doctor’s coat while sporting a pair of thick rimmed spectacles.
Zorin is set up as a cross between Dr. Moreau, from the old science fiction movie, and Herbet West. Zorin is not evil but is often blinded by his studies. Many people find his subject manner horrible and terrifying yet he does his best to share his biological discoveries. He is quick to help those in need who cannot afford medical care but will often charge them something else. Such as a sample of flesh, the promise of future participation in a study, or even the assurance that they will allow him to teach them or their children. He believes all people can help to push boundaries, either as researchers or subjects.
Zorin went to study in the college of Ioun before he was kicked out do to his nature of study. While his grades were some of the highest he often went suggested disturbing ideas in medicine and surgical practice. A student went to the dean after discovering rat corpses that had been dissected out of class.
Zorin’s main goal is to achieve the certification of doctor in the eyes of the academic community. My personal goal is to see him start his own school of surgery that teaches young minds pushes for research into all fields as long as it shows benefit for sentient kind.
A secret that Zorin is part of is that, to help afford his tuition at school, he would often craft alchemical contraband, supplements, but never drugs. The strongest thing he would ever sell would be tobacco he cut and rolled himself. A secret he is not aware of is that
One major person in Zorin’s life is Dean Lorrender. He was one of the few people who took an interest in his studies as well as offered guidance. He was pressured by the other teachers to expel Zorin after the scandal.
Lady Ariane Sanja has often gone to Zorin looking to have alchemical items made, trying to undercut the local alchemist shop. Zorin receives less profit then if he tried to sell them out of a shop but does not need to deal to heavily in regulations and taxes.
Unknown to Zorin he was sold out to the faculty by a jealous fellow student. Ludvic Stelord found Zorin repellant due to both his race and his studies. After Zorin was expelled this let Ludvic go on to graduate with honors for their class.
Zorin has a tendency to turn the screw inside of his head when he is excited or deep in thought.
His fondest memory is his first frog dissection.
Zorin is also a bit of a chain smoker.


I'm going to be making a alchemist for the game. They have great versatility and it should come in handy when exploring the lands.
4d6 ⇒ (2, 5, 4, 5) = 16
4d6 ⇒ (5, 3, 6, 4) = 18
4d6 ⇒ (4, 4, 2, 4) = 14
4d6 ⇒ (4, 3, 4, 1) = 12
4d6 ⇒ (5, 4, 6, 5) = 20
4d6 ⇒ (4, 5, 4, 1) = 14


I was wondering if you would be allowing vivisectionist for alchemists sine it's not PFS legal.


I pictured it as him having done experiments on his own brain with chemicals and such, but I could just drop the mindchemist archtype as well. It would not change much.


I would love to hear your opinion on Zorin as well, also should I post a version of him with his mutagen up?


Here is my submission for Zorin

fluff:
Zorin was always a outsider ever since his birth. His family kicked him out the second he was of age, his demon blood a shame to them all. He never minded though. He was always treated as a thing, and this lead to him looking at others as things as well. His experiments had began young, on insects and animals he could catch. He always imagined carrying out a vivisection on a person but could never get the opportunity. When he enrolled in one of the local universities for medicine he was soon kicked out for his unethical beliefs. He did physical labor for a few months before he simply disappeared. A year later to the day he was found with no memory of the past year, but most definitely changed. Memories would drift to the surface in dreams of pale faced men in dank under ground caverns who carried out brutal experiments on him. Oddly enough, he found these memories fascinating and realized that while the memories were gone, the knowledge remained. Soon he found himself abducting the homeless to vivisect, leaving them harmed but at least alive. Soon though the town began to grow suspicious and he found it better to leave. He had recently heard of opportunities in the stolen lands and thought he could start over their. He still had much research to do. He may even be able to share the knowledge of anatomy he had collected over the years as well.

Zorin himself is a sadist, but he knows that fact. While he does wish to dissect people, he knows that most maniac's find their way to the chopping block. This lets him work well with others, knowing that working as a team will allow him more research in the long run even if it slightly reduces his freedom. He looks to get away with what he can with out harming what ever group he is currently working with.

Zorin himself is tiefling. Heavy surgical scaring mars his body from self conducted surgeries, and metal sticking intertwines with his own handiwork on his body . He stands about six foot two and only grows taller when he drinks his mutagen. Grey sun starved hair rets just above his ears and a green and red eye rests behind a pair of spectacles. The pupils of each eye how ever resemble more of a goat then a mans. His outfit usually consists of armor with a white surgical with heavy blood on it. His most defining characteristic is a large silver screw that just through his head. Instead of horn, this had been present ever since his birth. He had no idea what, but he would often twist the contraption as he thought about the possible family line that could have caused it. Finally he had recently grafted on a third arm, treating it alchemically until his body had changed it into a perfect match for his other two.


crunch:

Dr.Zorin Blitz
Male tiefling alchemist (mindchemist, vivisectionist) 4 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 19, 20)
NE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 31 (4d8+8)
Fort +6, Ref +5, Will +2 (+1 trait bonus vs. mind-affecting effects); +2 bonus vs. poison
Resist cold 5, electricity 5, fire 5, issian
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 scythe +8 (2d4+7/×4)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 4th; concentration +3)
At will—deathwatch
Alchemist (Mindchemist, Vivisectionist) Extracts Prepared (CL 4th; concentration +8)
2nd—cure moderate wounds, investigative mind[ACG]
1st—comprehend languages, cure light wounds, shield (2)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 13, Int 18, Wis 11, Cha 8
Base Atk +3; CMB +7; CMD 17
Feats Brew Potion, Extra Discovery[APG], Martial Weapon Proficiency (scythe), Throw Anything
Traits issian, scholar of the great beyond
Skills Acrobatics -3 (-7 to jump), Appraise +8, Bluff +1, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +0, Disable Device -1, Fly +1, Knowledge (arcana) +15, Knowledge (engineering) +9, Knowledge (nature) +15, Knowledge (planes) +14, Linguistics +7, Sleight of Hand +1, Spellcraft +10, Stealth +0, Survival +4, Use Magic Device +6; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Daemonic, Draconic, Dwarven, Elven, Infernal, Sylvan, Undercommon
SQ alchemy (alchemy crafting +4), cognatogen, discoveries (infusion, mutagen[UM], vestigial arm[UM]), mutagen (+4/-2, +2 natural armor, 40 minutes), perfect recall, swift alchemy
Combat Gear mutagen[APG], potion of barkskin +3, potion of protection from evil, alchemical grease[APG], alchemical solvent[APG], alchemist's fire, alchemist's kindness[APG], smokestick; Other Gear +1 chain shirt, +1 scythe, cloak of resistance +1, alchemist's lab, alchemy crafting kit[APG], bear trap[APG], bottle (3), cauldron[APG], hourglass (1 hour), miner's pick, paper (5), portable alchemist's lab[APG], snuffbox, tortoise shell[ACG], tindertwig, trail rations (21), heavy horse (combat trained), 40 gp, 4 sp, 4 cp
--------------------
Special Abilities
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Cognatogen (DC 16) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
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.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can


I would like to present the good doctor to help take part in this.

Backstory:

Dr.Zorin Blitz
Male tiefling alchemist (mindchemist, vivisectionist) 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 19, 20)
NE Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 45 (6d8+12)
Fort +6, Ref +5, Will +2; +4 bonus vs. poison
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scythe +9 (2d4+7/×4)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 6th; concentration +5)
At will—deathwatch
Alchemist (Mindchemist, Vivisectionist) Extracts Prepared (CL 6th; concentration +11)
2nd—cure moderate wounds (2), investigative mind[ACG], resist energy
1st—comprehend languages, cure light wounds (3), shield (2)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 13, Int 20, Wis 11, Cha 8
Base Atk +4; CMB +8; CMD 18
Feats Alertness, Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Martial Weapon Proficiency (scythe), Throw Anything
Traits clever wordplay, scholar of the great beyond
Skills Appraise +9, Bluff +1, Craft (alchemy) +14 (+20 to create alchemical items), Diplomacy +6, Disable Device +1, Fly +3, Knowledge (arcana) +19, Knowledge (engineering) +11, Knowledge (nature) +21, Knowledge (planes) +17, Linguistics +11, Perception +11, Sense Motive +2, Sleight of Hand +5, Spellcraft +14, Stealth +2, Survival +4, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Ignan, Infernal, Necril, Sylvan, Undercommon
SQ alchemy (alchemy crafting +6), cognatogen, discoveries (infusion, mutagen[UM], tumor familiar[UM], vestigial arm[UM], vestigial arm[UM]), mutagen (+4/-2, +2 natural armor, 60 minutes), perfect recall, swift alchemy
Combat Gear mutagen[APG]; Other Gear +2 chain shirt, darkwood shield, +1 scythe, cracked magenta prism ioun stone, extraction scarificator, headband of vast intelligence +2, 1,874 gp, 9 sp, 4 cp
--------------------
Special Abilities
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Cognatogen (DC 18) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
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.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can


Fluff:
Zorin's curiosity has always lead him into trouble. Ever since he was young he would often find himself opening up creatures to observe how they operate. Sometimes he would be able to stitch them back up, some time not. Eventually his parents were unable to hide these tendancies from the town any longer and banished him from their home. At a young age he learned how ever that their was always a place for a doctor who did not ask any questions. He started out by carrying out surgeries and operations on the underbelly of society who did not want the issues of their injuries coming to the surface. He used these profits how ever to abduct and experiment on people and creatures.

Soon it became clear to the guards how ever what was going on. When they arrived to stop him they found a small zoo of animals and people, all stitched up and “improved.” Locked inside the basement of his clinic. Suffice it to say, he never expected to see the light of day again. He was able to at least carry out a few surprise surgeries on the guards before being taken down during a raid on his office. Many of them found bits of them missing or removed, and that was only from the survivors. HIs subjects were allowed to go free, but all of them still showed the surgical stitching and grafts he tested on them. They all bared a small tattoo some where on their body as well, a large silver screw.

Zorin himself is tiefling. Heavy surgical scaring mars his body from self conducted surgeries, and stitching still crisscrosses his body. He stands about six foot two. His outfit usually consists of armor with a white surgical with heavy blood on it. His most defining charecteristic is instead of horns, he has a large silver screw that juts through his head.


Oh gosh the first one was nail biting. Gonna need a regenerate spell after this one.


Good luck to everyone. I enjoyed reading through everyone's descriptions. A lot of cool people are in the running.


Zorin is game. He will patch everyone up, with extra additions as well!


It's all good, you put in alot of effort with that list Panic. I appreciate it.


Sorry to bother you again panic but I'm no longer a mindchemist


Zorin will also be able to hand out buffs. Alchemists are great with infusions. They let you hand out spells with a range of personal to people. He also enjoys it because he considers it a experiment to see how well a person uses their new abilities. For instance, if he hands out a a extract of monstrous physique he is always excited to see how it interacts with a persons body.


You can remove mindchemist from my submission. They can't stack sadly.


Well even with a memory wipe it sounds like we have our personalities still. Alignments are pretty much guidelines to how this character will usually act in a situation so they should be fine I think.


Oke dokie. I removed mindchemist and kept vivisectionist since that is the real driving force behind him. Went over his description and added quite a bit about his gear as well. Here is the new one for that, his profile has been updated as well.

The Doctor:

Zorin himself is a tiefling. Thanks to this demonic blood his body has a few odd changes. The first of which is a large screw that juts through his skull. Instead of horns, a large screw seems to run through him with no signs of harm to him. In times of boredom or excitement he can even be found turning it, a rhythmic ticking coming from his head with every turn. Messy black hair with flecks of grey does little to hide the metal. His left eye is yellow like a goat while his right eye is human, a dark green color for it’s iris. His body is deathly pale as well, bearing heavy stitching across his body. It is unclear what stitches he was born with and what he added as he experimented on himself. He has an extra pair of arms located just underneath his originals ones. He seems proud about the extra limbs, proof of his medical prowess.The same goes for a large tumor that grows from his right shoulder blade. He has affectonatly named it Frank. Frank himself is actually a creature grown from Zorin’s own body, having developed into a Scorpion that can now detach from Zorin to act on its own. Often he will be found dressed in a lab coat that bears sign of blood stains, scorch marks, and acid burns. Many times it has been stitched back together, matching his body to a certain extent. Inside of the many pockets are variety of objects. Some are obvious medical devices, what look to be stephascopes and other medical devices, some are pages of consent forms that he uses when for his subjects. His mutagens and extracts as well seem different. While some do seem to be taken from a vial others he makes must be injected, taken as pills, or simply uncorked and breathed in as a vapor. The mace he carries seems pristine, almost as if it was more for show then an actual purpose. His armor is made from some sort of light weight metal. He is not sure of it’s construction or how he came to wear it, but the extra holes in it’s sides show that it was fitted for him. The headband he wears has a strange look to it, the leather seeming to some times blur with his skin. The front of the headband bears a small crystal orb on the front that contains a still throbbing brain. His belt as well bears the same design, thick muscles seeming to float in the crystaline structure on that takes the place of a belt buckle. All of his gear bears a slightly more advanced look to it. Syringes that work well, the construction of his gear, the books he carried with him. Sill, his armor and weapon bare the same look, constructed with finer tools then a black smith forge, bearing sharp edges and flush cuts. Both magic and emerging science seem to blend into the construction of his gear.

What you think? I just took Cognatogen instead of mutagen for the change in his build as well.


I'll add a little bit more to Zorin's description then. I'm super curious to see what this game is going to involve into with all the characters working together. It feels like Zorin's will get along with most. He would be vaguely concerned about his past but much more interested in the new chance to further his knowledge and experiments.


I could go with a little feedback myself. Curious to see what you think of him.


I want to put it out their to that I do not play chaotic neutral as chaotic jerk. I try to just present it as him finding all second to his own interests.


Got the crunch all done and uploaded to my profile. Here is his discription as well.

The good doc:

Zorin believes that the world is changing and evolving. It’s important that people keep up. Of course this is one way he simply justifies his enjoyment in experimentation. Whether it’s something simple like saving a person from the brink of death or directing a rare creature he has found, he will do anything to feed his curiosity. As a vivisectionist, he prides himself on his ability to cut and tear through his enemies. This is all done in an attempt to better understand biology. He prides himself on his intelligence, able to study and tear apart a creature before sewing them back up good as new. While he does often lose himself to violence in combat, he will is a doctor in spirit and will make sure his patients are taken care of to the greatest degree. All is done in pursuit of his passions, but he tries to realize when he may be taking something to far. All in all he is often in good spirits, always happy to talk about a current study or welcoming of volunteers.

Zorin himself is a tiefling. Thanks to this demonic blood his body has a few odd changes. The first of which is a large screw that juts through his skull. Instead of horns, a large screw seems to run through him with no signs of harm to him. In times of boredom or excitement he can even be found turning it, a rhythmic ticking coming from his head with every turn. Messy black hair with flecks of grey does little to hide the metal. His left eye is yellow like a goat while his right eye is human, a dark green color for it’s iris. His body is deathly pale as well, bearing heavy stitching across his body. It is unclear what stitches he was born with and what he added as he experimented on himself. He has an extra pair of arms located just underneath his originals ones. He seems proud about the extra limbs, proof of his medical prowess. The same goes for a large tumor that grows from his right shoulder blade. He has affectonatly named it Frank. Frank himself is actually a creature grown from Zorin’s own body, having developed into a Scorpion that can now detach from Zorin to act on its own.


With my alchemist He is going to be a different character when fully prepped. Do you want two sheets, or will one be ok?


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will advance another thirty feet and ready a action to swing at any enemy that approaches him.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will move up ten feet and go total defense, giving himself plus four to his ac.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

So is it possible to cut the ropes hanging the cloth from the entrance of the room or would we have to move right up to the cloth?


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will nod his head in understanding before motioning for the rest of the party to head towards the other hallway in the well room. "Right is always right after all."


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Also, would everyone be ok with going right? I figure one way is just as good as another.

Full Name

Blackleaf

Race

Elf

Classes/Levels

Ranger { Skirmisher} 1

Gender

Male

Size

Medium

Age

125

Alignment

Chaotic Nuetral

Deity

Gozreh,Pharasma,Gorum and Desna

Languages

Elven, Common

Strength 16
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 12
Charisma 10

About blackleaf of the Mierani forest

Blackleaf
Male Elf Ranger { Skirmisher} 1
Med. Humanoid
Init +5; Senses Perception +7, Lowlight vision

====DEFENSE====
AC: 17 touch:13 flat-footed:14 (armor +4 , dex +3)
HP 12 (1d10+1+1); Current = 12
Fort:+3
Reflex:+5
Will:+1
Hero points: 1
====OFFENSE====
Speed 30ft
CMB:+4 CMD:16
BAB:+1
Melee:
Great Ax: +4 DMG: 1d12+4 {Crit x3}
*FE Melee: Great axe: +6 DMG: 1d12+6
Power attack: Great Ax: +3 DMG: 1d12+7 [x3]
*FE power attack: Great axe: +5 DMG: 1d12+9
Throwing Axe: +4 DMG: 1D6+3 [CRITX2} 10'
*FE throwing axe" +6 DMG: 1D6+5
Dagger: +4 DMG: 1D4+3
*FE Dagger: +6 DMG 1d4+5

====Skills====
Acrobatics: 1+3+3+1=+8
Perception: 1+3+1+2=+7
Stealth: 1+3+3=+7
Survival: 1+3+1=+5
Know(nature): 1+3+0=+4
Intimidate: 1+3+0=+4

Racial ability's

Spoiler:

*+2 Dexterity, +2 Intelligence, –2 Constitution
*Medium sized
*Speed:30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.*
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Silent Hunter: Elves are renowned for their subtlety and
skill. Elves with this racial trait reduce the penalty for using
Stealth while moving by 5 and can make Stealth checks
while running at a –20 penalty (this number includes the
penalty reduction from this racial trait).
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan

Class ability's/ Feats/Traits

Spoiler:

===Class===
Favored Enemy (Ex): {Animals} a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

===Traits===
*Jenivere Crew: This trip to Eleder is just one of many in a long career as a sailor aboard the Jenivere and other cargo vessels. Whether you joined the crew with the hope of one day captaining your own ship, as the means of paying your way to a foreign port with sweat and blood, or as a slave or indentured servant, you now call the ship home. {Acrobatics}. You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you.

*Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

===Feats===
1st:Power attack

===Gear===

===Combat===
Great ax=12
Dagger=2
Throwing axe{x2}=4
Chain shirt=25

Wt:43
Gold:138

====Non-combat====
1 sack
*1 POTION CLW
*Whetstone=1
*waterskin=4
*rations[4]=4

WT:9
==================
Total WT: 52

Money:
8 GP
8 Sp
8 Cp

Carrying
LT:76
MED:153
HEV:230

XP:0

Description
Blackleaf stands 6'4" and weighs 164 pounds making him tall lean and well muscled. All most ever inch of Blackleaf's deep brown body is tattooed with white pattens of the Ruija.His face is almost a deathmask of white offset by his deep brown skin,the swirling tribal pattens of white on black encircle his chest and spread from his shoulder to enshroud his arms to the very tips of his fingers. The middle two fingers of both hands are white.the tattoos follow his spine and travel down his legs in fierce pattens of white contrasting his blacked skin.
His hair is a striking sliver often held back in large wild braids he often has bands of wood or polished stone or bone intertwined with in his silver locks.His eyes are a solid pale green that seem to unnerve people as they gaze into there pale glow. From his ears hang multiple earrings of ivory teeth taken from the fierce predators of his homeland

He wears a leather pouch on a cord around his neck an dresses As a sailor with soft boots and Canvas breeches a knotted leather belt and a well worn faded blue vest over a dark mesh of chain.He carries a Dull great ax festooned with feathers and fangs.A well used dagger is tucked into his boot and a throwing ax into his knotted belt,his meager belongings hang from a sack on his belt as well.

===Background===

Spoiler:

When the Earthfall struck Golarion and darkness descended upon the lands ,the great elven Nation fled to the realm of Sovyrian . Some few settlements however stayed behind, some of these fell to madness and death while others fled to the dark depths of the world to become things of nightmares. In the Mierani forest however some thrived and to this day stand guard over that land. But the forest is not home to one nation of elves, rather it is home to several. Many elves of the forest hold onto the history and culture of the long lost elven nations ,it may not be just the same as what came before but it is recognizable.

Some elves of the Mierani forest took a different path. Though hardship and shear will to survival these elves long ago cast off the Civilization that breed them. They became hard savage creatures, being of instinct and determination. Hard, savage survivors with little in common with the civilized elves who they see a soft and weak. Several of theses feral tribes live within the lands of Mierani forest, each claiming a small area normally deep within the border. As a whole they have no desire to change and only wish to be left along. Civilized elves are asked to leave, all others are normally found in a manor that says loud an clear who the true masters of the forest are.

The elven child that would one day be known as Blackleaf was born 125 summers ago to one of theses
small tribes of feral elves. This child grew tall and strong among the trees of the great forest and learned the hard lessons of living off the land, his people taught him to hunt, to fight and how to survive with what the forest gave him. As the child grew so did the savage fury with in him. The elder knew this was nothing to fear, the savage fury after all had kept them strong and alive since the age of darkness. He was soon taken aside by the tribes warriors to train to harness his fury, to control and focus the savage fury that dwelled within.

Then came his day of naming, the day he would take his place among the adults of the tribe, his warrior trial. He and nine others went forth to slay a best of the great wood to prove they were master of the forest and fit to be called warriors.

They traveled deep into the forest , seeking the prey that would make them warriors. What found them was death, The first clue the young warriors had of there coming doom was its bull like bellow. Two warriors died before they knew anything as the mighty charge of the minotaur impaled them upon its horns, with a imposing, flick of its bull like head bodies flew into the forest. Entrails and blood covering the ground, the boy that would be Blackleaf charged this godlike avatar of death only to be backhanded as his foe cleaved though a warrior with his ax. With a yell three of the young warriors charged the monster, the spears struck deep within the Minotaur . But with a monstrous roar the minotaur head butted the first warrior, snapping is neck as it's ax cleaved though the second and third with one mighty blow. The rest of the party feel back in horror ."Flee little rabbits" It yelled in broken elvish . And flee the young warriors did, into the forest they ran as it bellowed ”Run little rabbits! Run ! I will find you!' with a savage laugh.

As they fled the minotaurs powerful legs drove it's horns into a fleeing youngsters back, as he went down the monster finished him with his ax. This gave the overwhelmed survives a chance to flee into the forest. The rest of the day and long into the night they played a deadly game of cat and mouse. The creature claimed two more of the young elves in the night leaving just one, who tired to loose the beast by hiding a river bed . The young warriors covered himself in the rich black mud and leaves and waited for the beast he knew would come, if he was to die he would die like a warrior he vowed . As the beast came to the rivers edge sniffing the air for his prey the young warrior sprung his ambush, driving his spears deep into the monsters flesh. His spear was snapped and with a bellow the minotaur brought
its ax down upon the young warrior laying open the boys cheat. But the beast's hit was not a solid one, and the youngster fell to the ground rolling toward the river. The young warrior got to his feet determined to die fighting, he screamed with fury and set his broken spear into the earth as the bleeding minotaur charged.

When he awoke the beast was dead laying atop him impaled by its own power. With his dagger he sawed off the beasts head and slowly limped his way back to the village. when he arrived covered in black mud and leaves carrying the head of an monstrous beast it caused a bit of shock. Hie told his tell and warriors search the forest for the bodies of the fallen. On the next moon bruised and still healing the warrior stood with the elders as he was handed the monster great ax as he trophy and a reminder of the savagery one must call upon to survive . Then there, before all the tribe was granted the name Blackleaf .

Sometime after becoming a full member of the tribe, Blackleaf started upon the path to becoming one with his inner self. While most Civilized elves know this path as the brightness, those of the savage tribes who embark upon this path know it by another name, the Ruija.

Ruija is a ritual that these tribes feel amplifies the path. It is a long and sacred rite, few began and even fewer complete. It is a time of deep soul searching, traveling the deep forest alone, fasting and ritual tattooing. Though visions, and foretelling by the elders , the sacred Ruija make is designed. Some are small, other are large, some like Blackleaf's cover much or all of the body and can take months or years of painful marking rite to complete. Once complete the bearing is then ready to embark upon his path.

After his mark was complete, Blackleaf found he was spending more time away from the village. Drawn by his own wanderlust and soul searching,each trip he would go father and farther from the village. Driven by stories and legends of the great world beyond his home, he was soon spending days then weeks away the forest. With in a few years he was traveling to the uplands outside the forest and a few after that left his home land to explore the world, driven by his Ruija.

He traveled as far as he could all the way to the Valashu river. From there the traveled down river, in time he made it to Riddleport. There he made a few friends among the sailors and trades folks even if he did stand out .He made money by hunting game and some times a little muscle at the docks. Always wonder lust drove him even to the sea , wile not a great sailor, he was strong and fierce .He spent three years among the crews running up and down the seas ,never really getting very good but always there to lend muscle, climb the mast or to put his fists or ax to use in a fight.

After a while his lust to see things got the best of him and something about the lands south called to him. So with his Ruija itching Blackleaf signed onto a ship called the Jenivere Headed for the city of Sargava at the edge of the Mwangi Expanse. While he does not know what awaits him within that savage land, Blackleaf's Ruija is afire with need to feel it, with need to walk it, smell it ,taste it and grasp it in his hands.