| DM_Pol |
I add this inside to prevent from spoiling ANYTHING about this excellent campaign. I'm rerunning CoCT using Pathfinder, and in the second adventure I'm thinking that adding a little ALCHEMIST to Davalus and his creepy doctors would make MUCH more sense than Rogue/Bards. Here's my first attempt, comments are welcome:
Queen's Physician
CR 2
XP 600
Human Alchemist 3
NE Medium humanoid
Init +7; Senses Perception +6
DEFENSE
AC 15, touch, flat footed ( +3 Armor, +2 Dex )
hp 29 (3d8+6)
Fort +4, Ref +5, Will +1
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee masterwork shortsword +6 (1d6+1)
Special Attacks
5 bombs, +5 ranged touch, 2d6+2
Poison: Large scorpion venom injury DC17 — 1/rd. for 6 rds. 1d2 STR , 1 save
Giant wasp poison injury DC18 — 1/rd. for 6 rds. 1d2 DEX, 1 save
Tactics: Queens physicians try to avoid battle. They cast Shield, drink their mutagen and throw explosive bombs. In close quarters they use their poisoned short swords.
STATISTICS
Str 12 Dex 16, Con 12, Int 16, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative, weapon finesse, Toughness
Skills: Craft(Alchemy) +8, Heal +7, Disable Device +5, Perception +7, Spellcraft +8, Use Magic Device+4, Intimidate+1, Bluff +0, Stealth +5
Languages Common, Varisian
SQ Alchemy, bomb, brew potion, throw anything, poison resistance +2, poison use, swift alchemy
mutagen: +4 DEX, +2 natural armor -2 WIS
discovery: Explosive bombs
Extracts:
Lvl1: Shield, Cure Light Wounds, Expeditious retreat
Combat Gear Mwk Studded Leather armor, masterwork shortsword, healer's kit, plaguebringer's mask, alchemist kit, Large scorpion venom (2), Giant Wasp poison(2), Cure Moderate wounds.
| Douglas Muir 406 |
1) This is kind of a suboptimal build. But that's not necessarily a bad thing! You're looking for flavor as much as crunch, I should think.
If they get a chance to buff, their AC should be 22 (+3 armor +5 dex +4 shield spell). For more combat effectiveness, swap weapon finesse for Point Blank Shot (+1 to hit and damage with their bombs). At full blast, that would give each one a +8 ranged touch attack for 2d6+3 damage, plus 1d6 of fire damage each subsequent turn, plus 5 points of splash damage (DC 14 Ref save for 1/2 damage) to everyone within 10'.
If you really want to be brutal, have them concentrate their fire on a single PC -- preferably an obvious spellcaster.
2) Unless you want them to be lousy liars (maybe you do), give them a few ranks in Bluff.
If confronted, have them start drinking potions; if asked what they're doing or commanded to stop, have them try bluffing ("It's a potion that increases my resistance to the disease!") until they're fully buffed.
3) Give them some ingestion or contact poisons -- not necessarily strong ones -- for use on patients / victims who see too much or figure something out. Consider having them start by handing once such potion to a PC. "Here, drink this before entering the plague room!"
4) I would play them as fanatics who fight to the death, so Expeditious Retreat might not be the first choice. That and Cure Light Wounds only make sense if they're going to flee to fight another day.
Doug M.
| Revan |
I made Davalus a Master Chymist. Where Davalus was a suave, polite Lawful Evil gentleman who eschewed physical combat as much as possible, he mutated under stress into a lean, savage, Neutral Evil cannibalistic savage which called itself Husk.
Unfortunately, I lost the write up when my last computer died, or I'd share it with you.