Doctor of Potions
Name: Emily Earnestine Gender: Female
Height: 5’ 5” Weight: 135 lbs
Age: 28 Level: 5
Human Victim (Smart Hero)
Applied: STR 8 (-1) DEX 14 (+2) CON
10 (0) INT 16 (+3) WIS 12 (+1) CHA 13 (+1)
HP@5: 19
Skills: 44 (@1st) + 11
+ 11 + 11 + 11
Class Skills: Craft(INT) (Chemical
- Potion)* x 8, Craft(INT) (Chemical - Poison) x 6, Decipher Script(INT) x 8,
Knowledge(INT) (Life Sciences) x 8, Knowledge (INT) (Botany) x 8, Read/Write
(English) x 5 (French) x 5, Research(INT) x 8, Profession (WIS) x 7, Search(INT)
x 8, and Speak Lang (French) x 5.
*Craft (Chemical - Potion) is a
modification of Craft (Chemical – Poisonous Substances). The rules for poisons, including vectors to
enter the body and save DCS are all the same.
Using the skill without the chemical kit still results in a -4
penalty. This skill does not stack with
Craft (Chemical – Poisons), and its skill points are distinct. This decision was made in awareness of the
Craft (Pharmaceutical) skill, but in the belief that Craft (Pharma) was
sufficiently outside the setting of 19th Century England.
Cross Class Skills: Spot (WIS) x 4
effective 2, Listen (WIS) x 4 effective 2, Treat Injury (WIS)^ x 4 effective 2
^
Treat Injury is cross class, but with 5 or more effective skill points,
it can offer a +2 synergy bonus onto Knowledge (Life Sciences) checks.
Simple Weapons Prof. Feat = no -4
non proficient penalties for clubs, daggers
Feat Studious = +2 on Decipher
Script and Research checks
Feat Educated = +2 on Knowledge (INT)
(Life Sciences) and Knowledge (INT) (Botany) checks
Feat Builder = +2 on any two
craft (Craft (chemical – Potion) and Craft (chemical – Poison))
Feat Windfall = Wealth bonus +3,
Profession Bonus +1
Talents: Savant Add bonus to Knowledge
(Botany) checks equal to # of levels of Smart Hero
Talents: Savant Add bonus to Knowledge
(Life Sciences) checks equal to # of levels of Smart Hero
Talents: Linguist, see D20 Modern
page 26
BAB: +2 Fort: +1 Ref: +1 Will: +3 Def Bonus: +2 Rep Bonus: +2
*****
Role in the Setting
The PCs rescue Earnestine from
the coffins in the basement. She clearly
wishes to leave this dingy and smelly place, but she is not stupid enough to
risk the front door when reports of 12 baskerville hounds are mentioned. She offers to identify potions for the PCs,
if they would only get her and the other victims out of there. For every potion that the PCs bring her, she
will attempt two checks.
First, identify the potion by
botany:
Knowledge (Botany) x 8 + Int mod
3, + Educated Feat 2, Savant (# of levels of Smart Hero) 5 + Synergy bonus for
5 ranks in Craft (potion) 2.
8+3+2+5+2 =
20
She can identify potions in a
minute of study as well as the PCs could taking 20, and they can’t do it untrained.
She has similar bonuses for the
Knowledge (Life Sciences) skill check, which is required in order to guess what
the potion will do in a person’s body.
This character should make it
possible for the PCs to survive the Mansion.
Like all NPC victims, if she dies the PCs should suffer 500 XP penalties
each, but up to 1500 XP bonuses each for getting her out alive. The enemies see her exclusively as food. If a PC volunteers to build a character
similar to her’s, she can be dropped to give the PC the chance to play the same
role.
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