Sunday 11 March 2012

Emily Earnestine, Doctor of Potions


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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