Markus "Doc" Strumpky - Wasteland HealerAlchemist 6 (Physician)
Scholar 6 (Doctor/Harmacist)
OOC Stuff
Catching up. Sorry for taking so long. 🙂
Will post more in the Discord about plans for crafting.
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A couple things of note:
Everyone (including Jana, Zuki, and The Tank) has their daily War Paint applied.
Jana and Zuki have Blue (+15' Speed) and The Tank has Green (+2 rounds to Morale bonuses)
Included in the Paint is a daily Inoculation that renders you immune to being caught in the AOE of any of Doc's Alchemical concoctions (Formulae and Toxins) and Material Impositions. Note that this includes both effects AND damage.
In addition, this will 'heal' you for 50HP worth of damage, which will become Temp HP. The Temp HP will last 6 hours, and Doc will renew it as needed during the day.
This counts as one daily use of Doc's Medical Training - He can heal each PC 6x/Day in this manner (among a whole bunchaton of other ways :D).
All Crew members have a single dose of Universal Alcohol. This small, 1 oz phial combines 5 different effects in a single shot. Once taken, these effects last for 1 hour.
Each dose gives the following benefits:
Heals the drinker for 50HP (Note that this only works on those who have received a daily Innoculation from Doc (the Crew + 1 other (currently Jana)).
ANY HP REMAINING BEYOND THE CHARACTER'S MAX HP BECOME TEMP HP. THESE LAST FOR 6 HOURS
+3 to save vs Emotions
+2 to your next save (lasts until used or time limit expires)
+3d4 Temp HP (this stacks with any Temp HP gained from healing 'overflow'
+3 vs Sleep effects.
Combat Mechanics
___________________________________________________ TANK EFFECTS +2 Resistance to Saves whenever Doc is driving +2 Natural AC whenever Doc is driving If Doc has Martial Focus, Tank ignores Difficult Terrain 20% Miss Chance vs all Attacks (Moving Target) ___________________________________________________ TEMPORARY EFFECTS STUFF GOES HERE HERE TOO ALSO HERE ETC ___________________________________________________ COMBAT ACTIONS Doc uses Swift Movement to add 15' to the tank's base speed. This brings her speed up to 55'. Doc will use both his Standard and Move actions to move the tank. The Tank's total speed this round is 110'
Doc will turn the tank in a modified 'snake' shape, as indicated by the BLUE LINE on the map. Ghost Tank has been moved on the map to reflect current location/orientation. Since Doc is making multiple turns, he only pays the turn cost (5') for the last turn, so the total movement is 105'. His Profession (Pilot) skill is +23, so he automatically makes the DC 20 check.
NOTE: THERE IS NO MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED
He will NOT expend Martial Focus for Moving Target this round, meaning that all incoming attacks will have a 20% miss chance (since they have moved more than 5'). Note that Doc has taken this talent twice, so it works against Melee attacks as well.
Doc also has Unimpeded Positioning and his personal Martial Focus, thus he ignores Difficult Terrain and will be able to move the tank at full speed, even off road.
Doc has the One With The Machine custom Oath Boon. This gives the tank +2 Natural Armour and +2 (Resistance) to all Saves.
Docs Improved Sneezing Powder Formulae remains active for the next 4 rounds. This is indicated by the Orange Circle. The Orange Dot is the point of impact. Everyone entering the circle will need to make a DC 18 FORT Save. Those that fail are immediately struck with constant sneezing and are Staggered. Anyone who fails the initial save must continue to make FORT Saves for an additional 5 rounds (1d4+1, rolled in the Dice Thread), and remain Staggered so long as they continue to fail their save. Making their save immediately ends the effect. This is a Poison Effect, and thus has the Incurable rider and, because Doc will expend his personal MF, the Lingering Poison feature as well, meaning it will linger in the air for 6 rounds, and anyone entering/starting in an affected square will need to make a new FORT save, and potentially start their 5 rounds of potential continued sneezing all over again.
Additionally, the Green Square on the map is the Drowsy Toxin, and will remain active for 3 more rounds. The Toxin must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.
All within the AOE must make a FORT DC 21 Save or be Fatigued. If they fail a second save, they become Exhausted, and if they fail a third, they fall asleep. Doc will use a Swift Action to Aid Another on himself, adding +4 to his Profession (Piloting) skill. ___________________________________________________ ACTION ECONOMY Free Action: - Have various conversations with different crew members Free Action: - Regain Martial Focus via Mobil Focus Immediate Action: - Swift Action: - Aid Another on Self (+4 to Piloting) Move Action: - Turn/Move 105' in a Clockwise 'snake' pattern Standard Action: - Full Round Action: - 5 Foot Step: -
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Alchemy
Formulae (# Carried) Can have 15 Formulae 'active' at one time.
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AOE Splash Acid Damage; Lingering Damage Struck Target takes 4d6 Acid 15' radius +15' Half damage +15' Radius 1 pt Any target that takes 2HP dmg or more takes 1/2 next round AOE Splash Cold Damage; Can Freeze liquid Struck Target takes 3d6 Cold 15' radius +15' Half damage +15' Radius 1 pt Can freeze 12 5' cubes of liquid solid Can freeze AOE 80' diameter This AOE can support Huge creatures Improved Sneezing Powder (3 + 1 Healing) Staggers targets via uncontrolled sneezing Struck Target or Adjacent FORT 23 or Staggered 1 round On fail, save for 1d4+1 rounds of stay Staggered 20' Radius: FORT 18 or suffer all above effects ***Healing: Will heal anyone Doc has Innoculated for 52HP. Counts towards daily Revitalizing Compound Limit Sticks target in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor STR Chk or 20HP Slashing dmg to remove Half speed for 3d4 rounds 10' Radius - REF 19 or suffer all above effects Panacea (2) Cures a multitude of ailments Cures Blinded, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, stunned. Salve (2) Heals 3d6+52 HP; Healing beyond max becomes Temp HP for 6 hrs Can only be given 9x/person/day Any healing beyond max becomes Temp HP for 6 hours Universal Alcohol (1 (6 doses; Healing)) Single shot alcohol (Combines Cider (Base); Rum; Vodka; Whisky) Calming Cider: +3 vs Emotion for 1 hour Invisible Ichor: 2x strength, no taste Lullabying Lager: Fall asleep in 1 hr 2x resting Healing; stacks w/Heal check Mindbending Mead: -3 Perception; +3 vs Illusions Painkilling Perry: +3 vs Pain for 1 hour Revitalizing Rum: +2 to next save, lasts 1 hour Sobering Schnapps: Ignore Drunk penalties for 1 hour Sickened penalty reduced by 1/2 Vitalizing Vodka: +3d4 Temp HP for 1 hour Wakeful Whisky: +3 vs Sleep Effects Can ignore sleep requirements
***Healing: Will heal anyone Doc has Innoculated for 52HP. Counts towards daily Revitalizing Compound Limit Circumstance boosts 1/tgt; 3 on self (Blue; Green; Yellow) Black: +7 Competence Bonus to Stealth Blue: +15' Enhancement Bonus to Speed Green: Increase duration of Morale bonuses by 2 rounds Yellow: +7 Competence Bonus to Perception ________________________________________________________
Toxins (Can create/apply as Free Action) Can be contact, ingested, inhaled, or injury. Chosen at the time of creation. Last 1 minute To cure, 1d20+Heal Skill vs DC 17
Numbs pain in target temporarily First 14 HP damage after dose becomes nonlethal +3 to save vs Pain Can only be applied 1/hour Slowly erodes stat(s) -4 to one ability score (except CON) Can be split -2/-2 Stacks with self Makes target increasingly sleepy 1st Failed save: Target becomes Fatigued 2nd Failed save: Target becomes Exhausted 3rd Failed save: Target falls asleep Can be awakened (@Std Action) by slap or dmg Neurodegenerative (Deadly Nightblade) Causes mental ability damage over time Activate as Move Action; lasts til deactivated Alchemy Sphere Toxin talents apply 1st Failed save: FORT 19 on dmg or Confused for 6 rounds Successive Failed saves: -1 (stacking) to all Mental Stats (Min 1)
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Antiplague (2) Antitoxin (2) Bloodblock (2) Calming Cider (2) Revitalizing Rum (2) Smelling salts (2) Soothe Syrup (2) Stable Salve (3) 3d8+52 Healing (Does not count against daily doses)
All HP above max become Temp HP for 6 hours |
General Info
_________________________________________________________ OFF-TURN/CONTINGENT ACTIONS STUFF GOES HERE AND HERE HERE TOO ETC _________________________________________________________ NOTABLE SKILLS/SKILL CHECKS Will ALWAYS use Hermit Motif outside combat (+4) Applied Consistency add +2 when Taking 10/20
Craft(Alchemy): Base +26 (Can always Take 10) Alchemy Kit: +3 Alchemy Lab: +5 Craft(Leatherworking): Base +20 Leathercrafting Kit: +3 Heal: Base +29 (Can always Take 10) EX Healer's Kit: +7 (+8 Deadly Wounds) GM Healer's Kit: +5 (+6 Deadly Wounds) Healer's Kit: +2 Knowledge (All): Base +21 Perform (Diplo; Hndl Animal; Intim; Sense Motive) : Base +20 Hammered Dulcimer: +3 Profession (Doctor): Base +21 Profession (Pilot): Base +23 Perception: Base +22 _________________________________________________________ SENSES Low Light Vision Can see 10' in Smoke, Fog, etc Perception: +22 (+1/20' Range Increment) Sense Motive: +20 Stealth: +11
_________________________________________________________ Fate: The Hermit Motif: Can Aid Another on self as a Swift Action. Bonus is +4; Duration: Permanent (Fated Oath Boon) War Paint: Can have 3 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew); Painter talent) Blue: +15' Enhancement Bonus to Speed Green: Increase duration of Morale bonuses by 2 rounds Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS Maintenance: Improved Firearm (Needler x2) Railgun: x3 range increment of firearm (30'). Can fire underwater. Speed Level: Lower reload time by 1 step (to Move Action) _________________________________________________________ CONSTANT EFFECTS/STATBLOCK Current Run Speed: 45 (30 Base; +15' Blue War Paint) Current Initiative Bonus: +2 (DEX) Current Hit Points: 72/72 (78 Max/-6HP for Oath of Ritual) Current Temp Hit Points: 52 Primary Martial Focus: Yes Secondary Martial Focus: Yes Current Honour: 23 Current AC: 26 (Base 10; +2 DEX; +1 Inhuman Resilience (Natural); +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon)) Current Touch AC: 25 (Base 10; +2 DEX; +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon)) Current Flat Footed AC: 24 (Base 10; +1 Inhuman Resilience (Natural); Prescient Dodger +7; +5 Unarmoured Training; +1 Enhancement (Oath Boon)) Current CMB: 6 (4 BAB + 2 DEX) Current CMD: 30 (Base 10; +4 BAB ; +1 STR; +2 DEX; +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon)) SAVES FORT: +11 (Base: +5; +4 CON; +2 Inhuman Resilience) REF: +9 (Base: +5; +2 DEX; +2 Inhuman Resilience) WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience) Resistances: N/A
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Alchemical Item Creation Time Time Savers ____________________________________________________________________________ Swift Alchemy: All Alchemical Items take half the normal time to create Rapid Alchemy: Alchemical Items costing 150GP or less can be made in 30 minutes With Improved formulae, reduce crafting time to 15 minutes (result is still basic item, just made faster) Increase DC of item by 6 (INT); this bonus does not apply to Alchemy Sphere Improved items Swift Quality: Any skill check that takes longer than 1 round, takes half the normal time Craftsman: Mundane items take half normal crafting time Natural Materials: Counts as having Alchemy Kit for the purpose of creating Alchemy Sphere materials only.
Crafting Times ____________________________________________________________________________ Alchemy Sphere Formulae Can create 2 Formulae per crafting Base Time w/o kit: 15 minutes Swift Alchemy = 7.5 minutes Craftsman = 3.75 minutes Can create 16 Formulae per half hour Base Time w/Kit or Lab: 15 minutes Swift Alchemy = 7.5 minutes Craftsman = 3.75 minutes Swift Quality = 1.875 minutes Can create 16 Formulae per fifteen minutes ____________________________________________________________________________ Create Alchemical Items Can create 1 regular Alchemical Item costing >150GP in 30 minutes Swift Alchemy = 15 minutes Craftsman = 7.5 minutes Swift Quality = 3.75 minutes Can create 16 Alchemical Items per hour With Improved Formulae (Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag) can create in 15 minutes Swift Alchemy = 7.5 minutes Craftsman = 3.75 minutes Swift Quality = 1.875 minutes Can create 32 Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag per hour ____________________________________________________________________________ Create Stable Formulae/Toxins Create item using only Base Talent (Can increase DC as normal) Base Complexity 1 Adding effect of additional talents = +1 Complexity Max Complexity 6 (equal to Heal skill) DC to Craft = Equal to Base Complexity OR 10+Complexity Cost to create; can be sold for 4x this value (Profitable Kit/Lab) Formulae: 10GP x Heal ranks x Complexity Toxin: 5GP x Heal ranks x Complexity Time to create Creation Cost >250GP: 8 hours (1 day) per 1000GP Creation Cost <250GP: 2 hours Swift Alchemy: 4 hours / 1 hour Craftsman: 2 hours / 30 minutes Swift Quality: 1 hour / 15 minutes >250 GP = 1 hour/1000GP, up to 8 hours <250 GP = 15 minutes or 4/hour, up to 8 hours ____________________________________________________________________________ |
Equipment
_____________________________________________________ Daily Carry Gear - 36.9 lbs Tank Key On dog tag style necklace if not in use Wastelanders Outfit Heavy Jeans Cotton Shirt Flannel Shirt (in cold weather) Combat Boots Leather Duster Black Felt Stetson Chiurgeon's Kit (Strapped to Left Thigh) Antiplague (2) Antitoxin (2) Bloodblock (2) Calming Cider (2) Revitalizing Rum (2) Smelling salts (2) Soothe Syrup (2) Stable Salve (3) 3d8+52HP Exquisite Healer's Kit (Strapped to Right Thigh) (10) Uses Modern, high end first aid kit (+5 to Heal Skill) Surgeons Tools (+1 to Treat Deadly Wounds) Natural & Alchemical Meds GrandMaster Tactical Shotgun (Back Sheath or In Hand) Standard Load: (8) Beanbag Rounds Deadly Nightblade: Activate @ Move Action Progressive Neurodegenerative Toxin Sanpkhang (Right Boot) Poisoning Sheath (Current Poison: Debilitating Toxin) Butterfly Knife (Left Forearm/Left Boot) 2x Concealable daggers: Open @ Free Action (Quick Draw) Masterwork Needle Launcher (Right Forearm) Standard Load: (10) Accupuncture Needles Can be coated with any Toxin/Poison @Free Action Fanny Pack (@Adventurer's Sash) (Waist (Lower Back)) 3x Shotgun Box Mags Beanbag (8) Shell (8) Slug (8) Free Action to reload 5x Loading Tubes for Needler Standard Action to load 50 Accupuncture Needles in leather case Weapon Maintenance Kit Gasmask MW Binoculars 2 Rechargable Batteries Flashlight 2 Bota Bags of water Flask of high proof rum 2 Days Rations (Jerky, Trail Mix, Hard Tack) Zippo Lighter (US Flag Motif) Poison Pouch (Left Belt) Materials collected through day for combat Toxins Formulae Pouch (Right Belt) Leather pouch w/sewn in tubes Holds 15 formula vials Materials collected through day for Formulae Flashbang/Stinkbomb Bandoliers (Chest) Materials collected through day for Flashbangs/Stinkbombs Small clay forms to fill/throw
_____________________________________________________ Go Bag (Sturdy Backpack+2) for emergencies - 42.6 Lbs ALWAYS PACKED/In Personal locker
Swift: Checks longer than 1 rd take half time +3 to Craft (Alchemy) GrandMaster Healer's Kit x2 (10) Uses +4 to Heal Checks Fishing Kit +1 to Survival checks to fish Gear Maintenance Kit Survival Kit +2 to Survival Checks Climbing Kit Silk Rope, Pitons, Climbing Harness +2 to Climb Includes Climbing Pick (+1 to Climb) MW Nightvision Goggles Flashlight
4 Rechargeable Batteries
50 Accupuncture Needles in leather case 2x Beanbags 2x Shells 2x Slugs 3 Boxes of shotgun shells (20) Beanbags (20) Shells
(20) Slugs 2x Sunrod 10x Candles 3x Torches 5x Smokesticks
Butane (for refilling lighter) 6x Throwing knives Skinning & Boning knives
Harvesting tools Grooming Kit Bedroll Blanket
Small Hand Drum 7 days rations
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Additional Gear Stored in Tank Shotgun Shells, in boxes of 20 200 Shells 200 Slugs 200 Beanbags 12 Mags
4 of each type Accupuncture Needles 300 in leather case
10 speed loading tubes (loaded) Profitable: 2x profit on created items Swift: Checks that take longer than 1 round take half time
+5 to Craft (Alchemy) check +4 to Heal Checks
Surgeon's Tools +1 to treat Deadly Wounds Profitable: 2x profit on created items
Includes Tanning Kit GrandMaster Hammered Dulcimer Profitable: 2x gold for busking +2 to Perform GrandMaster Gunsmithing Kit Swift: Checks that take longer than 1 round take half time +2 to Gunsmithing Grooming Kit Sleeping Box (Can be broken down)
Medical Tablet (No in game use, RP only) 3x Explorer's Outfits |
Daily Heal Count Det Revitalizing Compounds: 5 / 6 Remaining Treat Deadly Wounds: 6 / 6 Remaining Salve: 9 / 9 Remaining Doc Revitalizing Compounds: 5 / 6 Remaining Treat Deadly Wounds: 6 / 6 Remaining Salve: 9 / 9 Remaining Duende Revitalizing Compounds: 5 / 6 Remaining Treat Deadly Wounds: 6 / 6 Remaining Salve: 9 / 9 Remaining Martin Revitalizing Compounds: 5 / 6 Remaining Treat Deadly Wounds: 6 / 6 Remaining Salve: 9 / 9 Remaining Packer Revitalizing Compounds: 5 / 6 Remaining Treat Deadly Wounds: 6 / 6 Remaining Salve: 9 / 9 Remaining Tanya Revitalizing Compounds: 5 / 6 Remaining Treat Deadly Wounds: 6 / 6 Remaining Salve: 9 / 9 Remaining Non Crew Jana: Revitalizing Compound: 1 Dose
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Downtime Crafting
Doc will create the following Alchemical Items during the group's crafting time.
For the Greenwooders: Doc will spend 2 hours making Stable Panacea Formulae and another 4 hours making Stable Salve Formulae. He can create 4 Stable Formulae per hour, so the net result is 8 Panacae and 16 Salve.
- The Panacea (DC 40) will cure the following conditions: Blinded, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, stunned.
- The Salve will heal 3d6+52HP, and any HP over the maximum become Temp HP that last for 6 hours.
This will cost Doc 360 GP and the Greenwooders 360 GP (Cost per Dose is 60GP; 1/2 for crafting is 30GP; split between Doc and Greenwooders 50/50. Actual resale value (if it becomes an issue) is 120GP, due to Profitable quality of Alchemical Lab)
tl;dr: 8 Panacea; 16 Salve for Greenwooders; 'cost' to Greenwooders 360GP
For Doc/The Crew: Doc will use one of the remaining two hours to create 8 each of Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag (All are the Improved Alchemy versions, created at DC 55). Effects are as follows:
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Acid Flasks: Struck Target takes 4d6 Acid 15' radius
- +15' Half damage
- +15' Radius 1 pt
- Any target that takes 2HP dmg or more takes 1/2 next round
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Liquid Ice: Struck Target takes 3d6 Cold 15' radius
- +15' Half damage
- +15' Radius 1 pt
- Can freeze 12 5' cubes of liquid solid
- Can freeze AOE 80' diameter (This AOE can support Huge creatures)
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Sneezing Powder: Struck Target or Adjacent FORT 23 or Staggered 1 round
- On fail, save for 1d4+1 rounds of stay Staggered
- 20' Radius: FORT 18 or suffer all above effects
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Tanglefoot Bag: Struck target-2 att/-4 DEX; REF 19 to stuck to floor
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STR Chk or 20HP Slashing dmg to remove
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Half speed for 3d4 rounds
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10' Radius - REF 19 or suffer all above effects
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Doc will use his last hour of crafting time to make 4 Delayed Fireballs. Creation DC 55. Effects as follows:
- Can be lit/thrown into any square w/in 60' that is unoccupied and can support an object, no attack roll needed
- 1d3 rounds after being thrown, the delayed fireball detonates, dealing 5d6 bludgeoning and 5d6 fire damage in a 20 feet burst. A DC 16 Reflex save halves this damage.
This costs Doc an additional 360 GP
tl;dr: Doc creates 8 each of Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag (All Improved Variety); and 4 Delayed Fireballs
Doc does not need to roll for creating any of these Formulae. He can (and is) Taking 10 on all 'rolls', and with his various bonuses that allows him to hit DC 55 (56 technically).