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Markus 'Doc' Strumpky


Arklytte

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Markus 'Doc' Strumpky

 
“You know how sometimes you tell yourself that you have a choice, but really you don't have a choice? Just because there are alternatives doesn't mean they apply to you.”
 

Alchemist (Physician )

Scholar (Doctor/Harmacist)

 
PRIMARY ROLE
Buffer/Debuffer; Healer
 
SECONDARY ROLE
Crowd Control
 
CREW POSITION
Driver; Commander in a pinch

 

Appearance

Doc has the intense, driven look of a true Wasteland survivor.  His bright green, slit-pupiled, cat-like eyes observe everything around him, never ceasing their motion.  Those on whom he bestows his direct attention cant fail to notice the pain that seems to lurk deep within his gaze, but, at the same time, his eyes hold boundless compassion as well.

 

Doc wears simple, well cared for clothing made of tough fabrics. Clothing designed for the harsh reality of his lifestyle.  His gear is immaculately well cared for, and his healing supplies are scrupulously clean and ready to use at a moments notice.  It is a rare sight to see Doc without his white leather satchel, with it's prominent red cross stitched on the front, hanging at his side.  It, along with several smaller pouches of herbs, salts, and bits and bobs that he uses for his field chemistry, are nearly the entirety of his kit.  The only other thing of note is the well oiled and cared for shotgun, slung on a tactical friction strap, slung over his back.

 

Personality

Doc is a fairly laid back man. He is patient, has a generally placid disposition, and is very slow to anger.  Even in battle, he is cold, calculating, and precise, preferring to use the least amount of force necessary to accomplish his goals, and never using lethal force unless absolutely necessary.  This is part and parcel to his time training with the elderly Doc.  One of the first things the old man taught Markus was the Hippocratic Oath, and Markus took the Oath deeply to heart.  To the point where causing unnecessary harm to any sentient being, even the few non-human ones he's encountered over the years, causes the healer intense, debilitating mental trauma.

 

Beyond that, Doc is a fairly happy man.  He enjoys the camaraderie of the Crew, as well as the people that they help on their travels.  When he is working, he is the definition of a kind, compassionate doctor...one who is as truly called to his work as the most devout priest.

 

Backstory

As a youth, the man who would one day come to be known as 'Doc' was part of a moderate sized tribe of outlaws and brigands. His tribe owed much of it's success to having access to a large cache of vehicles, as well as a large, underground oil storage facility, as well as a small refinery deep within their territory.  From his early youth, Markus loved vehicles, and was an absolute whiz at driving them.  He was one of the best in his tribe behind the wheel, to the point where, on many of their raids, he never actually fired a shot, instead using his cars size, speed, and mass to commit his share of atrocities.

 

In the brutal world of the wastelands, his tribe, like many others, lived under a very simple rule, 'Survival of the strongest'.  They fought with neighboring tribes, killed their warriors, took their dependents and lands, and, generally, were guilty of most every heinous crime that one can think of.  Finally, after years of suffering under their horrific 'rule', several smaller tribes banded together and led Doc's tribe into an ambush.  They were slaughtered, to a man, and left for the crows.  Well...almost all of them.

 

Markus was grievously wounded in the fight, but the pile of bodies he'd fallen under had managed to save him from the withering gunfire that had taken down the rest of his clan.  How long he lay in the scorching sun, under the pile of stinking, slowly rotting bodies, he knew not, but eventually, he woke up in the cool, dry darkness of a desert cave.  To his great surprise, not only was he still alive, but his wounds had been patched with expert care.  Sitting not far away was a thin, elderly man, wrapped in a simple, long coat that had, at one point, probably been white, but that had been stained by dirt, food, and, most recently, a rather copious amount of blood.

 

Markus' savior introduced himself as, simply, 'Doc'.  Over the next several years, the irascible, contentious, genius of a man would share many secrets with Markus, and eventually lead him to don the mantle of 'Doc' himself, as well as fill him with a genuine, burning desire to make the world a better place.

 

It turned out that the original Doc had come across a large cache of BeforeTime medical texts, along with a working computer that contained hours and hours of medical instruction videos.  In 'payment' for saving him, the doctor 'claimed' Markus' life and demanded that the former brigand learn a new trade.  He would 'become as much a savior of the Wastes as his former self had been a destroyer'.  While he was healing, Markus had a lot of time for introspection (he spent months recovering and recuperating, as he really had very nearly died), and came to realize that his former life wasn't one worthy of living.  He figured that he owed his fellow Wastelanders a life for every one he'd taken.  Considering he literally couldn't remember all the people he'd killed and victimized over the years, he agreed to the elderly doctor's terms and set out to become a savior of the Waste.

 

In his time with the old man, who's real name Markus never did learn, the former murderer learned chemistry, physiology, anatomy, and all the other skills to make one a proper BeforeTime doctor.  Eventually, the old doctor declared that Markus was ready.  In a ceremony that was half prayer, half party, and half pure Wastelands hoodoo, the elderly doctor bestowed the title of Doc on his protege.  He gave him a simple mission...serve the people of the Wastes, protect them from the mindless monsters that roamed the land, and live a good life.  And one day, when he found a worthy apprentice, pass on his knowledge.  He gifted Markus with a second tablet computer, onto which he's copied all of his textbooks and videos, as well as some tools of the trade, and sent him on his way.

 

Markus, now known only as Doc, having shed his old life entirely, became a wandering knight of the Wastes, protecting those he came across who needed him, healing their hurts, protecting them from those who would harm them, and, generally, attempting to live up to his promise to atone for his early life of sin and death.

 

Over the years, he's met and saved many people.  And while he's not found someone who he could fully pass on his knowledge to, he did meet the crew of a great BeforeTime metal beast. A crew who had sworn to uphold virtue and protect their fellow humans from those who would harm them.  It wasn't long before he'd worked his way onto the crew, and he never looked back.  Now he is able to practice his new trade not only on the crew itself, but all those in need that they come into contact with.

 

Throughout their travels, Doc has heard rumors that a few others from his tribe have survived, now more brutal, if possible, but Doc has never cared to investigate, preferring to allow the past to stay buried.  Unfortunately, it seems that fate may be intervening.  Of late, the rumors have been getting more fresh, and he fears that there may, someday, be a reckoning.

 

He can only pray that such a meeting never comes to pass.

 

Edited by Arklytte (see edit history)
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Idea: 'Doc', using a combination of scrounged bits of tech, herbal remedies, and 'hoodoo', Doc keeps the team healthy and ready for battle.  Handy to have around in a fight, as he can use his concoctions to cause just as many problems for the enemy as he makes benefits for the team.

 

Takes the Hippocratic Oath dead seriously (Oath against Harm?)

 

Scholar - Doctor?

Blacksmith - Barista and/or Iron Chef?

Edited by Arklytte (see edit history)
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Markus "Doc" Strumpky - Wasteland HealerAlchemist 6 (Physician)
Scholar 6 (Doctor/Harmacist)

CHAPTER NAME

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"Bold, Color, and Quotes for speech"

Color and Italics for thoughts

 

 

 


 

OOC Stuff

TESTING

ONE

TWO

THREE

 

 

 

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

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

_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

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

_________________________________________________________

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: XX

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

 

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)

     Alchemist’s Kindness (2)

     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)

     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


Exquisite Alchemist's Kit

     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
5 Loading Tubes for Needle Launcher (loaded)

50 Accupuncture Needles in leather case
6 Shotgun Box Mags (8 rounds per mag)

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

     10 speed loading tubes (loaded)
Exquisite Alchemist's Lab (Set up as needed)

     Profitable: 2x profit on created items

     Swift: Checks that take longer than 1 round take half time

     +5 to Craft (Alchemy) check
GrandMaster Healers Kit x5

     +4 to Heal Checks

     Surgeon's Tools +1 to treat Deadly Wounds
GrandMaster Leatherworking Kit

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

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)
Chronicler's Kit w/ex journals
Spelunker's Kit
Eventide Outfit

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +13 vs Touch (Splash)
Range Increment: 25'

 

Improved Acid Flask (2)

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

Improved Liquid Ice (2)

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 (2)

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

Improved Tanglefoot Bag (2)

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 (4)

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))

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

War Paint

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)
________________________________________________________
Save DC: 19

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

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)

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

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
 

 


 

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

      ____________________________________________________________________________

 


 

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

 

 

 

____________________________________________________________________________

 


 

Edited by Arklytte (see edit history)
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Going Forward

 

Alchemy/Item Creation

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

 

 

 

Edited by Arklytte (see edit history)
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@Paxon Heya!  So, I've finally had some time to start working on The Doc, and I had a couple questions.

 

1) Oath Against Harm: Given the nature of the world, as well as the game, is this even feasible?  My reasoning behind this is backstory based.  I'm still working out the details, but the basic gist is that at some point in his life, he found himself in an ancient, BeforeTime ruin, and found a cache of books (maybe an old library, maybe a medical college, or simply a small teaching hospital) that he read and was able to learn doctoring from.  As part of that learning, he read about the Hippocratic Oath in a book on medical ethics.  Given the nature of the world, this sort of advanced knowledge would have seemed like 'magic' to him (as would, presumably, anything from the BeforeTime), and in the process of his learning, he incorporated that into his personal belief system, sort of like a totem that he uses to 'power' his 'hoodoo doctoring magic'.

 

I'm still working out the finer details, but this is the general idea I'd like to run with.  I just dont know if, given the nature of the game, this would work.  I mean, we literally are the crew of a giant tank, fighting to survive in the wastes, and bring a bit of the light of civilization, or at least safety, to those we come across...violence is sort of baked into the basic premise.

 

My plan is for him to be almost exclusively a buffer/debuffer, with a bit of crowd control...I can do most of that with Alchemy toxins, since they dont really do HP damage.  The main issue I'm having is that I'm trying to figure out if there's any feasible way to make his Flashbangs nonlethal, but I'm not having a ton of luck.  That said, I've not done a massively deep dive, so it's a work in progress.  Worst case scenario, maybe we can work something out together that's customized for Doc?

 

2) I've been looking over the Alchemist...it's an interesting class that I've never, ever played, though after diving into it, that might change at some point. However, for THIS game, I'm encountering a fairly significant difficulty.  The Physician (Spheres) Archetype removed pretty much all of the basic Alchemist class features, and goes all in on healing and the Alchemy sphere.  They lose Mutagens, Bombs, Poison, and Potions, which means that pretty much all of their Discoveries are completely worthless.  There are a (very limited) number of Discoveries that aren't tied to those class abilities, but most of them are really niche (and not really appropriate to this game).  Even most of the Discoveries from Spheres wont work, since they're either Mutagen focused, or assume you have Spell Points.  There are literally 2 that are of any use to my character, and I can only take 1 of them, since both dont unlock til 6th level (Improved Salve & Improved Panacea, to be specific), and while I can see taking one of them (probably the Salve one), most of the rest are specifically useless because of the Martial Only limitation.

 

So, I was wondering, since I'd still like to go Dual Doctor, would you be willing to let me trade my Discoveries for Scholar Impositions/Knacks?  Obviously this would give me a couple extra ones above and beyond the norm, but I think it's something I can kinda justify, since Alchemist Discoveries allow one to take Hedgewitch Secrets, and, even though we cant actually use most of the Hedgewitch secrets, we CAN trade those for Rogue Talents, which I could use.  Since Impositions/Knacks seem about on par with Rogue Talents, I dont think it's too big a stretch to trade them for Discoveries.  Obviously, the final call would be yours, of course. 🙂

 

EDIT: Actually, nevermind. It occurs to me that there are several rather awesome Rogue talents that would totally fit this character. So long as you're ok with me doing the Hedgewitch Secret -> Rogue Talent shuffle, then we're golden. 😄

 

EDITEDIT: Hmmmm...after re-reading the character creation rules, I'm noticing that Alchemist isn't on the list of available classes.  So...given that the Physician archetype completely removes spellcasting (and pretty much everything the Alchemist has that mimics it), may I still use it? Or should I just pick another class altogether and save us both the headache? 🙂

 

 

Edited by Arklytte (see edit history)
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7 hours ago, Arklytte said:

@Paxon Heya!  So, I've finally had some time to start working on The Doc, and I had a couple questions.

 

1) Oath Against Harm: Given the nature of the world, as well as the game, is this even feasible?  My reasoning behind this is backstory based.  I'm still working out the details, but the basic gist is that at some point in his life, he found himself in an ancient, BeforeTime ruin, and found a cache of books (maybe an old library, maybe a medical college, or simply a small teaching hospital) that he read and was able to learn doctoring from.  As part of that learning, he read about the Hippocratic Oath in a book on medical ethics.  Given the nature of the world, this sort of advanced knowledge would have seemed like 'magic' to him (as would, presumably, anything from the BeforeTime), and in the process of his learning, he incorporated that into his personal belief system, sort of like a totem that he uses to 'power' his 'hoodoo doctoring magic'.

 

I'm still working out the finer details, but this is the general idea I'd like to run with.  I just dont know if, given the nature of the game, this would work.  I mean, we literally are the crew of a giant tank, fighting to survive in the wastes, and bring a bit of the light of civilization, or at least safety, to those we come across...violence is sort of baked into the basic premise.

 

My plan is for him to be almost exclusively a buffer/debuffer, with a bit of crowd control...I can do most of that with Alchemy toxins, since they dont really do HP damage.  The main issue I'm having is that I'm trying to figure out if there's any feasible way to make his Flashbangs nonlethal, but I'm not having a ton of luck.  That said, I've not done a massively deep dive, so it's a work in progress.  Worst case scenario, maybe we can work something out together that's customized for Doc?

 

2) I've been looking over the Alchemist...it's an interesting class that I've never, ever played, though after diving into it, that might change at some point. However, for THIS game, I'm encountering a fairly significant difficulty.  The Physician (Spheres) Archetype removed pretty much all of the basic Alchemist class features, and goes all in on healing and the Alchemy sphere.  They lose Mutagens, Bombs, Poison, and Potions, which means that pretty much all of their Discoveries are completely worthless.  There are a (very limited) number of Discoveries that aren't tied to those class abilities, but most of them are really niche (and not really appropriate to this game).  Even most of the Discoveries from Spheres wont work, since they're either Mutagen focused, or assume you have Spell Points.  There are literally 2 that are of any use to my character, and I can only take 1 of them, since both dont unlock til 6th level (Improved Salve & Improved Panacea, to be specific), and while I can see taking one of them (probably the Salve one), most of the rest are specifically useless because of the Martial Only limitation.

 

So, I was wondering, since I'd still like to go Dual Doctor, would you be willing to let me trade my Discoveries for Scholar Impositions/Knacks?  Obviously this would give me a couple extra ones above and beyond the norm, but I think it's something I can kinda justify, since Alchemist Discoveries allow one to take Hedgewitch Secrets, and, even though we cant actually use most of the Hedgewitch secrets, we CAN trade those for Rogue Talents, which I could use.  Since Impositions/Knacks seem about on par with Rogue Talents, I dont think it's too big a stretch to trade them for Discoveries.  Obviously, the final call would be yours, of course. 🙂

 

EDIT: Actually, nevermind. It occurs to me that there are several rather awesome Rogue talents that would totally fit this character. So long as you're ok with me doing the Hedgewitch Secret -> Rogue Talent shuffle, then we're golden. 😄

 

EDITEDIT: Hmmmm...after re-reading the character creation rules, I'm noticing that Alchemist isn't on the list of available classes.  So...given that the Physician archetype completely removes spellcasting (and pretty much everything the Alchemist has that mimics it), may I still use it? Or should I just pick another class altogether and save us both the headache? 🙂

 

 

1. Yeah, Oath Against Harm is feasible. As it will be in most games of pathfinder with an emphasis on combat, it will certainly be a challenge, but hey, that's why it gives 4 points. I would be willing to consider a reduced value version of the oath in which you can't kill/lethal damage humans or humanoids (encompassing mutants), but would allow dealing lethal damage to monsters. That would fit the hippocratic oath, which seems pointedly directed at human patients. 

2. I'm generally going to be fine with archetypes that make a class martial only, so the Physician archetype works. 

  • Re Hedgewitch Secret: technically it's unavailable since it requires the spherecasting ability. Weirdly, the Discoveries class feature is also unavailable under the current rules since it's an (su) ability 🙂 . The use you're asking for seems like a reasonable enough one, however the Hedgewitch Secret discovery also requires you to have access to the path. So you'd need to spend a Discovery on the Amateur Hedgewitch secret to buy into Charlatanism (which gets you versatile performance, another reasonable ability to have), then from there you could select the rogue talent secrets. So Discoveries approved for non-SU discoveries, and hedgewitch secret approved for the specific use noted.
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1) A lesser one that still let's me still fight monsters would be cool.  I could use his Toxins to lock down humans if necessary, but still go all out against kaiju and monsters.  I like it.  🙂

 

2) Yep, I was planning to take Amateur Charlatan. I rather like Versatile Performance, and there's a traits that let's me swap INT & CHA for one skill, so I can take that for Perform.  I was thinking having him be a storyteller (Oratory, which nets him Diplomacy and Sense Motive) would be kind of cool, and fit with a more intellectual, rather than Charismatic, person.

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Okay so let's call the new oath Hippocratic Oath 🙂 

It is now a 2 point oath

Oath: You have sworn to do no harm, and so to never to take the life of a living, intelligent person. You cannot inflict lethal damage on a living creature of the Humanoid or Monstrous Humanoid type with any of your abilities, and you cannot directly kill a living creature of these types by any other means (this might include killing it with ability drain or pushing it off a cliff to its death).

It has the same defiance penalty and atonement as the original.

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Dope!  That means that monsters, kaiju, irradiated animals, etc, are fair game, but humans and human mutants aren't. 

 

Either way, it's not like he's going to be some bloodthirsty monster.  But it's good to know that if he has to put down a pack of killer mutant squirrels or something, he won't be taking himself out as well.

 

Also, for fluffs sake, if it should happen that I trigger the Oath, I'm going to play it more like a seizure or something, brought on by massive psychosomatic guilt, rather than literally copying the wounds (like I did with Herbert), since magic isn't a thing for this game. 

 

Obviously the mechanics will be the same.  Just the expression of them will be different. 

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I was thinking...could we change the Oath to 'any sentient'?  That way he can attack things like Infected without restrictions, but if they ran up against some odd (but sentient) mutated animal or alien monster, his Oath would compel him to take them nonlethally.  I think it fits the spirit of the Hippocratic Oath better.

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On 5/29/2022 at 7:34 PM, Arklytte said:

I was thinking...could we change the Oath to 'any sentient'?  That way he can attack things like Infected without restrictions, but if they ran up against some odd (but sentient) mutated animal or alien monster, his Oath would compel him to take them nonlethally.  I think it fits the spirit of the Hippocratic Oath better.

I would be okay with that. In fact I considered that, but went with the more simple and clear option. The reason being, it will mean you need to be able to somehow determine/judge sentience in something more monstrous, which will take a little back and forth and perhaps some degree of judgement call. May have to observe an unknown monster for a while to determine sentience. We can do that though. For the record, I intend to treat "infected" exactly like undead, which is to say they aren't living anymore and thus not subject to your oath. Standard knowledge of the infection is that it is incurable, those who are completely overcome by the infection retain no more semblance of self nor personality traits of who they were before, and considered by almost everyone to be already dead. Just the infection controlling their body now. Let me know if you want to make the change or keep it as humanoids/monstrous humanoids.

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Heya Pax!

 

So, I have two thoughts on this whole Oath Against Harm thing.

 

As you changed it, 2 points with a clear demarcation between Human/Humanoid and 'Everything Else', is perfectly functional, and is something I can easily roleplay, without too much fuss.

 

If we were to do Sentient and Non-Sentient, that, as you said, makes things more complicated.  For known/knowable quantities, it's easy...Doc is half Scholar, has a stupid amount of Skill Points (8 base +6 INT = 84 points 😄), and access to all Knowledge Skills.  Combined with Scout (which he'll have), he'll be able to identify most things on sight. It'll only be true unknowns that will be the major issue.  The other issue is that it has the potential to impact the rest of the group.  Because, while Doc wont be a bleeding heart type (we are in a post-apocalyptic wasteland, after all :D), his convictions and personal moral code are as hard as steel.  And if the party runs into something unknown, and it even hints at being sentient, he's going to make a big deal about making sure it is, or isn't, before just blowing it away.  And if it is sentient, unless it proves to be truly, inherently evil, he's still going to push back against the rest if they want to just kill it.  He wont actually fight the crew, of course, but it has the potential to make for a real plot complication.  As such, I'd request that this option be raised to 3 points.  It's still not as restrictive as 'no damage to ANY living thing', but it's more restrictive than Human/Everything else, and comes with an inherent complication point with the rest of the party, one that could have real consequences to not just Doc.

 

If you're ok with that change, I'd like to switch to Sentient/Non-Sentient.  If not, we'll stick with Human/Non-Human.  🙂

 

*************

 

Also, on the subject of Oaths. I also took Oath of Humility (no titles, no land, no subordinates/summons/animal companions).  Given the nature of the game, I was thinking that 'Cant take up the Commander slot on the Crew' would be an appropriate addendum as well.  If you agree, do you think that would make it worth 2 points, rather than 1, since that completely bars him from 1 of the 5 available positions?

 

Also, also, and this is just pure curiosity, why did you knock Oath of Offerings clear down to 2?  I mean, I know it's a lesser complication now, since we get free Oath Points, but it's still a fairly major limitation.  Losing out not only half your initial 'gold', but also half the in game loot, plus having to figure out a way to unload that loot constantly.  Given the nature of the game, we probably wont realistically be able to send it to a single organization/location (unless some group like the Tinker Express Kinghts of Fordlove that name, BTW...I'm picturing a bunch of guys in Fallout style power armour, riding through the desert in tricked out Ford F350's with miniguns mounted on the top of the cabs and big spiked cow-catchers on the reinforced bumpers...all while 'Ride of the Valkyries' plays over massive loudspeakers. 😄 Sometimes my brain goes to WEEEEEEEEEEEEEEEEEEEEEEEIRD places)) offers some kind of secure way to transport materials or wealth.  I had intended on Doc basically giving it away to the needy as we traveled, either on an individual basis (ie giving some poor family of farmers we come across a few scavenged bits of equipment or whatever), or to an orphanage or church if we come across a town.

 

Anyway...again, just my brain going to weird places, and I was curious.  🙂

Edited by Arklytte (see edit history)
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16 hours ago, Arklytte said:

So, I have two thoughts on this whole Oath Against Harm thing.

 

As you changed it, 2 points with a clear demarcation between Human/Humanoid and 'Everything Else', is perfectly functional, and is something I can easily roleplay, without too much fuss.

 

If we were to do Sentient and Non-Sentient, that, as you said, makes things more complicated.  For known/knowable quantities, it's easy...Doc is half Scholar, has a stupid amount of Skill Points (8 base +6 INT = 84 points 😄), and access to all Knowledge Skills.  Combined with Scout (which he'll have), he'll be able to identify most things on sight. It'll only be true unknowns that will be the major issue.  The other issue is that it has the potential to impact the rest of the group.  Because, while Doc wont be a bleeding heart type (we are in a post-apocalyptic wasteland, after all :D), his convictions and personal moral code are as hard as steel.  And if the party runs into something unknown, and it even hints at being sentient, he's going to make a big deal about making sure it is, or isn't, before just blowing it away.  And if it is sentient, unless it proves to be truly, inherently evil, he's still going to push back against the rest if they want to just kill it.  He wont actually fight the crew, of course, but it has the potential to make for a real plot complication.  As such, I'd request that this option be raised to 3 points.  It's still not as restrictive as 'no damage to ANY living thing', but it's more restrictive than Human/Everything else, and comes with an inherent complication point with the rest of the party, one that could have real consequences to not just Doc.

 

If you're ok with that change, I'd like to switch to Sentient/Non-Sentient.  If not, we'll stick with Human/Non-Human.  🙂

Okay, we can set it to 3 and have it be a prohibition against harming sentient (or maybe sapient or conscious is a better word. I went down a bit of a rabbit hole seeking a good clear definition 🙂. But I think we both understand what we mean by sentient) living things. We're going to have to define it, which I'll go ahead and do as a creature with an intelligence score of 5 or more. So that will include animal intelligences, but also encompass some set of what would fall under other monster types like magical beast, aberration, etc. as things you are allowed to harm. It will indeed eliminate a decent amount of creatures from those you may harm. If it isn't otherwise obvious to you, the int score of a creature is something you can request as one of your pieces of information from a successful knowledge check. For more rare creatures, I may require succeeding by a certain amount in order to determine it. And of course, as I approved for another player, there is Detect Surface Thoughts.  

 

17 hours ago, Arklytte said:

Also, on the subject of Oaths. I also took Oath of Humility (no titles, no land, no subordinates/summons/animal companions).  Given the nature of the game, I was thinking that 'Cant take up the Commander slot on the Crew' would be an appropriate addendum as well.  If you agree, do you think that would make it worth 2 points, rather than 1, since that completely bars him from 1 of the 5 available positions?

 

Also, also, and this is just pure curiosity, why did you knock Oath of Offerings clear down to 2?  I mean, I know it's a lesser complication now, since we get free Oath Points, but it's still a fairly major limitation.  Losing out not only half your initial 'gold', but also half the in game loot, plus having to figure out a way to unload that loot constantly.  Given the nature of the game, we probably wont realistically be able to send it to a single organization/location (unless some group like the Tinker Express Kinghts of Fordlove that name, BTW...I'm picturing a bunch of guys in Fallout style power armour, riding through the desert in tricked out Ford F350's with miniguns mounted on the top of the cabs and big spiked cow-catchers on the reinforced bumpers...all while 'Ride of the Valkyries' plays over massive loudspeakers. 😄 Sometimes my brain goes to WEEEEEEEEEEEEEEEEEEEEEEEIRD places)) offers some kind of secure way to transport materials or wealth.  I had intended on Doc basically giving it away to the needy as we traveled, either on an individual basis (ie giving some poor family of farmers we come across a few scavenged bits of equipment or whatever), or to an orphanage or church if we come across a town.

 

Anyway...again, just my brain going to weird places, and I was curious.  🙂

I'm going to say no on the Oath of Humility question. While sitting in the commander spot is at least a temporary position of leadership, it is different than having subordinates or titles. More of a team lead type thing than controlling people. The whole team still has an equal say in things overall. Some characters will rarely or never occupy certain spots anyway due to their character set up.

 

As to Oath of Offerings, a few reasons (besides that's what CJ used in the game I took it from 😉) : For one, there are no magic items, and in a more traditional game magic items make up a decent chunk of your advancement. With the free oath points given out, and with the potential advancement of magic items much less of a factor, the oath isn't worth as much. Further, the restrictions on the oath are changed. It no longer specifies you may only possess half your expected WBL at all times, simply that you must give away half of your earnings. That means you can still accumulate a bunch of value in items if you save up, and end up with significantly more than half of your WBL. It's actually a much looser restriction in that sense. As to the point about needing to send it to a specific recipient, you're helping me realize I need to make a clarification on the Oath — it's in my head but taking a second look at what I wrote on the guidelines, it definitely isn't there. I intend for you to be able to simply donate/give away half your wealth, but it doesn't need to be to a specific cause. So you can give it away to any needy community or wastelander you happen across on your journeys. That should make it easier to pull off, I want the burden to be not having as much material wealth, but not needing to figure out safe ways to wire-transfer barter goods 🙂 

(Gonna go make that clarification of the rules now)

 

 

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