Tuesday, 19 December 2017

Pathfinder: OC II

...When the motherland opened new frontiers and new opportunities opened for everyone, rich and poor, Arcontes' wanted to sit it out: his family considered him to be an eccentric, if not an outright snob, someone to be embarrassed by in a family of respectable alchemists. They shunned him and sent him away, to the frontier - and there Arcontes has changed.

The man was always a snob, and he loved flowers - and there, in the new, savage country, he discovered that to collect flowers you had to brave deadly dangers - animals, magical beasts, dragons, unfriendly natives, hazardous terrain...but it was often worth it, as the new plants of the new frontiers provided rare poisons and powerful medicines back home, worth much more than their weight in gold - and so Arcontes began to collect them, becoming harder and leaner than he ever been back home.

Arcontes was born in an intelligent, literate family, and so he is an intelligent, literate person with plenty of clients and allies back home, who consider him to be one of their chief suppliers. As such, he is fast becoming a person of prestige with plenty of money in his bank account, and before long he could retire for good - but he doesn't.

Arcontes has many wilderness skills - he has a skill at making maps, (which he does, and then sells for a good  price), and he has a knowledge of nature, especially plants, which he collects and sells back to his clients in the homelands, back south. What he lacks is much of human empathy...or any other kind of empathy - he cares only about plants and the thrill of discovery, and when anyone gets in his way, they will quickly regret it.

As such, Arcontes can be a dangerous foe to the PCs - or a reluctant ally, provided that someone in the adventuring party shares his passion for new plants.

Arcontes
Human investigator (natural philosopher) 8
Init +7; Senses Perception +15

DEFENCE
AC 15, touch 16, flat-footed 15 (+3 armor, +4 Dex)
hp 63 (8d8+24)
Fort +2; Ref +6; Will +6;
Defensive Abilities poison resistance +6

OFFENCE
Speed 30 ft.
Melee unarmed strike +7/+2 (1d3/x2) or
Handaxe +7 (1d8/x3)
Ranged shortbow +11 (1d6/x3)
Special Attacks studied combat, studied strike +3d6
Alchemical Extracts Prepared (CL 5th; concentration +3)
3rddisable construct, fey form I
2ndair step, blood armor, pouncing fury, vine strike
1stheightened awareness, invisibility alarm, long arm, monkey fish

STATISTICS
Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 12
Feats Dodge, Eagle-Eyed, Expert Cartographer, Improved Initiative
Skills Acrobatics +14, Climb +12, Craft (alchemy) +10, Craft (maps) +20, Craft (weaponsmithing) +14, Diplomacy +11, Escape Artist +14, Knowledge (geography) +12, Knowledge (nature) +11, Perception +15, Stealth +12, Survival +13 (+17 follow tracks)
Languages Common, Dwarven, Elven, Sylvan, Undercommon
SQ alchemy, herbalism, investigator talents (amazing inspiration, effortless aid), keen recollection, natural philosopher’s inspiration, poison lore, swift alchemy

Combat Gear potion of cure minor wounds, scroll of calm animal, wand of ray of frost; Other Gear mwk padded cotton armor, mwk corkwood helmet, mwk handaxe, mwk shortbow with 20 arrows, elixir of truth, bull’s-eye lantern, investigator’s kit, diary, a book of maps, 577 gp

PS: So, what do you think?

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