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The Good Doctor
A short, pudgy figure, wearing too-long black robes, and an oversized top hat. His face is covered with a beaked plague doctor mask.
CR 3; 800 XP
LE Small Construct
Init +6; Senses darkvision 60 ft., low-light vision, deathwatch; Perception +6
Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 26 (3d10+10)
Fort +1, Ref +3, Will +4
DR 5/adamantine; Immune construct traits
Offense
Speed 20 ft.
Melee 2 slams +6 (1d4+2), or scalpel +6 (1d3+2, 19–20/×2 and bleed) and slam +1 (1d4+1)
Ranged scalpel +6 (1d3+2, 18–20/×2 and bleed)
Special Attacks bleed (scalpel, 1d6)
Spell-Like Abilities (CL 1st, concentration +1)
Constant—deathwatch
Statistics
Str 14, Dex 14, Con —, Int 17, Wis 17, Cha 11
Base Atk +3; CMB +4; CMD 16
Feats Combat Reflexes, Improved Initiative
Skills Craft (alchemy) +10, Heal +10, Perception +6, Stealth +9, Use Magic Device +7
Language Common, Infernal, Necril, incomprehensible medical jargon
SQ experimental cure, medical lore
Gear alchemical kit, medical tools, seemingly unlimited supply of small and sharp but otherwise unremarkable scalpels
Experimental Cure (Ex) The Good Doctor often experiments with weird treatments and procedures. Those who partake in them unresisting, either because they are willing or incapacitated and unable to prevent the Good Doctor from treating them, are subject to a random effect. Administering the experimental cure takes 1d4 hours of the Good Doctor's work.
..2d6.. | Effects |
2 | The patient suffers 2d6 points of ability damage to a random ability score. |
3–4 | The affliction grows more potent, doubling all the effects until cured. |
5–6 | For the next 1d4 days, the patient is sickened but gains +4 alchemical bonus to saving throws against the affliction treated |
7 | The affliction shifts its frequency to 1 hour. This might help handle the healing, or waste the patient quickly, depending on the affliction, available care, and other circumstances. If the affliction already has frequency of 1 hour, it changes to 1 minute instead. |
8–9 | For the next 1d4 days, the patient suffers from anxiety, gaining shaken condition, and the affliction treated is suppressed for the same time. |
10–11 | The affliction loses on potency, halving all the effects until cured (rounded down to a minimum of 1). |
12 | The affliction is immediately cured. |
Medical Lore (E) The Good Doctor had protocols of medicine installed and treats Craft (alchemy), Heal, and Use Magic Device as class skills, and gains bonus equal to half its HD when making checks with those skills.
The Good Doctor is strange traveler attracted to epidemics, plagues, and other mass biological perils. He comes promising aid and reprieve, but his methods are callous and painful to the recipients, as he is sorely interested in studying the malady, with no regard to its patients well-being, or even survival—his secret being that he was built with a purpose in mind, and that purpose is studying diseases at all costs, not curing the sick.
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