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Dunmar Zek, The Physician General
A very tall and rotund personage in colorful robes. Their face is covered with a silver mask stylized as a serpent. The cane wielded is serpent-shaped as well.
CR 6; 2,400 XP
Hermaphrodite nagaji spiritual aberrant metamorph 7
CN Medium Humanoid (reptilian)
Init +0; Senses low-light vision, scent; Perception +9
Defense
AC 18, touch 12, flat-footed 18 (+2 adaptive defense, +1 armor, +5 natural)
hp 63 (7d8+28)
Fort +9, Ref +6, Will +3; +2 vs. mind-affecting and poison
Init +0; Senses low-light vision, scent; Perception +9
Defense
AC 18, touch 12, flat-footed 18 (+2 adaptive defense, +1 armor, +5 natural)
hp 63 (7d8+28)
Fort +9, Ref +6, Will +3; +2 vs. mind-affecting and poison
Defensive Abilities vital surge (7/day, 3d6); Immune disease
Offense
Speed 30 ft.
Melee bite +9 (1d6+5), or club +8 (1d6+3) and bite +4 (1d6+2)
Offense
Speed 30 ft.
Melee bite +9 (1d6+5), or club +8 (1d6+3) and bite +4 (1d6+2)
Special Attacks enhanced natural attacks (+1)
Statistics
Str 16, Dex 10, Con 17, Int 10, Wis 10, Cha 15
Base Atk +5; CMB +8; CMD 20
Feats Diehard, Extra Vitality Surge, Great Fortitude, Skill Focus (Heal), Toughness, Vital Restoration
Str 16, Dex 10, Con 17, Int 10, Wis 10, Cha 15
Base Atk +5; CMB +8; CMD 20
Feats Diehard, Extra Vitality Surge, Great Fortitude, Skill Focus (Heal), Toughness, Vital Restoration
Skills Heal +10, Knowledge (local) +7, Perception +9, Use Magic Device +9
Language Common, Draconic; telepathy 100 ft.
Language Common, Draconic; telepathy 100 ft.
SQ evolution (bite, disease immunity, hermaphrodite, improved natural armor, scent, telepathy)
Notable Gear +1 cloak of resistance, wand of cure light wounds (regularly purchased using city assigned funds)
Dunmar Zek holds the highly venerable station of the city's Physician General, a magisterial position responsible for licensing apothecaries and healers, authorizing novel medicines and medical procedures, overseeing dealing with plagues, ordering and organizing quarantines, and taxing medical trade in general.
Dunmar Zek owes their position to having developed, through spiritual practices not well understood, not even by Dunmar Zek, a complete immunity to diseases. They fail to take a hold over Dunmar Zek leaving the Physician General free to deal with victims of plagues safely. The issue is, the spiritual practices followed by the esteemed magistrate are of little use to common folks and don't translate well into actual medical procedures—despite the Physician General's conviction otherwise.
To make the things worse, Dunmar Zek's beliefs are neither consistent nor constant, being easily influenced by whatever new esoteric fad comes around, be it an actual religion, a superstition, or even a fashion, keeping the city health policies in constant flux. There has yet to appear a healing practitioner who would be denied license, though Dunmar Zek is wary of surgeons and alchemical medicines. Despite all the changes introduced so often and many personal oddities and eccentricities (or maybe because of them), Dunmar Zek is highly respected in the city and considered a foremost expert when it comes to matters of health.
The magistrate speaks in third person, using extensively elaborate and colorful language, that echoes in the minds of the people spoken to.
New 1-point Evolution
Disease Immunity (Ex): The metamorph is immune to all diseases contracted in a specific way selected when this evolution is acquired—contact, ingested, inhaled, or injury. Spending two additional evolution points grants immunity to all diseases, regardless of method of infection, including supernatural diseases. This evolution is suitable for all phenotypes.
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