George Hamilton

George Hamilton


Male Human Dedicated 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 15; Init +0; Spd 30 ft; Defense 11 (+0 Dex, +1 class); BAB +0; Grp +1; Unarmed Strike +1 (1d3+1 nonlethal, 20/x2) AL; Good, Self SV Fort +3 Ref +0 Will +3; AP: 5; Rep +1; Str 13, Dex 10, Con 15, Int 13, Wis 15, Cha 12

Occupation: Doctor (Craft (pharmaceutical), Treat Injury)

Skills: Bluff +1, Climb +1, Computer Use +1, Concentration +2, Craft (Chemical) +2, Craft (Pharmaceutical) +8, Diplomacy +1, Disguise +1, Forgery +1, Gamble +2, Gather Information +1, Intimidate +1, Investigate +2, Jump +1, Knowledge (earth & life sciences) +3, Listen +2, Navigate +1, Profession +5, Research +3, Search +3, Sense Motive, +2, Spot +2, Survival +2, Swim +1, Treat Injury +9

Feats: Medical Expert, Simple Weapon Proficiency, Surgery

Talents:

Dedicated - Healing Knack

Possessions: Clothing outfit (business), pharmacist kit, pill launcher, surgical kit, medical kit

Background: George is a doctor who works at the Raccoon City Hospital. He is a first-class surgeon who possesses a cooperative spirit and the power to naturally acquire other people's trust. It is almost crucial that George is on your team because of his medical abilities. He carries a medical set which can be used to mix a variety of medicinal cures.

New Item: Pill Launcher: Capacity: 5 This unique weapon can load various pills that can be used to heal your partners or to attack enemies. The pills loaded into the weapon has various effects when used. When used against humans/ teammates, use the pills normal effects as if it was taken by the target it self.

Herb Conversion Table This shows you what herbs and herb combinations make when converted into medicinal capsules, as well as the DC for each (Craft (Pharmaceutical)) check:

Table: Combination-Results (Effects)                   -Craft (Pharmaceutical) DC

Green		Antidote Pill (As Antidote, but more compact)			5

Blue		Recovery Medicine (Restore 1d6+2 HP)				10

Red		Hemostat (Stops bleeding)					10

Blue+Red	Recovery Medicine (large) (Restores 2d8 HP)			20

Green+Blue	Anti Virus (Reduce Fort save DC vs. T-Virus by 5)		15

2 Green+Blue		Anti Virus (large) (By 10)				20

Green+Blue+Red	Anti Virus (extra large) (By 15)				22

Recovery Medicine Base	Recovery Medicine (Restore 1d6+2 HP)		       10

(Anti-Virus) When used on teammate, its the same effect as when they use an Anti-Virus on themselves. Inflicts 4D8+4 points of damage to zombie. Inflicts 2D8+2 points of damage to other monsters.

(Antidote) When used on teammate, its the same effect as when they use an Antidote on themselves. Effective against (or instantly kill) insects, especially: Hornbill Flying Bug Mega Bite (B) Scissor Tails Giant Spider Wasp Inflicts

2d8 points of damage to other monsters.

(Hemostat) The only real use for this is to cure your teammates of their bleeding status. When use on monsters, it will only knock them down/back, but inflict no damage at all.

(Recovery Pill) The only real use for this is to cure your teammate. Totally useless against monsters, this cannot knock them back nor inflict damage.