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Eccentric Experimenter

Most researchers take a very slow, methodical approach to their studies, carefully changing one variable at a time and recording every boring result. You, however, take a far more proactive approach, often to unearthly—or even explosive—results. This disturbing, unconventional, or dangerous undertaking may have cost you friends, respect, and even a digit or two. Perhaps you conducted your experiments in secret because of the stigma attached to your field of study, or maybe you joyfully invited the entire academy to view your ongoing work. Regardless, your endeavors have put you far out of the academic norm, and possibly out of your job or even your home.

What is your particular field of study? How did you get started? What’s your crowning achievement? What’s the most spectacular way one of your experiments has gone awry? What are you hoping to discover? What have you sacrificed, lost, or discarded in pursuit of your goals?


Ability Score Increases: +1 to Intelligence and one other ability score.

Skill Proficiencies: Engineering and either Arcana or Medicine

Languages: One of your choice

Suggested Equipment (Cost 16 gold): Common clothes, dried yewclaw bark, 5 sheets of parchment, ink and inkpen, chalk.

Feature: Trial and Error. You gain an expertise die on saves made to resist the poisoned condition.

Adventures and Advancement. Eventually your research will attract some attention, wanted or not. After enough of these encounters, you may recruit assistants; 2 apprentice mages who can help with your experiments. Additionally, you may also attract the attention of a patron who supports your endeavors, allowing you a moderate lifestyle.

Connection and Memento. Roll 1d10, choose, or make up your own.


Eccentric Experimenter Connections

  1. The discrete undertaker or graveyard keeper you’ve worked with in the past.
  2. The farmer whose barn you exploded with an experimental rat killer.
  3. The city guard or constable who is convinced you’re dangerous and keeps an eye on you.
  4. The professor at the local academy who sees your potential, if only you’d develop some discipline.
  5. The retired adventurer whose life you accidentally saved with a random
    concoction.
  6. Your former friend or lover who was permanently turned some unnatural color
    by one of your experiments and now wants nothing to do with you.
  7. An alchemical supplier who considers you their best customer.
  8. The cultist who thinks you would make a good recruit.
  9. A rival experimenter who occasionally attempts to sabotage or steal your work.
  10. The mentor who taught you every dangerous thing you know.

Eccentric Experimenter Mementos

  1. A thick notebook full of half-finished technical schematics, anatomy charts, or chemical formulas.
  2. An experimental potion that you’re convinced will work if you can just get the last obscure ingredient.
  3. A set of protective goggles.
  4. The only piece of glassware to survive your first lab explosion.
  5. A miniature flesh guardian , perfectly constructed, that you haven’t been able to animate yet.
  6. A box of random gears and springs that you’re sure will come in handy someday.
  7. Some (possibly fake) monster parts you bought for cheap.
  8. A memento from a loved one whose memory inspires your research.
  9. Three potions that do…something, but resist all attempts at identification.
  10. A small jar of quicksilver that you’d swear you’ve seen moving from the corner of your eye.