The Dying Oak
ALAS, POOR POSSUM.
The alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.
|Race:||Halfling (Warslinger)||Wealth:||634.27 gp|
|Alignment:||Chaotic Neutral||Companions:||Bad Ass (Donkey)|
: Appraise +7, Craft (Alchemy) +9 (when crafting +11), Disable Device +8, Knowledge (Engineering) +10, Knowledge (Nature) +10, Perception +10, Spellcraft +8, Stealth +8, Survival +6
Accelerated Drinker, Improvisational Equipment
|Hit Points:||19||Hit Dice:||2d8+4||Armour Class:||18 (flat-footed 13, touch 14)|
|Attack (sling):||+6 (1d3 +1 x2)||Attack (bomb):||+7 (1d6 +3 x2)|
- Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens.
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus.
- Throw Anything
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
When an alchemist brews a cognatogen, he selects one mental ability score—either Intelligence, Wisdom or Charisma. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen grants him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his physical ability scores. If the mutagen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen.
- Brew Potion
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
- Discovery: Precise Bombs
Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
- Poison Resistance
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
- Perfect Recall
At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
|Cold weather gear|
|Satchel, inside which is flint & steel, alchemical components pouch, waterskin, trail rations x5, potion cure light wounds x3, cure moderate wounds x1, flawed rubies x2, hemlock poison (DC 18, immediate onset, six rounds, 1d4 Dex), lockpick and holy water|
|Harness attached to Bad Ass|
|Riding saddle attached to Bad Ass|
|Saddlebags held by Bad Ass, containing portable alchemist’s laboratory in waterproof bag, trail rations x2, tent and bedroll|
|Caged canary attached to saddlebags|
Donkey CR ½
N Medium Animal
Init: +1; Senses: low-light vision, scent; Perception +5
AC: 11, touch 11, flat-footed 10
HP: 13 (2d8 +4)
Fort: +5, Ref: +4, Will: +0
Speed: 40 ft.
Melee: 2 hooves –3 (1d3)
Str: 13, Dex: 13, Con: 14, Int: 2, Wis: 11, Cha: 4
Base Atk: +1; CMB: +2; CMD: 13 (17 vs. trip)
Feats: Endurance, RunB
Skills: Perception +5
Docile (Ex): Unless specifically trained for combat (see the Handle Animal skill), a pony’s hooves are treated as secondary attacks.
In a hole in the ground there lives a halfling. Not quite a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell (though it must be admitted, the east tunnel does smell peculiarly of wet dog), nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat (old crates and subterranean fungus are all a man really needs). It is a halfling-hole, and if it doesn’t quite mean comfort, it at least means being warm and dry when the world outside is busy being pissed on by the gods themselves.
Common wisdom holds that halflings like holes. This was news to me when I first encountered it. Oh, I’ll grant you, I grew up in a little hill with my ma and pa and fifteen brothers and sisters. And I suppose it was a hole, though technically it was just a wee house with some turf dumped onto it. But halflings and holes having a natural affinity? Likely bloody story. At least, it certainly wasn’t true for my family. Pa was a fisherman, and my ma stayed inside all day seamstressing for our neighbours. The hole was just where we lived, and a rather poor hole it was.
I’ve often wondered why people think halflings like holes. It could well be that they’re getting us confused with dwarves (dwarves of course being much bigger than most people expect), but anyone who could look at a bloody great big bearded dwarf and get him confused with one of the wee folk is a sad moron indeed. In fact, out of all the halflings I’ve ever met, the only thing that they share with dwarves is a love of cheap mead.
Except for me, that is. Not about the mead, I mean — the stuff may taste like a diabetic’s piss, but it gets you well drunk. I’m talking about the holes. It’s why I learned dwarven and became a miner. Oh, one of the councillors tried to convince me to take up the magician’s mantle, but I wasn’t having a bar of it. I appreciate the appeal of the wizard’s trade, but nothing can compare to the thrill of opening up the earth, uncovering secrets long lost to the surface world.