About Minniwick Zookwinkle
3'4" 39 lbs His hair is a faded silver lavender and is normally covered with a odd hat. Today's hat looks like a large, black and red spider made of yarn is perched on his head. He dresses in common clothing but is always in his thick leather work apron bristling with pockets. Vials and pouches are tied all over the apron or secured with a dart or pin. Leather work gloves that go to his elbow and are stained with years of chemicals flap at his belt as he walks. The donkey and cart he leads are quite a site. The donkey is a bright blue (some kind of dye you think) and every bit of the cart (even the wheel spokes) are painted in a kaleidoscope of colours. On one side are the words "Zookwinkle Alchemical Cures" and on the other "For all your aches and pains" both are in bold letters in the common tongue.
His family has been in Cauldron for over 600 years going back to the very founding of the town. There was a time when Minni would love to talk of his families past glories. A respected shopkeeper and potion maker in the family tradition. All of that changed about 75 years ago. Now, for reasons he does not talk about, he started wandering the area around Cauldron. His cart and donkey are oft seen stopping at the logging towns, plantations, and watering holes around Cauldron and the market at the city gates. Rarely does he venture into the city due to the memories of lost family and community but he is not willing to leave the area his family has called home for generations.
listed with the OLD age catagory modifiers (-3 Phy +2 Men). Original abilities before age effects S:10 D:13 C:15 I:16 W:12 C:12
AC 13 T 10, FF 13 (+2 armor, +1 Size)(+4 Vs Giants)
HP 54 (6d8+5 Con, +2 FC)
Fort +6 Ref +5 Will +4
Bab +4, CMB 1 CMD 11
Low Light Vision
Combat: Bomb (ranged touch 12x day)
Breadth of Experience:You get a +2 bonus to all Knowledge and Profession skill check, and can make checks with those skills untrained
Splash Weapon Mastery: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.
Master Alchemist: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost. In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).
Refer to Character sheet for breakdown. Appraise:8, Craft Alchemy:17, Disable Device:9, Diplomacy:4, Heal:7, Knowledge(arcana):10, Knowledge(History):7, Knowledge(Local)12, Knowledge(nature)10, Knowledge(nobility) 7, Linguistics:5, Perception:13, Profession Shopkeeper/Peddler:8, Sense Motive: 7, Slight of Hand: 4, Spellcraft:10, Survival:6, Use Magic Device:11
Explosive Bomb: Splash Radius of 10' rather than 5'. A direct hit causes 1d6 damage each round until put out. 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.
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
5 1st Formula per day: 2x Shield, Bomber’s Eye, Cure Light Wounds, Open Slot - 4 2nd Formula per day Alchemical Allocation, Lesser Restoration, See Inviz, Open Slot// In Town 5X 1st Formula per day: Cure Light Wounds, 4 open slots - 4X 2nd Alchemical Allocation, Lesser Restoration, See Inviz, Open Slot
Formula Book (10/100 pages): Anticipate Peril (UM), Ant Haul, Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Identify, Endure Elements, True Strike,Youthful Appearance (UM), Disguise Self, Expeditious Retreat, Shield, Touch of the Sea(APG), Longshot (UC), Alchemical Allocation, Lesser Restoration, Targeted Bomb Admixture (UC), See Inviz
Weapons: Sickle, 8 Darts Armor: Leather (work apron, gloves and steeltoe boots) Gear: Backpack, Travellers outfit, trail rations for 6days, 4 winter blankets, Bubbles (donkey), Cart, Alchemist Kit, Portable Alchemist Lab, Merchants Scale, 250 gold raw materials Stock: 3 Potions of Cure Light Wounds, 1 Potion of Bomber's Eye (on person) 1 Potion of Endure Elements , 3 flasks of Alchemist's fire, 2 flasks of Acid, 2 vials Bloodblock, 30 packets of Alchemist kindness, 2 vials of Antiplague, 1 vial of Anti Toxin, 30 Tindertwigs, MW tools, 6 Drow Poison, 5 vials of Acid, 2 Potions Identify, 12 Sunrods, 3 Flash Powder, 1 Potion Ant Haul Money: 650 Gold 2 Silver Owe: Tax of 86GP Rent for Shop ??
Incoming![dice] 1d20+6 [/dice] Damage [dice]3d6 + 4 [/dice] Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 10' radius 7 pts Ref DC 17 for 1/2