Arcane Experimenter

Newt the Alchemist's page

85 posts. Alias of Grand Moff Vixen.


About Newt the Alchemist

Background:
Newt's father was a locksmith, and he demanded that he follow in his footsteps. But frankly, locksmithing is quite boring. So Newt left home to travel and discover what he wanted to do with his life. During that time, he's had many jobs, including court jester, manure shoveler, and short order cook (pun intended), to name but a few. Finally, Newt discovered a skill he enjoys: alchemy. It's dangerous (he's singed many an eyebrow), profitable, and yields fascinating items that make everyday life easier. When he heard about the quest to defeat the ogre, he just had to close the shop for a chance at some field-testing of his devices. He only wishes he had more items in stock! Besides, he has other useful skills, such as sneaking (long story), and he still knows the innards of most locks. Newt prefers to hang back and avoid the close combat. A gnome like Newt could get stepped on. Instead, he focuses on tossing alchemical goodies into the fray, or using his crossbow.

Personality:

Newt tends to speak very fast, and has a habit of rubbing his hands together. He is fascinated by magic and those who wield it, but believes alchemy can achieve similar results. He craves the riches the ogre must be hoarding. Newt hopes to pay for all the devices he plans on using, plus having some left over to expand his lab and hire an assistant. An assistant could free him up to pursue research and development. He has many alchemical ideas he wants to explore, and carries a small notebook in case inspiration hits him on the road.

Appearance:

Newt is 54 (doesn't look a day over 30!). He is 3'8" at 39lbs. His hair is the color of midnight blue. He carries a backpack, a heavy mace, a light crossbow, 2 daggers, and some silk rope tied to the backpack.

Newt CR 1/3
XP 135
Male Gnome Expert 1
NG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +2; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee dagger +1 (1d3/19-20) and
. . dagger +1 (1d3/19-20) and
. . heavy mace +1 (1d6)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
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Statistics
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Str 11, Dex 16, Con 14, Int 16, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Deft Hands
Skills Appraise +7, Craft (alchemy) +9, Craft (locks) +5, Disable Device +11, Disguise +4, Escape Artist +7, Perception +6, Sleight of Hand +9, Stealth +11, Survival +4; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Dwarven, Elven, Gnome, Goblin, Sylvan
Combat Gear alchemist's fire (4), smokestick (2), tanglefoot bag, thunderstone (2); Other Gear crossbow bolts (39), dagger, dagger, heavy mace, light crossbow, backpack, belt pouch, belt pouch, sack, sack, sack, sunrod (2), thieves' tools, masterwork, tindertwig (7)
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Special Abilities
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Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.