"Impossible is not a word...It's just a reason for someone not to try!"
"What do you call a slip..that's a halfer like me for you foreigners...a slip ghost-whisperer who just escaped from prison? A small medium at large! HA! Get it?"
A halfling alchemist that is tired of the "status quo" and is seeking to stir things up, perhaps violently. He was the lab assistant of an unpopular wizard who met the "heavy hand of the law" when he violated a rather obscure zoning law that required him to have prior approval before updating his landscaping to include the petrified statues of some "messengers" from the local thieves guild...who knew the HOA's were literally the province of devils? As he was considered technically property, he was to become a ward of the state until an heir could be found, but he escaped while the estate was going through Probate Court. While waiting for the Courts to decide his fate, he found that the keys to his manacles had been left too close to him by a clerk. He didn't know if it was on purpose or not, as he recollects that clerk being somewhat absentminded about his duties, but to this day he still remembers what he looked like.Quasi-Tie in with: Valeron Legis.
Since then, he has continued to develop his skills in Alchemy and has been using his race and status to gain access to various households and cause all sorts of troubles.
While waiting to select new targets for shenanigans, Wart usually works as an unskilled laborer in either the [Insert Local Tavern Name Here], or as a general laborer for the city. He has heard of, and had the occasion to view the Witches of Rego Cader in the Ramble Gardens. He used to have dealings with them, concerning gathering rare herbs for his master's studies, but he has been watching them recently to figure out if he can trust them as a reliable source for information. Tie in with another character: Black Addie
Wart looks very similar to any other slip here in Westcrown. He is short, standing only 3'2" tall, looks rather gangly overall with a small pot belly. He probably doesn't even weigh more that 36 pounds...just look at the scrawny slip! His skin tone is that ever present almond color, and his hair is just a few shades lighter. Don't trust the little peck though...he is so full of it that it has tinted his eyes brown. His pointy ears hold the appropriate notches to denote slave status, as well as a piercing in the left lobe for the traditional hoop earring in case you miss the notches. His clothing matches what you would expect a slip to wear I suppose...he doesn't stick out if that is what you mean. Just looks like your average slip.
Description while dressed for Dirty Deeds Done Dirt Cheap:
"Yes, officer...I got a good look. It was short, with furry feet...it was a durned dirty slip. It had on some rather worn looking leather armor, a hat with a medium width brim, and a red mask. Color? Oh, Carnelian...real deep red...almost the color of blood. It had a sash across its chest, all pockets and such. What'd it do? Well, it mixed up something small, and threw it through a broken window pane. That little slip used one of those slings they are fond of...yeah, that's right it threw a small something at the house, and then it blew the whistle that you heard and ran off. It turned the corner over there just as the explosion went off. I came over to see if anything had been left, but all I found was this rose...stuck in the paver stones here as if it was growing out of it. I just know that little slip left it there, but I didn't see it place the rose before it was gone around the corner."
Male Halfling Alchemist Level 3
Chaotic Good (CG), Small Humanoid Initiative +3; Senses Perception +6
Languages Taldane(Common), Halfling, Dwarven, Goblin, Gnome
DEFENSE AC 19, 14 touch , 17 flat-footed ; (10 + 5 armor, + 1 deflection, + 2 Dex, + dodge, + shield, +1 size)
CMD +13 10 +3 BAB, +0 Str, +2 Dex, -1 size hp 28 1d8+1, Max at first lvl (9); +7 (2nd Lvl); +6 (3rd lvl); +6 (4th lvl) Fort + 6 (+4 Base, +1 Con,+1 Racial), Ref +7 (+4 Base, +2 Dex, +1 Racial), Will +2 (+1 Base, +0 Wis, +1 Racial) Resistances +2 racial bonus on all saving throws against fear; +2 class bonus to all saving throws vs. poison
ABILITIES STR 10(0), DEX 14(+2), CON 13(+1), INT 17(+3), WIS 11(0), CHA 14(+2)
Alchemy (Sp), Bomb (Su), Brew Potion (Ex), Mutagen (Su), Poison Resistance (Ex), Poison Use (Ex)
TRAITS Westcrown Firebrand [Campaign] +1 Trait bonus to Initiative, +1 train bonus to attack if allowed in surprise round.
Accelerated Drinker [Combat] You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand. [Cheliax: Empire of Devils 18]
FEATS Brew Potion (Alchemist Lvl.1) - An alchemist can brew potions of any formula he knows (up to 3rd level), using his alchemist level as his caster level. [Advanced Player's Guide Test Pg. 4]
Throw Anything (Alchemist Lvl.1) - An alchemist gains the Throw Anything feat.
Splash Weapon Mastery (Level 1) - You are adept at increasing the range, area, and accuracy of splash weapons.
Benefit: 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. [Adventurer's Armory 31]
Childlike (Level 3)[Advanced Player's Guide:156]
- Proficient with all Simple Weapons and Bombs and slings and all weapons with the Halfling are treated as Martial Weapons, also with light armor, but not shields.
- Alchemy (Sp): +[class level] Competence to Craft(Alchemy) to make alchemical items. Use in place of Detect Magic to identify potions, holding the potion for 1 round to make a check. Extracts can be dispelled vs. caster level 1. making an extract takes 1 minute. DC vs extract = 10+extract lvl+3 (Int. Mod)
- Bomb (Su) Stand action that provokes to create and throw; Rng. 20ft Throw Splash Weapon pg 202 PCR Direct hit = 1d6 fire damage +int mod; splash damage = minimum damage reflex save for half DC = 10+1(1/2 alchemist level)+(int mod)
- Mutagen (Su)1 hour to brew mutagen, potent until used. standard action to drink. +2 nat armr bonus, +4 alchemical bonus to 1 physical stat for 10 mins/alchemist lvl. -2 to one mental ability score. Str-Int, Dex-Wis, Con-Cha. other must make fort save dc 10+1/2 alchemists lvl(1)+ int mod or nauseated for 1 hour.
- Encumbrance: Light to 24.75 lbs, Medium to 49.5, Heavy to 75. Lift Over Head up to 75, Lift Off Ground up to 150, Drag or Push up to 375.
-Notes on Poison Use for Non-evil characters.