Arnistolientar Popswicker

Eizzach Bitterbalm's page

75 posts. Alias of Bob Evil.

Full Name

Eizzach Bitterbalm


Middle-Aged Gnome


Alchemist (Chirurgeon) 1 | HP 10/11 {effects: none} | AC 16 Tch 13 FF 14 | F +2, R +4, W +2 | Init +2 | low-light vision, perc +7






114 (Middle-Aged)






Port Peril, The Shackles


Common, Draconic, Dwarven, Elven, Gnome, Orc, Polyglot, Sylvan, Varisian



Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 13
Charisma 10

About Eizzach Bitterbalm

Eizzach Bitterbalm
Male Middle-Aged Gnome Alchemist (Chirurgeon) 1 ( Pathfinder RPG Advanced Player's Guide 26; Pathfinder RPG Ultimate Magic 18 )
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +7


AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +2


Speed 15 ft.
Melee longspear +1 (1d6/×3) and
sickle +1 (1d4)
Ranged bomb +4 (1d6+4 Fire) and
light crossbow +3 (1d6/19-20)
Special Attacks bomb 5/day (1d6+4 fire, DC 14), warden of nature
Alchemist (Chirurgeon) Spells Prepared (CL 1st; concentration +5):
1st, 2/2 — ant haul (DC 15), cure light wounds


Str 10, Dex 14, Con 10, Int 18, Wis 13, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Brew Potion, Throw Anything, Toughness
Traits boarded in the shackles ( Serpent's Skull Player's Guide 10 ), devoted healer ( Quests & Campaigns 18 ), precise treatment ( Ultimate Campaign 58 )
Skills Bluff +1, Craft (alchemy) +10 (+11 to create alchemical items), Diplomacy +1, Heal +9, Knowledge (arcana) +8, Knowledge (nature) +8, Linguistics +5, Perception +7 (+5 to sight-based checks), Profession (chirurgeon) +5, Profession (herbalist) +5, Sense Motive -1, Spellcraft +8; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Orc, Polyglot, Sylvan, Varisian
SQ alchemy, mutagen, oblivious ( Quests & Campaigns 22 )
Other Gear studded leather, crossbow bolts (10), light crossbow, longspear, alchemy crafting kit, backpack, backpack, masterwork, bedroll, belt pouch, flint and steel, formula book, ink, black, inkpen, mess kit, pot, sickle, soap, torch (10), trail rations (4), waterskin, 8 gp

Special Abilities:

Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Boarded in the Shackles +1 bonus on Will saves.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Devoted Healer Heal additional 1d4 hit points when you take 20 to treat deadly wounds.
Gift of Tongues ( Advanced Player's Guide 15, Advanced Race Guide 32 ) +1 Bluff and Diplomacy, +1 language/Linguistics rank.
Gnomish Weapon Familiarity You treat all weapons with the word "gnome" in its name as a martial weapon.
Keen Senses +2 racial bonus to Perception skill Checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Oblivious -2 to sight-based Perception checks.
Obsessive (Craft [Alchemy]) The selected Craft or Profession Skill gets a +2 racial bonus.
Precise Treatment +1 bonus on Heal checks, and may use Intelligence modifier when making Heal checks instead of Wisdom modifier.
Pyromaniac ( Advanced Player's Guide 15; Advanced Race Guide 33 ) +1 effective level for [Fire] spells, Fire Domain powers, fire elemental bloodline powers, fire mystery revalations, and alchemist's bomb damage. Gnomes with a Charisma score of 11 or higher gain the followings spell-like abilities: 1/day - dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Formula Book:

1st - ant haul (DC 15) ( Advanced Players Guide 202 ), cure light wounds, endure elements, identify, polypurpose panacea ( Ultimate Magic 232 ), shield

Like many gnomes, Eizzach Bitterbalm's driving force in life was to keep himself constantly stimulated by new experiences in order to stave off the Bleaching that afflicts their race. So it was that his family thought little of it when he decided to leave his Varisian home of Whistledown at a young age to go out and see what the world had to offer. During his hundred-plus years of existence he has visited nearly a third the major cities in Avistan and Garund, accompanied several adventuring groups, and even spent some time in the military.

During these excursions Eizzach found he had a natural talent for healing, an interest he nurtured through stints serving in medical colleges, temples, and in the thick of combat. Although he nominally turns his devotions to Sarenrae and those celestial beings concerned with healing, Eizzach's abilities were rooted firmly in his precise and analytical mind rather than in any deep spiritualism, and with his keen intellect and deft hands he excelled in both the arts of alchemy and chirurgery.

To that end the gnome has intermittently worked as both a traveling healer, a guest lecturer, and an established chirurgeon and apothecary. Every few years when his wanderlust strikes him again, Eizzach closes up shop, sells off his possessions, and travels as far as his funds will take him. Recently he just finished an extended journey through the pirate-infested islands of the Shackles, and having had his fill of all that he's decided to put his recent acquirement of Polyglot to use in Sargava. So it went that he purchased passage on the Jenivere and is currently cooling his heels on deck, looking eagerly forward to what new challenges and opportunities the jungle has in store for him.

Eizzach stands at a little over 3 feet tall and just under 40 pounds. His hair and beard are golden yellow but have turned white a third of the way from the roots. A pair of wire-rimmed spectacles sit on the bridge of a hawkish nose, framing a stern set of large amber-colored eyes lined with age. A brown longcoat drapes over studded leather armor, and a bulging satchel of ointments, drugs, bandages, herbal concoctions, and surgical tools hangs from his hip, held on by a pocket and vial-studded bandolier; the persistent odor of herbs and medicine surrounds him wherever he goes. The gnome is gruff and taciturn but kind-hearted, always willing to work out a price for his services depending on a person's ability to pay and severity of need. When given a task, he tends to be so distracted on the details of what he is currently concentrating on that he misses out on new information until it is right in front of his face.