Speed: 25 Feet
Eye Color: One Violet, One Green
Hair Color: Vibrant Blue
Skin Color: Copper
Languages: Common, Gnome, Sylvan, Dwarven, Jotun, Elven
Fort (Expert): +7 | Ref (Expert): +8 | Will (Trained): +5
Acrobatics: +2 ( 2 Dex + Prof + Item - Armor)
Arcana: +7 ( 3 Int + 4 Prof + Item)
Athletics: +5 ( 1 Str + 4 Prof + Item - Armor) (Trained)
Crafting: +7 ( 3 Int + 4 Prof + Item) (Trained)
Deception: +6 ( 2 Cha + 4 Prof + Item)
Diplomacy: +2 ( 2 Cha + Prof + Item)
Intimidation: +2 ( 2 Cha + Prof + Item)
Lore (Herbalism): +7 ( 3 Int + 4 Prof + Item) (Trained)
Lore (Blacksmithing): +7 ( 3 Int + 4 Prof + Item) (Trained)
Lore (Baking): +7 ( 3 Int + 4 Prof + Item) (Trained)
Medicine: +5 ( 1 Wis + 4 Prof + Item) (Trained)
Nature: +5 ( 1 Wis + 4 Prof + Item) (Trained)
Occultism: +7 ( 3 Int + 4 Prof + Item) (Trained)
Performance: +2 ( 2 Cha + Prof + Item)
Religion: +1 ( 1 Wis + Prof + Item)
Society: +3 ( 3 Int + Prof + Item)
Stealth: +6 ( 2 Dex + 4 Prof + Item - Armor) (Trained)
Survival: +5 ( 1 Wis + 4 Prof + Item) (Trained)
Thievery: +1 ( 1 Dex + Prof + Item - Armor)
1st - Gnome Obsession - Choose a Lore Skill (Blacksmithing). You are Trained. At 2nd Level, become Expert in that skill and your Background Skill. At 7th level, you gain master proficiency in these Lore skills, and at 15th level, you gain legendary proficiency in them.
Alchemical Savant: You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.
Sorcerer Dedication (Fey): Choose Bloodline. Gain 2 Common Cantrips, Trained in Spell DC and Attack, Use CHA as Key Ability.
Battle Medicine: You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Field Research - Chirugeon: As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine’s untrained and trained uses.
Infused Reagents: Durning daily prep, create a number of batches equal to Level + Int Mod. Can be used for Advanced or Quick Alchemy. Lasts until next daily prep. Combined, all batches have a Light Bulk.
Advanced Alchemy: After infused reagent creation, during daily prep, you can use batches of infused reagents to create alchemical items. No Crafting Check, as well as ignore days required and alchemical reagent requirements. Advanced Alchemy level equal to your level. One batch of Infused Reagents equals two alchemical items of Advanced Alchemy Level or lower, provided it's in Formula Book. Items gain the Infused Trait and are good for 24 hours or next daily prep, whichever is first.
Quick Alchemy: If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.
Quick Alchemy ◆
Traits: Alchemist | Manipulate
Cost: 1 batch of infused reagents
Requirements: You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand.
You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
Weapons: Simple, Alchemical Bombs, and Unarmed - Trained
Armor: Light and Unarmed - Trained
Class DC: Trained
Perception: +5 ( 1 Wis + 4 Prof + Item)
AC: 17 ( 10 + 2 Dex + 4 Prof + 1 Item)
Dagger | +6 ( 2 Ability + 4 Prof + Item) | Damage (1d4 P) | Agile, Finesse, Thrown 10 ft., Versatile S
Alchemical Bomb | +6 ( 2 Ability + 4 Prof + Item) | Damage (varies) | Range: 20 ft
Heavy Crossbow | +6 (2 Ability + 4 Prof + Item) | Damage (1d10 P) | Range: 120 ft | Reload: 2, Hands: 2
Formulas, Spells, and Class DCs:
Alchemist Class DC: 17 (10 + 3 Int + 4 Prof)
Formulas (10/100): Tanglefoot Bag (Lesser), Thunderstone (Lesser), Smokestick (Lesser), Tindertwig, Elixir of Life (Minor), Antidote (Lesser), Antiplague (Lesser), Frost Vial (Lesser), Bottled Lightning (Lesser), Cheetah's Elixir (Lesser)
Sorcerer Class and Spell DC: 16 (10 + 2 Cha + 4 Prof)
Spell Attack: +6 (2 Cha + 4 Prof)
Cantrips: Ghost Sound, Tanglefoot
Equipment and Possessions:
Bulk Limit: 10
Backpack (2/4 Bulk) (1st 2 Bulk don't count toward bulk limit)
Bandolier (1 Bulk)
Bandolier (0/8 L Items)
Total Bulk: 3
Money: 1 SP | 8 CP
Gigon is the son of the Hazzil Village Baker, Izzila. Growing up without a father was hard for him since the other children made fun of him for it. Every time he asked his Mother about it, she would simply say ”He had his reasons”, an answer he finally learned to live with. At the age of 12, he began an apprenticeship with Master Vollez in his Apothecary. Turns out he had a knack for herb lore and had a voracious appetite for learning. One day, while Master Vollez was asleep, the overeager apprentice worked feverishly on a formula he was certain would work. The accidental explosion proved him wrong. As the gaseous mixture of vaporized herbs struck his nostrils, Gigon began convulsing and passed out into a vivid hallucination of a giant raven chasing him through some strange forest. Master Vollez managed to save the Gnome just in time. Since then, however, Gigon has been far more cautious in his experimentation, and a near paralytic fear of ravens. But also, his sight was far improved, allowing him to see in almost total darkness.
When he turned twenty-five, Gigon met Minix, a beautiful female Gnome that worked at the village Blacksmith. Finer quality horseshoes you could never find. After months of asking, she finally agreed to go out on a date, and they’ve been a couple ever since. Then came the day when his Mother told him there was a letter from his Father, wanting him to come to Andoran so they can meet. A cacophony of emotions welled up within him, and after a couple of days, decided to go to Andoran. Fortunately for him, Bort Bargith's caravan was arriving any day now.
Where were you born? Gigon was born twenty-seven years ago in the village of Hazzil Grove
Who are/were your Parents? Mother Izzila, village baker, and does not know who his Father is.
2a) Are they still alive? Mother yes, Father unknown
What did you do before Adventuring? Gigon was an apprentice of the local Apothecary
Why did you leave? His Mother received a letter from his Father requesting that Gigon come see him in Andoran.
What did you leave behind? His Mother, his Master Vollez, and his Girlfriend Minix
What do you want? To meet his Father and ask why he left
Character Type: The Solver
Physical Description: A male Gnome standing about three feet in height with vibrant blue hair. Appears to be loaded down with all manner of vials and bottles, his back bulging with various odds and ends. Has one violet eye and one green one, as well as a small divot on the end of his nose due to a slight lab accident in Master Vollez’s workshop.
Mannerisms: When not engaged in conversation, if the situation warrants, Gigon will have his attention full in a book. When talking, he tends to sometimes go off tangents.
Pain Points: It’s been difficult to grow up without his Father, so he doesn’t like to talk about it much.
Desires: Wishes to know more about his Father.
Fear/Phobia: An intense phobia of ravens.