alchemist 3 | hp 12/24, nonlethal 0/24 | AC 17, FF 13, touch 15 | Fort +5, Ref +7, Will +1 | CMD 14 | Perception +0, Init +4 | Resist fire 5
Gender
male
Size
small
Age
25
Special Abilities
bombs, mutagen, alchemy
Alignment
Neutral
Location
He has NO idea
Languages
Goblin, Common, Draconic, Orc
Occupation
Experimental Arsonist
Strength
11
Dexterity
19
Constitution
15
Intelligence
17
Wisdom
11
Charisma
9
About Goghurt
Backstory: Goghurt was born a typical, normal, regular, completely mundane goblin (add in a few more words to say he was just the same as everybody else). Raised in the cage-nursery just like all of the other goblins, shown how to make dogslicers and to hate dogs and horses just like all the other goblins, baptized in fire in blood just like all the other goblins...but still, something within was different.
When he reached adulthood, he lost his childlike obsession with pain and screams. Of course, like most goblins, he still loved fire, but he was less interested in using it on people to see what happened and more interested in trying to find new and interesting ways to light things on fire.
This, of course, proved to be his weak spot. His tribe effectively excommunicated him after an incident with a torch and a stolen lamp and a destroyed building, so it was with little surprise and no chance of aid that he came to be presumed dead.
Goghurt was experimenting with cooking alchemists' fire on ice, trying to heat it up as much as he could without exploding it, when a massive inferno took his home and shook the rest of his tribe awake (he was, of course, experimenting in the early hours of the dawn, after having been awake all night).
Fire and pain, of course, but then...wakefulness. He woke on a strangely patterned marble floor. How?
Goghurt - CR 2
Male goblin alchemist 3
N Small humanoid (goblinoid)
Init +4; Senses Perception +0
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DEFENSE
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AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 24 (3d8+6)
Fort +5, Ref +7, Will +1 (+4 vs. fire effects)
Resist fire 5
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OFFENSE
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Spd 30ft.
Melee dogslicer +3 (1d4/19-20)
Ranged light crossbow +7 (1d6/19-20)
. . . bomb +8 (2d6+3+splash+fire)
. . . alchemists' fire +8 (1d6+1d4+3+fire)
. . . acid +8 (1d6+3 acid)
Special Attacks bomb 6/day, mutagen, 3 bombs remaining. Alchemist Formulae Prepared:
1st - shield, (empty), (empty), (empty) Mutagen: (+4 DEX, -2 WIS, +2 AC)
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STATISTICS
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Str 11, Dex 19, Con 15, Int 17, Wis 11, Cha 9
Base Atk +2; CMB +1; CMD 15
Feats Burn! Burn! Burn!, Point Blank Shot, Throw Anything, Brew Potion
Traits Pragmatic Activator, Unscathed
Skills Craft (alchemy) +12, Disable Device +10, Knowledge (arcana) +9, Knowledge (nature) +9, Ride +8, Sleight of Hand +10, Spellcraft +9, Stealth +12, Use Magic Device +9
Languages Goblin, Common, Draconic, Orc
SQ alchemist discoveries (explosive bomb), alchemy, poison resistance +2, poison use, swift alchemy
Gear Mwk backpack, formulae book, explorer's outfit, cold-weather outfit, acid (3), dogslicer, leather armor, Mwk thieves' tools, light crossbow, bolts (20), alchemists' kit, antiplague (2), antitoxin (1), waterproof bag, alchemists' fire (4)
Alchemist Formulae Book, 11/100 pages:
1st - ant haul, bomber's eye, cure light wounds, disguise self, endure elements, jump, shield, touch of the sea, reduce person, expeditious retreat, crafter's fortune