Craft (alchemy) +10 (+11 to create alchemical items), Disable Device +4, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +7, Sleight of Hand +6, Survival +5, Use Magic Device +4
Gender
Stats:
HP 9/9, AC 17/14/14, Fort +2, Ref +6, Will +0, Perception +6, Wound Treshold 0
About Grizt
Grizt
Ratfolk alchemist (grenadier) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 150)
NE Small humanoid (ratfolk)
Init +3; Senses low-light vision; Perception +7
Favored Class Bonus 1/6 new discovery
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +0
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Offense
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Speed 30 ft.
Melee longspear +2 (1d6+1/×3)
Ranged bomb +6 (1d6+4 Fire) or
. . longbow +4 (1d6/×3)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Grenadier) Extracts Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, enlarge person (DC 15)
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Statistics
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Str 12, Dex 16, Con 12, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 13
Feats Martial Weapon Proficiency (longbow), Point-blank Shot, Throw Anything
Traits pragmatic activator, unhappy childhood (tortured), firebug
Drawback Paranoid
Skills Craft (alchemy) +10 (+11 to create alchemical items), Disable Device +4, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +7, Sleight of Hand +6, Survival +5, Use Magic Device +10; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device, unnatural
Languages Common, Draconic, Halfling, Infernal, Varisian
SQ alchemy (alchemy crafting +1), cornered fury, mutagen (+4/-2, +2 natural armor, 10 minutes), surface sprinter
Other Gear hide shirt, arrows (20), longbow, longspear, trail rations (4), 2 gp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Firebug You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.
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 minutes.
Paranoid (Drawback) Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Pragmatic Activator You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Surface Sprinter Gain low-light vision and 30 ft. base speed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unhappy Childhood (Tortured) +1 Reflex saves.
Unnatual These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal.
Background:
Grizt was born a halfling in Magnimar to long forgotten halfling indentured parents with an also long forgotten name. When he was a young boy his contract was sold to Gaedren Lamm. Gaedren had some plans for him, actually many slave children, mostly halflings, and giving them to an alchemist to try and make better thieves, assassins, and burglars. The alchemist was known as Kevoik Grundlefolken, he was a terribly crazy gnome who was about as curious as he was crazy. The relationship between Gaedren and Kevoik was perfect, Gaedren paid only for the slave contracts and reagents, and Kevoik received a near endless supply of subject to experiment on. Kevoik would amplify traits, add appendages, even attempt to change the race of the subjects, for one to see if he could, and two to see if it made the subject better at it's designed role.
Several series of experiments were used with various animals to replicate desired traits such as cats, rats, and birds, basically cheap animals that can have some desirable traits that can be put onto a subject easily. Rats being intelligent, sneaky, and innovative, have many traits deemed attractive by Kevoik, and that is where Grizt's story begins.
Born to halfling parents in Magnimar, indentured servants, sold my contract to Gaedren Lamm as a child, was then given to a mad alchemist to make a better sneakier infiltrator, the alchemist experimented on many halfling slave children trying to create various thieves and assassins for Gaedren Lamm. Alchemical and poisons were used during the experimentation to make changes in the halflings into desired forms.
Awakens in a lab with many failed and ongoing experiments, no recollection of his past, only remembers the torture and Gaedren overseeing the experimentation and direction of the training, escapes, seeking revenge against Gaedren.
1. For a profession, what does your character do? How good are they at it/how well-off are they?
2. What did Gaedren Lamm, the notorious criminal, do to you? How did you respond, emotionally to it?
3. Why are you your alignment?
4. If you're a spellcaster, where are you getting your spellcasting from? If you receive powers from a diety, why do you worship that diety? If you studied, who did you study under and why?
5. Do you have a family? What are your relationships like with your family?
6. Are you a Korvosan native? If not, where are you from and why did you move to Korvosa?
7a. List a short-term (complete-able within a month) goal for your character.
7a. List a medium-term (complete-able within five years) goal for your character.
7c. List a long-term (complete-able by the time you die) goal for your character.