Stats: HP 9/9, AC 17/14/14, Fort +2, Ref +6, Will +0, Perception +6, Wound Treshold 0 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 +4 No remembering, mostly just glazed over it, kind of doing a 3rd person background of the situation, then a wake up learn and progress to a 1st person kind of thing, with a big reveal that he was an experiment also. :)
Stats: HP 9/9, AC 17/14/14, Fort +2, Ref +6, Will +0, Perception +6, Wound Treshold 0 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 +4 Yeah I am slowly getting his background done actually, I am thinking he was trained under the order of Gaedric to make weapons that can utilize alchemy(such as the grenadier class ability) by the crazy gnome alchemist that made him. Have it so Gaedric basically invested in indentured servant contracts(Since slavery is frowned upon but that seems more likely to take place) and bought the reagents and the crazy alchemist was given the subjects for his experimentation and curiosity of what he could make them into, sounds like a cheap plan to end up with mutant thieves/assassins/burglars. Take a halfing who is already good at it and make him better on the cheap kind of thing. Also for his name I'm thinking like GR12T=Grizt kind of a thing, like "subject GR12T" and have him read that as his name. Thoughts? Input?
Stats: HP 9/9, AC 17/14/14, Fort +2, Ref +6, Will +0, Perception +6, Wound Treshold 0 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 +4 Aaron 'Hatchet Man' Crispin wrote: Actually, it can make sense if you spin it a different way. Instead of hiring a skilled wizard, since it's out of his means, Gaedren hires a half mad back alley alchemist. They guy tries a bunch of experimental mutagens, but he's nuts and not all the good, so of course it fails and leads to Gritz becoming a rat-like creature instead of the intended improved halfling. I dig that! Trying to make more effective sneaks and assassins, but on the cheap! Could let me add some more crazy to him, I am liking this!
Stats: HP 9/9, AC 17/14/14, Fort +2, Ref +6, Will +0, Perception +6, Wound Treshold 0 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 +4 I honestly dont know thats why I was looking for some tips on the background, I wasnt sure how extensive his reach is or funds are.
Stats: HP 9/9, AC 17/14/14, Fort +2, Ref +6, Will +0, Perception +6, Wound Treshold 0 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 +4 I have some thoughts written down in my background if you want to take a look. Sort of a guideline and from there flesh out the ideas more as they come to me.
Stats: HP 9/9, AC 17/14/14, Fort +2, Ref +6, Will +0, Perception +6, Wound Treshold 0 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 +4 Ah! I have never played it that way, will replace with Pragmatic activator, still keeping the halfling experiment background idea but will pass on actual mutations. It is going to be a 2 part background, halfling slave, then purchased, experimented on and changed, he won't remember the halfling part, also changed the rodent empathy for unnatural(more fitting). I plan to go for the mummification discovery just so you are aware.
Stats: HP 9/9, AC 17/14/14, Fort +2, Ref +6, Will +0, Perception +6, Wound Treshold 0 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 +4 st 12(5) dex 16(5) con 12(2) int 18(10) wis 12(2) cha 7(-4)=20? So the Adopted trait(Which I am not going to be adopted, but I was flavor changing to be a mutated halfling) gives me a racial trait, which Helpful is from Halflings of Golarion not an ability like a human feat, is that not correct? BTW Skaven are awesome and have great art I think! Mummy mutant rat go!
Stats: HP 9/9, AC 17/14/14, Fort +2, Ref +6, Will +0, Perception +6, Wound Treshold 0 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 +4 Still working on my background but this is the crunch! |