Havak was cast out of his tribe due to his unusual coloration and tendency to make the other Goblins feel dumb. His big head is much more brain in it than the other Goblins do. Havak's Blue father left the tribe after impregnating his green mother. As a Blue, Havak was always a bit more smart and powerful than most of his fellows. As such, they shunned him a bit. When he took up READING, that was the last straw, and out he was cast.
Havak had learned from his books about how to mix natural substances to make useful things like potions and FUN things like FIRE. One day, Havak wandered into the town of Solace. Old Johnas Wiggs, in a state of inebriation at the time, was amused by his small size and funny color. Johnas, not having much money at the time, expressed a desire for booze a little better than the moonshine he was drinking. Havak, seeing that a preponderance of the man's food was in the form of peaches, taught the man how to make an alcoholic "Peach Mash Punch" using a trick goblins used to use with fermented apples. Thanks to the duo's efforts and the abundance of peaches, the drink has caught on in Solace. Abram Verdance, the community leader of sorts in Solace, took a bit of a shine to Havak once he saw the goblin wasn't causing trouble and had in fact given Johnas purpose once more. However, due somewhat to the age difference between Abram and Havak, coupled with Havak's small stature and odd appearance, Abram treats Havak somewhat like a homunculus rather than a fellow villager. As such, Havak often attends to small tasks for Abram, brewing curative potions and such in an attempt to prove his usefulness so that he can stay in town.
Havak stands just over 3ft tall, and weighs in at roughly 30lbs. His skin is many shades of blue, arranged in an uneven and splotchy pattern. He has a wide mouth full of razor-sharp teeth and big red eyes.
He wears hand-me-down studded leather armor that was resized to fit him from damaged pieces of armor from regular folks. He carries a sickle primarily for harvesting alchemical ingredients, but he has a deadly aim with his crossbow. He keeps a crude leather bandolier with various loops for vials and pouches for bombs.
HP: 16
AC: 18 = 10 + 4 DEX + 1 SIZE + 3 ARMOR
Init: +4
Resist: Bouncy (1d6 of falling damage converted to non-lethal)
SAVES
FORT: 5 =|3 BASE + 2 CON|
REF : 7 =|3 BASE + 4 DEX| (+4 competence bonus to avoid catching on fire or to put out flames, +2 to avoid unexpected falls)
+2 Intelligence, +2 Dexterity, –2 Strength: Blues are smart and quick, but their small size makes them weak.
Goblinoid: Blues are of the humanoid (goblinoid) subtype.
Small: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Blues are fast for their size, and have a base speed of 30 feet.
Darkvision: Blues can see in the dark up to 60 feet. See Vision and Light.
Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat..
Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Psionic Prodigy: It is not uncommon for blues to natively have the ability to manifest powers. Blues with this trait gain the Unlocked Talent* feat as a bonus feat. This trait replaces the Repletion and Stealthy traits.
Self Reliant: Blues outcast from their kin learn to survive on their own, but often lack in social graces. A blue with this trait gains a +3 racial bonus to Survival checks, but suffers a -1 penalty to all Diplomacy checks. This trait replaces the Pariah trait.
Keen Senses: Blues receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Blues treat any weapon with the word “goblin” in its name as a martial weapon.
Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.
Favored Class: +1 Skill Pt, 1 Power Point
Class Abilities:
Alchemy (Su)
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Extracts (Su)
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su) 1d6
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
CHOOSE
- STR +4 alchemical/–2 INT - OR
- DEX +4 alchemical/–2 WIS - OR
- CON +4 alchemical/–2 CHA - AND ALSO ADD
+2 natural armor bonus
10 minutes per alchemist level.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it.
Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Poison Resistance (Ex)
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison.
Infused Curative
At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use.
Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
-Spontaneous Healing 5/day
10 sp
Backpack
Waterskin
Formulae Book
Studded Leather Armor
Sickle
Light Crossbow + 50 bolts
3 Alchemist Fire
in addition to the map, is a suit of blackened leather armor, in good condition, but rather old bound in a bolt of plain cloth. On top of that is a fine looking dagger with a waved blade and a dark blue pearl set in the pommel.
There are more pages under the floorboards as well, and at one time it seemed to be a book of some sort, and from the dates at the top of the pages, perhaps it was a journal of some kind. The words, although in common, do not make sense, and seem at first glance to be ordered randomly, although after a while looking at them, Havak's sharp mind begins to pick up a pattern. With some time, he's sure he could decipher it.
The page with the map is rather simple. It seems to indicate that north of the quarry and west of the graveyard there is a hill, and in that hill there is a hidden passage that leads to several underground caverns. At the end of the network is marked an "X".
Masterwork Alchemist's Kit (stored in a small padded chest in Johnas's house. It is taken along on long journeys, however.)