Reynard was born a slave in Cheliax. He was better off than most, as his mother was skilled in alchemy, and he began training in those arts from a young age. With the aid of halflings of the Bellflower network, he was able to escape. The next years were difficult, and he did anything necesary to survive. But he slowly made his way north, eventually reaching Varisia. He hopped from city to city for a few years, recently arriving in Sandpoint.
Reynard is quite obviously a tiefling, with pink skin, horns, fangs, and shriveled wings. He normally dresses in a stainged labcoat over mail shirt. His coat is festooned with pockets, in which he keeps various alchemical goods.
Reynard is somewhat taciturn and withdrawn, the product of a youth of trying to avoid drawing attention. His ife is largely consumed by a very particular pursuit: he hopes to find an alchemical way to remove the tiefling 'taint' from himself. So far he has had little success, but he has become knowledgeable in anatomy, biology, and how to work certain alchemical transformations in the flesh. While he has mostly made himself deadlier and more ferocious, he still hopes to one day find a way to make himself ordinary.
Tiefling alchemist (beastmorph, vivisectionist) 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Ultimate Magic 20)
NG Medium outsider (native)
Hero Points 2
Init +3; Senses darkvision 60 ft.; Perception +9 (2 vs. creatures that aren't immune to fear)
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
hp 55 (6d8+18)
Fort +7, Ref +8, Will +2
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee club +6 (1d6+8 plus 3d6 sneak attack) or
dagger +6 (1d4+9/19-20 plus 3d6 sneak attack) or
dagger +6 (1d4+9/19-20 plus 3d6 sneak attack)
Special Attacks sneak attack +3d6
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 6th; concentration +9)
2nd—barkskin, bull's strength, cure moderate wounds, pouncing fury[UW]
1st—cure light wounds (3), shield (2)
Str 19, Dex 16, Con 14, Int 16, Wis 10, Cha 8
Base Atk +4; CMB +6; CMD 21
Feats Additional Traits, Armor Of The Pit[ARG], Brew Potion, Combat Expertise, Deadly Aim, Power Attack, Throw Anything, Toughness
Traits accelerated drinker, highlander (hills or mountains), pragmatic activator, scholar of the ancients, trap finder
Skills Acrobatics +4, Appraise +7, Craft (alchemy) +14 (+20 to create alchemical items), Disable Device +13, Knowledge (arcana) +13, Knowledge (dungeoneering) +4, Knowledge (engineering) +5, Knowledge (geography) +4, Knowledge (history) +5, Knowledge (nature) +12, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +9 (2 vs. creatures that aren't immune to fear), Spellcraft +12, Stealth +11 (+13 in hilly or rocky areas), Use Magic Device +12; Racial Modifiers highlander (hills or mountains)
Languages Common, Draconic, Elven, Halfling, Infernal, Thassilonian
SQ alchemy (alchemy crafting +6), beastform mutagen, discoveries (bone-spike mutagen, feral mutagen, spontaneous healing[UM]), fiendish sprinter[ARG], hero points, mutagen (+4/-2, +2 natural armor, 60 minutes), paranoid, poison use, prehensile tail[ARG]
Combat Gear mutagen (bone-spike), mutagen (feral)[APG], potion of cure light wounds (8), alchemist's fire (4), alkali flask[APG] (4); Other Gear elven chain, club, dagger, dagger, amulet of mighty fists +1, apprentice's cheating gloves[UE], belt of physical might +2 (Str, Dex), skinsaw mask, alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 525 gp, 3 sp, 4 cp
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bone-Spike Mutagen (Su) Mutagens grant +2 natural armor and masterwork armor spikes.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Paranoid Aid Another DC 15 for attempts to help you.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Healing (15 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.