About Reynard FreemanFluff:
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. Appearance/Personality:
Reynard is quite obviously a tiefling, with pink skin, horns, fangs, and shriveled wings. He normally dresses in a stained 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 Reynard is somewhat taciturn and withdrawn, the product of a youth of trying to avoid drawing attention.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.
Crunch:
Reynard Tiefling alchemist (beastmorph, vivisectionist) 7/master chymist 1 (Pathfinder RPG Advanced Player's Guide 26, 267, 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 +11 (2 vs. creatures that aren't immune to fear) -------------------- Defense -------------------- AC 22, touch 14, flat-footed 19 (+6 armor, +1 deflection, +3 Dex, +2 natural) hp 76 (8 HD; 7d8+1d10+24) Fort +8, Ref +9, Will +2 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee club +9/+4 (1d6+9 plus 4d6 sneak attack) or dagger +9/+4 (1d4+10/19-20 plus 4d6 sneak attack) or dagger +9/+4 (1d4+10/19-20 plus 4d6 sneak attack) Special Attacks sneak attack +4d6 Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 7th; concentration +10) 3rd—fly 2nd—barkskin, bull's strength, cure moderate wounds, pouncing fury[UW] 1st—cure light wounds (3), shield (2) -------------------- Statistics -------------------- Str 20, Dex 16, Con 14, Int 16, Wis 10, Cha 8 Base Atk +6; CMB +9; CMD 25 Feats Additional Traits, Armor Of The Pit[ARG], Brew Potion, Combat Expertise, Deadly Aim, Extra Discovery[APG], Power Attack, Throw Anything, Toughness Traits accelerated drinker, highlander (hills or mountains), pragmatic activator, scholar of the ancients, trap finder Skills Acrobatics +7, Appraise +7, Craft (alchemy) +16 (+23 to create alchemical items), Disable Device +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +7, Knowledge (engineering) +5, Knowledge (geography) +4, Knowledge (history) +6, Knowledge (nature) +14, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +4, Perception +11 (2 vs. creatures that aren't immune to fear), Spellcraft +14, Stealth +12 (+14 in hilly or rocky areas), Use Magic Device +14; Racial Modifiers highlander (hills or mountains) Languages Common, Draconic, Elven, Halfling, Infernal, Thassilonian SQ alchemy (alchemy crafting +7), beastform mutagen, discoveries (bone-spike mutagen, feral mutagen, healing touch[UM], spontaneous healing[UM]), fiendish sprinter[ARG], finesse weapon attack attribute, hero points, mutagen (+4/-2, +2 natural armor, 80 minutes), mutagenic form, mutate, paranoid, poison use, prehensile tail[ARG], torturous transformation 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), ring of protection +1, 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 -------------------- Special Abilities -------------------- Alchemy +7 (Su) +7 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 Bone-spike Mutate: Phys Attr +4, Mental Attr -2, +2 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change. 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. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The 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 80 minutes. Mutagenic Form (Neutral Evil) (Ex) Mutagenic form has a different alignment and personality from normal form. 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 +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Spontaneous Healing (35 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. Torturous Transformation At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as p Buffed Stats:
Reynard Tiefling alchemist (beastmorph, vivisectionist) 7/master chymist 1 (Pathfinder RPG Advanced Player's Guide 26, 267, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Ultimate Magic 20) NE Medium outsider (native) Hero Points 2 Init +3; Senses darkvision 60 ft.; Perception +11 (2 vs. creatures that aren't immune to fear) -------------------- Defense -------------------- AC 31, touch 14, flat-footed 28 (+6 armor, +1 deflection, +3 Dex, +7 natural, +4 shield) hp 76 (8 HD; 7d8+1d10+24) Fort +8, Ref +9, Will +2 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft., fly 30 ft. (average) Melee bone spikes +15/+10 (1d6+8 plus 4d6 sneak attack) or club +14/+9 (1d6+8 plus 4d6 sneak attack) or dagger +14/+9 (1d4+9/19-20 plus 4d6 sneak attack) or dagger +14/+9 (1d4+9/19-20 plus 4d6 sneak attack) or bite +15 (1d8+10 plus 4d6 sneak attack), 2 claws +15 (1d6+10 plus 4d6 sneak attack) Special Attacks sneak attack +4d6 Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 7th; concentration +9) 3rd—fly 2nd—barkskin, bull's strength, cure moderate wounds, pouncing fury[UW] 1st—cure light wounds (3), shield (2) -------------------- Statistics -------------------- Str 26, Dex 16, Con 14, Int 14, Wis 10, Cha 8 Base Atk +6; CMB +14; CMD 28 Feats Additional Traits, Armor Of The Pit[ARG], Brew Potion, Combat Expertise, Deadly Aim, Extra Discovery[APG], Power Attack, Throw Anything, Toughness Traits accelerated drinker, highlander (hills or mountains), pragmatic activator, scholar of the ancients, trap finder Skills Acrobatics +7, Appraise +6, Craft (alchemy) +15 (+22 to create alchemical items), Disable Device +15, Intimidate +1, Knowledge (arcana) +14, Knowledge (dungeoneering) +6, Knowledge (engineering) +4, Knowledge (geography) +3, Knowledge (history) +5, Knowledge (nature) +13, Knowledge (nobility) +4, Knowledge (planes) +3, Knowledge (religion) +3, Perception +11 (2 vs. creatures that aren't immune to fear), Spellcraft +13, Stealth +12 (+14 in hilly or rocky areas), Use Magic Device +13; Racial Modifiers highlander (hills or mountains) Languages Common, Draconic, Elven, Halfling, Infernal, Thassilonian SQ alchemy (alchemy crafting +7), beastform mutagen, discoveries (bone-spike mutagen, feral mutagen, healing touch[UM], spontaneous healing[UM]), fiendish sprinter[ARG], finesse weapon attack attribute, hero points, mutagen (+4/-2, +2 natural armor, 80 minutes), mutagenic form, mutate, paranoid, poison use, prehensile tail[ARG], torturous transformation 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), ring of protection +1, 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 -------------------- Special Abilities -------------------- Alchemy +7 (Su) +7 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 Bone-spike Mutate: Phys Attr +4, Mental Attr -2, +2 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change. 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. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Fly (30 feet, Average) You can fly! Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The 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 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 80 minutes. Mutagenic Form (Neutral Evil) (Ex) Mutagenic form has a different alignment and personality from normal form. 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 +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Spontaneous Healing (35 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. Torturous Transformation At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as p |