Male half-orc alchemist (trap breaker) 5
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +9
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 36 (5d8+10)
Fort +6, Ref +7, Will +2
Defensive Abilities orc ferocity
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . falchion +5 (2d4+3/18-20)
Ranged bomb +7 (3d6+4 Fire) or
. . frost bomb +7 (3d6+4 Cold) or
. . light crossbow +6 (1d8/19-20)
Special Attacks bomb 9/day (3d6+4 fire, DC 16)
Alchemist (Trap Breaker) Extracts Prepared (CL 5th; concentration +9)
. . 2nd—darkvision, invisibility, spider climb
. . 1st—detect secret doors, detect undead, expeditious retreat, heightened awareness[ACG], jump
Str 14, Dex 16, Con 14, Int 18, Wis 12, Cha 7
Base Atk +3; CMB +5; CMD 18
Feats Brew Potion, Extra Discovery[APG], Point-Blank Shot, Precise Shot, Throw Anything
Skills Appraise +8, Climb +4, Craft (alchemy) +9 (+14 to create alchemical items), Disable Device +12, Intimidate +0, Knowledge (arcana) +12, Knowledge (dungeoneering) +7, Knowledge (nature) +8, Perception +9, Spellcraft +10, Stealth +7, Survival +9, Swim +3, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Goblin, Orc
SQ alchemy (alchemy crafting +5), discoveries (explosive bomb, frost bomb, precise bombs [4 squares]), explosive disarm, mutagen (+4/-2, +2 natural armor, 50 minutes), orc blood, swift alchemy, trapfinding +2
Combat Gear mutagen[APG]; Other Gear mwk chain shirt, dagger, falchion, light crossbow, alchemist starting formula book, thieves' tools, 43 gp
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Explosive Disarm (Ex) Use 1 bomb to disarm a trap in 20 ft with attack vs. trap DC (failure sets it off).
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
“I am my own man. I am not my fathers son.”
Geon Bluth’s father kept the grounds at the City of Ashes, a cemetary complex outside of Bard’s Gate. No honest worker, the man was indeed a graverobber, not just at the cemetary tasked with his care, but in the private crypts and tombs of nobles wherever they lay. A band of robbers was the only other family the boy knew.
Inquisitive young Geon was fascinated with the treasures his father trafficked in. Most items were not kept long before being sold, but books were overlooked often enough for him to stash a library of well selected volumes under a floorboard in his room, in order to quench his thirst for knowledge in the fields of magic and alchemy.
Geon’s ceaseless questions led to him being told to “scram” so often, the name stuck. His aptitude with mechanical and magical apparatus did not go unnoticed however. His tinkering with items that lay about before going to market in seedy pawn shops often led to discovery of magical properties that would have otherwise gone unnoticed. His father finally saw value in him, which only led him to place his son in further danger than his miscreant lifestyle already imposed.
When the time came for delves Geon was now brought along, taught to scout in the dark, to squeeze in tight places, to locate valuables and to disable traps. With Geon’s help, the operation became truly profitable. Before long the substantial value of the items being circulated was noted by a blackmarket fence. The murderous pawnshop owner took pity on the boy, and took him to live at the shop where he found ample opportunity to continue his studes and experiments.
When Geon showed he could produce effective potions, alchemical substances and magical reagents, the pawndealer didn’t hesitate to put his creations up for sale. Once again the exploitation of the boy led to the downfall of the one exploiting him. Some of the clientelle attracted by the new products were being watched by the Lyreguard, which brought the pawnshop under scrutiny and led to an arrest for trafficking in stolen merchandise. The shop was shut down, and orphaned Geon was left homeless.
Now on his own, Geon considered the only gainful activity he knew… robbing the dead. Swearing not to become like his father, he chose to leave the burial plots of his neighbors unspoiled, and turned his attention instead to the deep dark forgotten places of the wild to ply his skills and sate his curiosity, He has eeked out his existence ever since, torn between his hatred of his fathers legacy and his need to resort to those ways to fund his pursuit of his natural calling.