Varis's Appearance
Varis is a Half-Elf of arisian descent. He has dark red hair, tan skin, and dark blue eyes. He wears a worn artisan's outfit, which looks like it has been stained in a couple places, but it is mostly clean. When on missions, he will wear leather armor, and bring his Morningstar, his crossbow, and his bombs to bare.
Varis's Stats.:
Varis Realmrun
Male half-elf alchemist (beastmorph) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 15 (2d8+2)
Fort +4, Ref +5, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee heavy mace +3 (1d8+2) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged bomb +4 (1d6+4 Fire) or
. . darkwood light crossbow +4 (1d8/19-20)
Special Attacks bomb 8/day (1d6+4 fire, DC 15)
Alchemist (Beastmorph) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—shield (3)
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Statistics
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Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 15
Feats Extra Bombs[APG], Point-Blank Shot, Skill Focus (Use Magic Device), Throw Anything
Traits dangerously curious, reactionary
Skills Acrobatics +4, Climb +3, Craft (alchemy) +9 (+11 to create alchemical items), Disable Device +6, Heal +5, Knowledge (arcana) +8, Knowledge (nature) +8, Linguistics +5, Perception +7, Sleight of Hand +6, Spellcraft +9, Survival +5, Swim +3, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Azlanti, Celestial, Common, Elven, Sylvan, Thassilonian, Varisian
SQ alchemy (alchemy crafting +2), arcane training, discovery (feral mutagen), elf blood, mutagen (+4/-2, +2 natural armor, 20 minutes), poison use
Combat Gear mutagen (feral)[APG], potion of cure light wounds (4), potion of enlarge person (2), wand of cure light wounds (50 charges), acid (8), acid (2), alchemist's fire (8), antiplague[APG] (2), antitoxin (2), vermin repellent[UE] (9); Other Gear leather armor, darkwood light crossbow with 30 bolts, heavy mace, alchemy crafting kit[APG], backpack, bedroll, bedroll, belt pouch, chalk, flint and steel (2), grappling hook, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), soap, thieves' tools, torch (2), torch (10), trail rations (5), waterskin, 869 gp, 8 sp, 7 cp
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Tracked Resources
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Acid - 0/8
Acid - 0/2
Alchemist's fire - 0/8
Antiplague - 0/2
Antitoxin - 0/2
Bomb 1d6+4 (8/day, DC 15) (Su) - 0/8
Crossbow bolts - 0/30
Feral Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
Potion of cure light wounds - 0/4
Potion of enlarge person - 0/2
Torch - 0/2
Torch - 0/10
Trail rations - 0/5
Vermin repellent - 0/9
Wand of cure light wounds (50 charges) - 4/50
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bomb 1d6+4 (8/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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