Halfling

Wikwik Winterborn's page

4 posts. Organized Play character for Caro Cogitatus.


Full Name

Wikwik Winterborn

Race

Skills:
Acrobatics +3 Appraise +4 Diplomacy +1 Disable Device +8 Disguise +1 Escape Artist +3 Heal +3 Knowledge (Local) +5 Perception +5 Profession (Brewer) +3 Ride +3 Sleight of Hand +7 Stealth +7 Use Magic Device +7

Gender

Small Humanoid (Ratfolk) HP 10/10 Initiative +3  AC 16 (Touch 14, Flat Footed 13)  Fort +3  Refl +5  Will -1  CMB -1 CMD 12  Normal Vision  Move  Walk 20 ft.

About Wikwik Winterborn

Small Humanoid (Ratfolk):
Wikwik is a young male ratfolk, dressed in the clothes of a city-born artisan. Neither particular handsome nor ugly, he is gregarious by nature and will probably attempt to sell you some of his crafted ale.
/
Backstory:
Wikwik Winterborn was raised in the ratfolk warren in the bustling town (Trait:Child of the Streets) of Zimar to a family of brewers (Profession:Brewer) where he demonstrated a knack for brewing innovative and tasty ales (Craft:Alchemy). Always a keen-eyed observer (Perception), he was fascinated by gadgets (Use Magic Device), which he frequently kept hidden up his sleeve (Sleight of Hand). He felt an affinity for cold (Trait:Northern Ancestry) which frequently found him spending hours in the cold storage rooms.
 
Upon his 15th birthday, he was given a portable brewer's kit and a crash course in Diplomacy ("Son, you're representing the warren. Don't be a jerk.") and sent off to drum up sales in the neighboring communities. He has spent the better part of a year doing so (Knowledge:Local) with moderate success.
 
He wears a signet ring on his right hand with his family seal, which he uses with sealing wax when sending home notices of sales he has made. He has several small casks of samples ("Devil's Snot Gonna Get Ya Ale" and "Angel's Lament Bitter Lager" being particularly popular), which he generally keeps in his room at the inn when not needed.
 
Wikwik is pretty happy being an ale salesman, and has never even considered the possibility of a riskier career choice. Still, those rumors of a mysterious wintry region are intriguing. It sounds like just the place to try out his newest creation: "leTitsNow Snow-Brewed Ale"...
 

From Absalom.

HP/Init/Move/Vision/BAB:
Max HP 10 ((1d8)+2) Initiative +3  Normal Vision  Move  Walk 15 ft.  BAB +0
Init=(Dex +3, Misc +0)
Classes/Alignment/XP/Deity/Point Buy:
Classes Alchemist1 Alignment XP 0 Deity Point Buy 20
AC 16 (Touch 14, Flat Footed 13) :
(Base +10, Armor +2, Shield +0, Ability +3, Size +1 , Natural Armor +0, Dodge +0, Deflection +0, Misc +0)
Spell Failure 10% Armor Check -3 Max Dex +3 SR 0%
Fort +3 Refl +5 Will -1 :
Fortitude Base +2  Con  +1 Magic +0 Epic +0 Misc +0
Reflex Base +2  Dex  +3 Magic +0 Epic +0 Misc +0
Will Base +0  Wis  -1 Magic +0 Epic +0 Misc +0
Skills/Languages:
◆ Acrobatics +0 (DEX +3, Ranks +0, Misc -3)
◆ Acrobatics (Jump) -8 (DEX +3, Ranks +0, Misc -11)
◆ Appraise +4 (INT +4, Ranks +0, Misc +0)
◆ Bluff +1 (CHA +1, Ranks +0, Misc +0)
◆ Climb -3 (STR +0, Ranks +0, Misc -3)
Craft (Alchemy) +10 (INT +4, Ranks +1, Misc +5)
Craft (Alchemy/Create item) +11 (INT +4, Ranks +1, Misc +6)
◆ Craft (Untrained) +4 (INT +4, Ranks +0, Misc +0)
◆ Diplomacy +1 (CHA +1, Ranks +0, Misc +0)
Disable Device +5 (DEX +3, Ranks +1, Misc +1)
Disable Device (Traps) +2 (WIS -1, Ranks +1, Misc +2)
◆ Disguise +1 (CHA +1, Ranks +0, Misc +0)
◆ Escape Artist +0 (DEX +3, Ranks +0, Misc -3)
◆ Fly +2 (DEX +3, Ranks +0, Misc -1)
◆ Heal +3 (WIS -1, Ranks +1, Misc +3)
◆ Intimidate +1 (CHA +1, Ranks +0, Misc +0)
Knowledge (Local) +5 (INT +4, Ranks +1, Misc +0)
◆ Perception +5 (WIS -1, Ranks +1, Misc +5)
◆ Perform (Untrained) +1 (CHA +1, Ranks +0, Misc +0)
Profession (Brewer) +3 (WIS -1, Ranks +1, Misc +3)
◆ Ride +0 (DEX +3, Ranks +0, Misc -3)
◆ Sense Motive -1 (WIS -1, Ranks +0, Misc +0)
Sleight of Hand +4 (DEX +3, Ranks +1, Misc +0)
◆ Stealth +4 (DEX +3, Ranks +0, Misc +1)
◆ Survival -1 (WIS -1, Ranks +0, Misc +0)
◆ Survival (Darklands) +4 (WIS -1, Ranks +0, Misc +5)
◆ Swim -3 (STR +0, Ranks +0, Misc -3)
Use Magic Device +7 (CHA +1, Ranks +1, Misc +5)
  (◆ = Useable Untrained)
Languages: Common, Dwarven, Goblin, Halfling, Orc
=== Weapons ===
Dagger (Small) (Equipped) +4 1d3 19-20/x2:
Size S Damage Type PS Reach 5 ft.
   Melee      1H-P +4 1d3    1H-O +0 1d3    2H +4 1d3    2W-P-(OH) -2 1d3    2W-P-(OL) +0 1d3    2W-OH -4 1d3
Dagger (Small/Thrown) (Equipped) +4 1d3 19-20/x2:
Size S Damage Type PS Reach 5 ft.
   Thrown    10 ft. +4 1d3    20 ft. +2 1d3    30 ft. +0 1d3    40 ft. -2 1d3    50 ft. -4 1d3
Alchemist's Fire (Flask) (Small) (Carried) +5 1d4 20/x2:
Size S Damage Type F Reach 5 ft.  Special Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
  
   10 ft. +5 1d4    20 ft. +3 1d4    30 ft. +1 1d4    40 ft. -1 1d4    50 ft. -3 1d4
Sling (Small) (Carried) +4 1d3 20/x2:
Size S Damage Type B Reach 5 ft.
     Bullets (Sling/10)    30 ft. +2 1d3     50 ft. +2 1d3     100 ft. +0 1d3     150 ft. -2 1d3     200 ft. -4 1d3 
  Bullets (Sling/10)    30 ft. +2 1d3     50 ft. +2 1d3     100 ft. +0 1d3     150 ft. -2 1d3     200 ft. -4 1d3 

   1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
Unarmed Strike: +4 1d2 20/x2 5 ft. 
Natural Attacks:
Bomb 5 1d6+4 +0 20 / x2 20
CMB/CMD Grapple -1/12 Trip  -1/12  Disarm -1/12 Sunder -1/12 BullRush -1/12 Overrun -1/12

Ability Scores:  STR 10 (+0)     DEX 16 (+3)     CON 12 (+1)     INT 18 (+4)     WIS 9 (-1)     CHA 12 (+1)   

Formula Book:

Level 1
☐ Ant Haul  (DC 15)   ☐ Cure Light Wounds  (DC 15)   ☐ Polypurpose Panacea   ☐ Shield  (DC )   ☐ True Strike  (DC )  

** = Domain/Specialty Spell

Prepared Spells:

Level 1
☐ Cure Light Wounds  (DC 15)   ☐ Shield  (DC )  

** = Domain/Specialty Spell

Adventuring:

Level 1
☐ Cure Light Wounds  (DC 15)   ☐ Shield  (DC )  

** = Domain/Specialty Spell

Salesman:

Level 1
☐ Ant Haul  (DC 15)   ☐ Polypurpose Panacea  

** = Domain/Specialty Spell

Armor & Shield:
*Leather (Small) Type Light AC +2 Max Dex +6 Armor Check +0 Spell Failure 10%

Equipment:
Signet Ring (x1) Equipped  0 lbs., cost: 0
Outfit (Cold-Weather/Small) (x1) Equipped  1.75 lbs., cost: 0   +5 circumstance bonus on Fortitude saves vs cold weather
Leather (Small) (x1) Equipped  7.5 lbs., cost: 10
Backpack (Small) (x1) Equipped  0.5 lbs., cost: 2
Parchment (Sheet) (x2) Carried  0 lbs., cost: 0.2
Sealing Wax (x2) Backpack (Small)  1 lbs., cost: 1
Alchemist's Kit (x1) Backpack (Small)  5 lbs., cost: 25
Wrist Sheath (Small) (x1) Equipped  0.25 lbs., cost: 1
Dagger (Small) (x1) Wrist Sheath (Small)  0.5 lbs., cost: 2
Hip Flask (Small) (x1) Carried  0.12 lbs., cost: 1
Dice (x1) Carried  0 lbs., cost: 0.1
Formula Book (x1) Carried  3 lbs., cost: 15
Inkpen (x1) Carried  0 lbs., cost: 0.1
Sling Bullets (10) (x1) Sling (Small)  5 lbs., cost: 0.1
Alchemist's Fire (Flask) (Small) (x1) Carried  0.25 lbs., cost: 20  Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
Mutagen - Strength (x1) Carried  0 lbs., cost: 0
Sling (Small) (x2) Carried  0.05 lbs., cost: 0
Barrel (x1)  30 lbs., cost: 2
(x)   lbs., cost:

Total Carried Weight/Value: 37.65 lbs./150 gp
Weight Allowance: Light 25 Medium 50 Heavy 75
Money:
Coin (Gold Piece) 6
Coin (Platinum Piece) 4
Coin (Silver Piece) 1
Misc Funds:  
 

Proficiencies:
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Bomb, Brass Knife, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hair, Hook Hand, Javelin, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rock, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow

=== Special Attacks ===

Bomb  (Su) :
You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use 7 bombs each day. 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. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst - you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable for years. 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, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage. (Paizo Publishing, LLC - Advanced Player's Guide, p.27)

Throw Anything  (Ex) :
You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. (Paizo Publishing, LLC - Advanced Player's Guide, p.27)

=== Feats ===
Armor Proficiency, Light:
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Paizo Publishing, LLC - Core Rulebook, p.118
Extra Bombs:
You can throw two additional bombs per day. Special - You can gain Extra Bombs multiple times. Its effects stack. Paizo Publishing, LLC - Advanced Player's Guide, p.159
Simple Weapon Proficiency:
You make attack rolls with simple weapons without penalty. Paizo Publishing, LLC - Core Rulebook, p.133
Throw Anything:
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Paizo Publishing, LLC - Core Rulebook, p.135
Weapon Finesse:
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Paizo Publishing, LLC - Core Rulebook, p.136

=== Traits ===
Accelerated Drinker:
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand. Paizo Publishing, LLC - Cheliax, Empire of Devils, p.18
Vagabond Child (urban) (Disable Device):
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Paizo Publishing, LLC - Advanced Player's Guide, p.332

=== Special Qualities ===
Alchemy (Su) :
When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you 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. [Paizo Publishing, LLC - Advanced Player's Guide, p.26]
Darkvision :
Ratfolk can see in the dark up to 60 feet [Paizo Publishing, LLC - Bestiary 3, p.151]
Humanoid Traits (Ex) :
Humanoids breathe, eat, and sleep. [Paizo Publishing, LLC - Core Rulebook, p.308]
Mutagen (Su) :
You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save 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. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. [Paizo Publishing, LLC - Advanced Player's Guide, p.27]
Rodent Empathy :
Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. [Paizo Publishing, LLC - Bestiary 3, p.151]
Swarming :
Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. [Paizo Publishing, LLC - Bestiary 3, p.151]
Tinker (Ex) :
Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks. [Paizo Publishing, LLC - Bestiary 3, p.151]

=== Alchemist Spells ===

---Alchemist Level 1--- (Known = 0, Per Day = 2)

Ant Haul:
 DC 15  Save Fortitude negates (harmless)  Time 1 standard action  Duration 2 hours  Range Touch  Components V, S, M/DF (a small pulley)  SR Yes (harmless)  School Transmutation  Target Area creature touched  Caster Level 1
 Effect Triples carrying capacity of a creature. p.202
Cure Light Wounds:
 DC 15  Save Will half (harmless); see text  Time 1 standard action  Duration Instantaneous  Range Touch  Components V, S  SR Yes (harmless); see text  School Conjuration  Target Area Creature touched  Caster Level 1
 Effect When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. p.263
Polypurpose Panacea:
 Save None  Time 1 standard action  Duration See text  Range Personal  Components S  SR No  School Transmutation  Target Area You  Caster Level 1
 Effect Gain a relaxing or entertaining effect. p.232
Shield:
 DC  Save  Time 1 standard action  Duration 1 minutes [D]  Range Personal  Components V, S  SR  School Abjuration, VoidElementalSchool  Target Area You  Caster Level 1
 Effect Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. p.342
True Strike:
 DC  Save  Time 1 standard action  Duration See text  Range Personal  Components V, F  SR  School Divination, VoidElementalSchool  Target Area You  Caster Level 1
 Effect You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll [if it is made before the end of the next round] gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. p.363

** = Domain/Specialty Spell