Wizard

Zanfoodle Stumbleduck's page

14 posts. Alias of Rolukk Earbiter.


Full Name

Zanfoodle Stumbleduck

About Zanfoodle Stumbleduck

Male Gnome Alchemist 1
CG Small humanoid (gnome, gnome)
Init +3; Senses Low-light, Perception +6,
DEFENSE
AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 Leather, )
hp 9 (1d8)+1
Fort +3, Ref +4, Will +0
OFFENSE
Speed 15 ft.
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20), within 30 ft. +3 (1d4+1)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20), within 30 ft. +3 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Bomb, Throw Anything,
Innate Spell-Like Abilities: dancing lights ( 1/day) flare ( DC 11, 1/day) prestidigitation ( DC 10, 1/day) produce flame ( 1/day)
Known Spells
Alchemist (CL 1st):
1st - cure light wounds, shield, expeditious retreat, identify, comprehend languages
Prepared Spells
Alchemist (CL 1st):
1st - cure light wounds (DC 14) , shield
STATISTICS
Str 10, Dex 15, Con 13, Int 16, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Armor Proficiency, Light, Brew Potion, Point-Blank Shot, Simple Weapon Proficiency, Throw Anything
Skills Acrobatics -1, Appraise +7, Bluff +1, Climb -3, Craft (Alchemy) +9, Craft (Untrained) +3, Diplomacy +1, Disable Device +3, Disguise +1, Fly +1, Intimidate +1, Knowledge (Arcana) +7, Perception +6, Perform (Untrained) +1, Ride -1, Spellcraft +7, Stealth +3, Swim -3, Use Magic Device +6,
Languages Common, Draconic, Elven, Gnome, Orc, Sylvan
Special Qualities Hatred, Keen Senses, Mutagen, Obsessive, Weapon Familiarity,
Possessions dagger; dagger; leather; artisan's outfit; waterskin (filled); Backpack [ Alchemist's Kit; Flint and Steel; Tindertwig (x4); Rations (Trail/Per Day) (x4); Sunrod (x2); ]; Pouch (Belt) [ Acid (Flask) (x2); Alchemist's Kindness (x6); ]; Pouch (Belt) [ Inkpen; Traveling Spellbook (Blank); ];
Traveling Spellbook (Blank)
SPECIAL ABILITIES
Bomb (Su) 4/Bombs per day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, the bomb inflicts 1d6+3 points of fire damage. Splash damage 4 points with Reflex save DC 13 for half damage.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result.
Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.
Mutagen (Su) At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time - if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a -2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) 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.
Obsessive (Ex) Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day - dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.
Rapscallion Youve spent your entire life thumbing your nose at the establishment and take pride in your runins with the law. Somehow, despite all the mischievous behavior in your life, youve never been caught.
Throw Anything (Ex) All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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.
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Background:

Little Zan was born in a small gnomish community to reputable parents who owned a small but well-stocked shop specializing in alchemical and herbalism components. He spent his days trying to sneak past his parents' watchful eyes so he could get his hands on some of the more interesting wares like tindertwigs and tanglefoot bags.
On the rare occasion he could "obtain" one of these rare treasures, he made a habit of sullying his family's good name by terrorizing the other local children with practical jokes. Zan had good reason for doing this. He was somewhat of an oddity among the other gnome children. While they experimented with the illusions that were their gnomish birthright, Zan started fires: Candles, hearths, torches...and maybe even the occasional small forest fire. He couldn't help himself.
Luckily he was far more careful with this strange ability than with the alchemical jokes and no one was ever seriously injured...that he knows of.
Upon reaching his adulthood, his family (at some great expense) threw him a coming of age party. This was more to celebrate the fact that he would be leaving their house than anything else really.
Unfortunately for Zan, this meant admitting to himself that he was getting older. One day he would be like the doddering elders of the town, sitting on their stools all day reminiscing about the past and never having any fun. This terrified Zanfoodle to his very core.
He knew there HAD to be a way to forestall that inevitability! He began collecting alchemical treatises and research books obsessively, conducting experiments in the dead of night in his father's workshop in the hopes of finding a cure to the disease of aging, until one fateful night.
Following the notes of his great grandfather Stumbleduck, with no real comprehension of what he was doing, Zan combined ingredients that he'd filched from the family shop. He ended up with a small vial of orange liquid that sloshed slowly inside the glass container.
He held it up in wonder, contemplating what it might do. Lifting it to his lips, he was just about to pour it down his throat to find out when the door to the workshop SLAMMED open!
His father reached out a hand. "Zan! NOOO!"
Zanfoodle dropped the vial in surprise.
The workshop exploded, propelling both Zan and his father through the back wall to land in a heap in the town square.
Barely conscious, they watched as the Stumbleduck family legacy burned to the ground.
The next day saw Zanfoodle Stumbleduck leaving the town in disgrace. Disgraced, but determined to not only find his elusive aging cure, but to re-build his family's name and reputation in the process.