Upheaval in Zhaltssom
Male Anuran Alchemist
CN Small humanoid (anuran)
Senses darkvision 60ft.
HP: 30 (5d8-5) (favored class bonus: HP plus 5)
AC: 17 (touch 14, flat-footed 14) (+3 DEX, +3 armor, +1 size)
Speed 30ft., climb 20ft.
Unarmed +5 (1d3 add 1 nonlethal)
Bomb (8/day) +9 (3d6 fire add 4, save DC 15 for half)
Blowgun +10 (3 add 1d6 acid, can apply poisons)
Special Attacks none
2nd-level (may create 2/day) – cat’s grace, cure moderate wounds
1st-level (may create 4/day) – bomber’s eye, cure light wounds, expeditious retreat, keen senses, shield, stone fist, targeted bomb admixture
STR 12, DEX 17, CON 9, INT 16, WIS 17, CHA 8
Base Atk +3
Feats Weapon Focus (bomb), Weapon Focus (blowgun), Point-Blank Shot
Skills Appraise +11, Craft (alchemy) +11, Disable Device +11, Heal +11, Knowledge (nature) +11, Survival +11, Use Magic Device +7
Languages Common, Anura, Gnomish, Draconic, Aquan
Small (add 1 to AC and attack, take 1 from CMB/CMD, add 4 to Stealth)
Toxic (can apply special toxin to weapon 1/day, save DC 11, deals 1d2 Dexterity damage 1/round for 6 rounds)
Poison Use (no risk of poisoning self)
Poison Resistance (+5 racial bonus vs. poison, additional +4 bonus from class)
Terrifying Croak (1/hour, those within 30 feet must make DC 11 Will save or become shaken for 1d4 rounds)
Weapon Familiarity (nets/blowguns)
Swift Alchemy (apply poison as move action)
Mutagen (can consume 1 mutagen in this adventure to gain +2 natural armor bonus, +4 Dexterity, but -2 Wisdom for 30 minutes)
Infusion (extracts can be used by non-alchemists)
Explosive Bomb (bombs splash 10 feet, direct hits cause target to catch fire)
Basic Equipment: Alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, formula book, studded leather armor, cold-weather outfit
Special Weapon: +1 corrosive blowgun
Poisons: 2 doses purple worm poison, 1 dose wyvern poison
Ganzorig always believed there was something beyond the swamps where he was raised… something very exciting and worthwhile. The elders of his village did not believe the same, and tried to restrain him, but he snuck out one night and never returned. Unfortunately for him, the outside world was not very kind to swamp-dwellers… as proven by one group of bandits who promptly kidnapped him. When they realized he wasn’t going to be worth much to them (seeing as Ganzorig doesn’t exude much poison compared to his peers), they were going to kill him until one of their own fell deathly ill. Ganzorig’s treatment of the bandit’s illness convinced the group to hire him as their medic. (So basically, Ganzorig became a back-alley doctor of sorts.)
Even when the leadership of the bandits changed hands, the new leader, a man named Rantrabi, continued to hire Ganzorig for medical and alchemical efforts. The takeover of a nearby town changed Ganzorig’s mind – now the bandits were becoming ruthless conquerors, and he did not sign up for this. However, Rantrabi caught him trying to sabotage his efforts to rebuild the town, and imprisoned Ganzorig below ground. One day, the door to his cell opened unexpectedly, and a drakeling urged him to follow her out quickly. She would eventually be headed to the Ethess Mountains.
Rantrabi only found out later that Ganzorig was busted out of prison, and is likely to kill him if he ever comes back. Additionally, the identity of the drakeling that saved Ganzorig from prison is Leticia Hajek.
When push came to shove, Ganzorig found that he was not cut out for fighting someone as powerful as Samir. He tried to stay out of the guy’s way, and after the miners were evacuated, Ganzorig went into hiding, unsure of what to do with himself. After all, he couldn’t deal with the bandits any longer and he wasn’t confident enough to fight them. The bandits want him, however, because he knows their secrets. Preferably, the bandits want him dead.