Boswell C. Peddywinkle
PEDDYWINKLE CR 8
Male Human (Varisian) Alchemist 4 Wizard 5
CG Medium Humanoid (Human)
Init + 3, Senses Perception + 8
AC 16, touch 14, flat-footed 12 (+ 2 armor, + 3 Dex, + 1 dodge)
hp 64 (4d8+ 5d6+ 18)
Fort + 7, Ref + 8, Will + 8
Resist Poison Resistance + 2
Spd 30 ft.
Melee + 1 Quarterstaff + 6 (1d6+ 1/20/x2) and Unarmed Strike + 5 (1d3/20/x2)
Ranged Bomb + 9 (2d6+ 5 Fire) and Frost Bomb + 9 (2d6+ 5 Cold)
Special Attacks Bomb 2d6+ 5 (9/day) (DC 17), Frost Bomb
Alchemist Spells Known (CL 4, 5 melee touch, 8 ranged touch):
2 (2/day) Darkvision (DC 17), See Invisibility (DC 17)
1 (5/day) Shield (DC 16), Identify, Endure Elements (DC 16), Cure Light Wounds (DC 16), Comprehend
Languages (DC 16)
Wizard Spells Known (CL 5, 5 melee touch, 8 ranged touch):
3 (2/day) Lightning Bolt (DC 18), Dispel Magic
2 (3/day) Make Whole, Acid Arrow, Knock
1 (5/day) Magic Missile, Mage Armor (DC 16), Color Spray (DC 16), Burning Hands (DC 16), Feather Fall
0 (at will) Message, Light, Mage Hand, Detect Magic
Str 10, Dex 16, Con 14, Int 21, Wis 17, Cha 17
Base Atk + 5, CMB + 5, CMD 19
Feats Brew Potion, Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Fast Study, Magical Aptitude, Prodigy: Craft (Jewelry), Craft (Books), Scribe Scroll, Throw Anything, Wizard Weapon Proficiencies
Skills Acrobatics + 6, Appraise + 17, Craft (Books) + 17, Craft (Jewelry) + 15, Diplomacy + 10, Disguise + 4, Escape Artist + 4, Fly + 7, Heal + 15, Intimidate + 8, Knowledge (Arcana) + 17, Knowledge (Geography) + 9, Knowledge (History) + 9, Knowledge (Nature) + 9, Knowledge (Planes) + 9, Knowledge (Religion) + 9, Linguistics + 10, Perception + 8, Ride + 7, Sense Motive + 4, Spellcraft + 19, Stealth + 5, Survival + 8, Swim + 1 Modifiers Alchemy + 4
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Orc, Varisian
SQ Bonded Object:
Choose (1/day) (Sp), Fast Poisoning (Move Action) (Ex), Hand of the Apprentice (8/day) (Su), Mutagen (DC 17) (Su), Poison Use, Spontaneous Healing (10/day), Swift Alchemy (Ex)
Combat Gear + 1 Quarterstaff; Other Gear Bracers of Armor, + 2
Alchemy(Su) + 4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+ 5 (9/day) (DC 17) (Su) Thrown Splash Weapon deals 2d6+ 5 fire damage.
Bonded Object: (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
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.
Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day.
Mutagen (DC 17) (Su) Mutagen adds + 4 to a Physical attribute, – 2 to a mental attribute, and + 2 natural armor for 10 minutes/level.
Poison Resistance + 2 (Ex) +2 to save vs. Poison.
Poison Use You don’t accidentally poison yourself with blades.
Prodigy: Craft (Jewelry), Craft (Books) Gain a + 2 bonus on two Craft, Perform, or Profession skills.
Spontaneous Healing (10/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
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.
While researching spells and alchemy formulas for the late Gonzo the Great, Peddywinkle came across excerpts from the diary of Damien Morienus. The diary contained references to some type of potion of great power but failed to describe the process of making it. Intrigued,
Peddywinkle delved deeper into the archives of the Harrowed Society, eventually discovering that Damien had a research tower somewhere in the frigid north. He also discovered that Damien had, while working on a recipe, had not completed it before he mysteriously disappeared with his tower. The towers disappearance also coincided with a period of the Dales history called the Great Thaw. Finding no further reference to Damien, Peddywinkle decided to search for himself.
Peddywinkle had been traveling to the the Inner Seas for years, trading in the valuable magical and alchemy componants.
Boswell Peddywinkle is 5’4” and quite pudgy, with a regal look to him.
He is around 50 years old, with a great handlebar mustache and bright blue eyes.
He has very little hair left and what is there is pure white. He is dressed in rich courtly dress.
Personality: Peddywinkle is very friendly, outgoing, and talkative. He delights in the telling of fanciful stories about his exploits such as when he acquired a very rare bauble that was a gift from the beautiful queen of Salsa, who, by the way, was quite smitten with him.
He is dedicated in helping others and wants to someday create or find a cure for most of the worlds diseases.