Abidin Tlial
Grippli Alchemist
Backstory
Abidin Tlial was born to the chieftain of his swamp village. Once he came of age where he was to learn a trade, an elder showed him the wonders of being an Alchemist. After years of training he became a full-fledged Alchemist. Then one day a elven caravan made a trip through his clans swamp and traded some supplies with his people. After the elves left Abidin realized that he had a great love for expensive things, and money. After a while he became bored with his normal life and wanted to go out into the world and learn about the other plants and get more valuables to horde, so he set out knowing nothing of the outside world being the first of his clan to leave the swamp in a very long time. Abidin brings with him his family rapier, his wits, and what other things he thinks he might need to survive.Abidin is a generally well liked by others (after they get over the shock of seeing a frog-man) and is a social person. He can talk for long periods of time when its about Alchemy or Money, but otherwise he tends to keep to himself.
Prologue
You've come a long way from home, taking the first boat you found to lands unknown. You land in a small village somewhere. The people here barely notice you. They have never seen your kind before. You ask around and some are willing to help you, though frightened at your appearance at first. You rest and gather supplies from what you have in your inventory. You rest here for a few days.A few days later you decide to travel south to the city of Leese. You hear that it is a prosperous city, and decide that there is opportunities for wealth there.
Days of travelling later. You see fire and smoke in the distance on the side of the road. You run towards it and see a carriage. Under the rubble, you find an unconscious male gnome, an unconscious female half-elf, and sitting on a broken wheel, a female human, staring into the horizon.
Abidin TlialAlchemist 2
N
Small
Grippli
Snaptongue Grippli
Humanoid
Languages Common, Grippli
Skills Acrobatics +2, Arcana +7, Athletics +0, Crafting +7, Deception +6, Diplomacy +6, Intimidation +6, Lore: Genealogy +7, Nature +5, Performance +6, Society +7
Str +0, Dex +2, Con +1, Int +3, Wis +1, Cha +2
Items Unarmored, Clothing (Explorer's)
AC 16; Fort +7, Ref +8, Will +5
HP 24; Resistances poison 1
Speed 25 feet
Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Ranged Crossbow +6 (Crossbow), Damage 1d8 P
Quick Alchemy
Additional Feats Alchemical Crafting, Alchemical Savant, Courtly Graces, Nocturnal Grippli, Poison Resistance, Seasoned, Snaptongue Grippli
Additional Specials Advanced Alchemy, Alchemy, Formula Book, Infused Reagents, Research Field (Toxicologist)