Finn Mibbiwyn

Around 3 1/2 feet tall with black hair and a black beard.


Male Gnome Alchemist 2
CG Small Humanoid (Gnome)
Init 3; Senses Low-Light Vision; Perception +6


AC 15, touch 13, flat-footed 13   (2 armor, 2 Dex, +1 size)
hp 19 (2d8
Fort 5, Ref 5, Will 0
Defensive Abilities Defensive Training; Resist Poison Resistance +2


Spd 20 ft.
Melee Dagger +1 (1d3-1/19-20/x2) and
   Unarmed Strike +1 (1d2-1/20/x2)
Ranged Bomb +5 (1d6
3 Fire) and
   Crossbow, Light 2 (1d6/19-20/x2)
Special Attacks Bomb 1d6
3 (5/day) (DC 14)
Alchemist Spells Known (CL 2, 1 melee touch, 4 ranged touch):
1 (3/day) Cure Light Wounds (DC 14), Bomber’s Eye (DC 14), Expeditious Retreat


Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 10
Base Atk 1; CMB -1; CMD 11
Feats Brew Potion, Point Blank Shot, Throw Anything
Traits Highlander (hills or mountains), Rapscallion
Skills Craft: Alchemy +10, Disable Device +5, Escape Artist +3, Fly +4, Heal +4, Know: Sailing +4, Knowledge: Arcana +7, Perception +6, Sleight of Hand +6, Spellcraft +7, Stealth +11, Survival +4, Use Magic Device +5 Modifiers Alchemy +2, Highlander (hills or mountains)
Languages Common, Dwarven, Elven, Gnome, Orc, Sylvan
SQ Hatred, Mutagen (DC 14) (Su), Poison Use, Poisoning (Standard Action) (Ex), Precise Bombs (3 squares) (Su)
Combat Gear Leather, Crossbow, Light, Bolts, Crossbow (20), Dagger; Other Gear Alchemist’s Kit, Backpack (7 @ 5 lbs), Chalk, 1 piece, Ink (1 oz. vial, black), Inkpen, Paper (sheet), Pouch, belt (4 @ 3.08 lbs), Smokestick, Sunrod, Waterskin


Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6
3 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You don’t accidentally poison yourself with blades.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Finn Mibbiwyn great up in a small Gnomish village in a forest in Galt. Located in the foothills near a small mountain range he grew up primarily dealing with other Gnomes and adult Dwarves. His father was an herbalist and often plied his trade among the mountain Dwarves of a nearby clan.

His childhood was normal for a Gnome, filled with trickery, storytelling and games. He eventually was taken on as an apprentice of an old Alchemist in the Gnome village where he was finally given a focus outside of his normal childhood games and activities. Finn began to excel rather quickly at alchemy and after only a few years as an apprentice he was hired on by the Dwarven clan to help with the excavation of a new great hall in their mountain stronghold.

The new great hall was planned to be nearly three times the size of the current version, and while the Dwarves are great working with the mountain stone they were looking for some Gnome ingenuity to quicken the pace of the excavation. Finn spent nearly a year working as the King’s alchemist primarily to create alchemical potions to melt the stone to create the cavern the great hall would reside in.

Toward the end of the first year Finn was disappointed with the progress being made, as well as the lack of sky, and being confined with a clan of Dwarves. The company wasn’t bad, but none the less Finn found himself daydreaming about the day he would complete the cavern and head back out to the open sky. Finn could have left the Dwarven stronghold but it would have reflected badly on his mentor, as well as his father, plus the pay was more than significant. This wanderlust led him to begin experimenting with much stronger concoctions to speed the excavation.

It was after the fourth or fifth version of the powerful alchemical fire that Finn achieved the significant boost to the formula he was looking for. The specific area he was working in was showing significant progress when the floor of the cavern melted through to reveal a tunnel leading down deeper into the earth. A few Dwarves were sent to investigate, but never returned. It was only a few days later that the nightmarish creatures began to assault the stronghold, the stronghold wasn’t caught off-guard, but the eyeless, orcish creatures killed many Dwarves that first day. It took the Dwarven warriors a few weeks to drive the creatures back into the tunnel where Finn was instructed to collapse the cavern behind them.

The sheer size of the cavern, as well as the number of potions used caused the outside of the mountain to show the devastation of the cavern collapse. A crater remains on the outside of the mountain giving visible evidence of where the great hall would have been located beneath the surface.

Despite the loss of many Dwarves he had known for many years, the day Finn left was still exhilarating. He left the stronghold with a Dwarven cleric named Tib Battlebuster XII, a follower of Torag. Tib was a rather young Dwarf, eager to see the world, and thus akin to Finn in their mutual desire to see more of the vast world.

Tib and Finn first made a visit to the Gnome village on their journey toward the coast. Finn spent a few days with his mother and father before continuing on his journey. This is the last time Finn has seen his parents, he has yet to return to see them. Upon reaching the a small shipping town they were hired on by a merchant vessel known as the Trailing Rain to help control illness with the use of potions and spells. Their journey would last over four months and their services would serve the ship’s crew greatly.

When nearing Westcrown, within the Inner Sea the Trailing Rain was under duress from what the crew speculated was pirates. It didn’t take the pirate ship, Korvosa’s Love, long to catch the merchant vessel, and when they did they didn’t let loose and cannon, or any range attacks, they were clearly after only the ship and its cargo. The captain had hired a fair number of mercenaries to protect the ship in anticipation of coming across pirates, but they were not match for the first to board the merchant vessel.

Finn watched in gruesome amazement as the giant red orc cut down the first two mercenaries in the matter of only a few seconds. The rest of the pirate crew was behind him, but were obviously in no hurry to rush past him onto the merchant ship. The mercenaries were quick to surrender after the feigningly amazing display of anger, rage and bloodlust in the eyes of the orc.

The pirate captain made terms with the merchant captain to safely land the crew on the south side of the inner sea as to avoid any dealings with the Cheliax realm. Thus, the merchant crew walked the plank a few hundred yards from land with a town within eye-shot.

During the few days journey south Finn made specific attempts to talk with the orc. He learned his name was Bukta One-eye and much of his past life. Finn became enamoursed with this mighty warrior and when given the option to leave with the merchant crew he requested to stay on with the pirates in exchange for any alchemical needs they may have. Tib decided it was best if he continued on with the merchant crew, rather than stay aboard Korvosa’s Love.

Finn spends much of the day continuing to learn more about Bukta, and also shares his own, and less gruesome stories. Finn stays aboard with the pirates for a few months before he notices a sickly trend beginning to show during the raids. The pirate crew begins to show more and more bloodlust and the raids become less peaceful and more forceful. He decides it’s time he moves on, but first decides to explain why he’s leaving the crew to Bukta.

Finn’s acknowledgement of the situation causes Bukta, the 2nd in command to lead the crew in mutiny. He isn’t a leader of bolstering words, or inspiring talk, but was by far the most powerful and experienced combatant of the crew which leads nearly all of the crew to join in his mutiny.

After the mutiny, which was bloodless and over quite quickly, Bukta and Finn re-purpose the ship toward the less bloody smugglers trade. The vast wealth Finn had received from the Dwarves was quickly diminished as they began to work on the ship, and purchase their first black market goods.

The two continue to successfully smuggle for a few years, occasionally stopping at the same various locations around the globe. Sandpoint is one of the few locations the smuggler’s ship often stops at.

It’s in Sandpoint that Finn meets the wizard Aencar. He is known as a powerful wizard within the region and will trade alchemical work for various common reagents and access to some minor spells. Finn sees Aencar a few times each year to swap resources, tales and a fine class of “imported” wine.

After years of peacefully “trading,” Finn and Bukta where heading back into Sandpoint when they were caught by Thomas Korvosa, their former captain. Thomas’ new raiding ship, “The Payback” slid alongside during a crashing storm and a bloody fight ensued. It quickly became apparent that Thomas was not interested in only capturing his old ship, he was out for revenge.

During the fighting Thomas could be heard screaming, “5000 gold for the halflings ears! Another 5000 for that bastards last eye!” As the crewmen of Korvosa’s Love fell to the pirates, Bukta realized that hope was lost. Trapped in the stern cabin, he gruffly clapped Finn on the back, picked him up in a bear hug, and deposited him into an empty water barrel. Throwing Finn’s nearby pack into the barrel, he sealed the lid with a massive blow.

Finn screamed desperately to his friend, “We can still win! Let me out! You cannot die alone!”

But the next he knew, his barrel was bobbing frantically on the storm swept waves. Dispirited by his loss, Finn passes out in the tossing barrel. He awakens weeks later in the hands of Shalulu Andosana, an Elf ranger of the Hinterlands. At first, Finn will not speak to Shalulu, but after weeks of her careful care, Finn finally comes to grips with his friends sacrifice and answers some of her questions.

Finding out that Finn is familiar with Sandpoint, she takes him there. Finn knows about an old Smuggler’s den that was near Sandpoint years before, but not exactly where it is located. He hopes to find some fellow smugglers, and then find out what happened to his friend.

Finn Mibbiwyn

Rise of the Runelords danielepley