Wooly Cupgrass, the loopy bariaur Sensate with a taste for potions and poisons, can make a great resource for PCs in Planescape. He can identify, buy, and sell potions, elixirs, and poisons, and he’s also a great source of comedy for the GM.
For details on Cupgrass’s plans and personality, along with his tactics in combat, see his entry in Uncaged: Faces of Sigil.
Wooly Cupgrass CR 9
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 73 (10d8+20)
Fort +9, Ref +8, Will +2 (+4 vs. spells and spell-like effects)
Speed 40 ft.
Melee +2 dagger +9/+4 (1d4+2/19-20)
Special Attacks bomb 12/day (5d6+3 fire; DC 18), powerful charge (2d6)
Formulae (CL 10th)
4th–cure critical wounds, neutralize poison
3rd–fly, remove blindness/deafness, remove curse, remove disease
2nd–aid, bear’s endurance, cure moderate wounds, delay poison, resist energy
1st–cure light wounds, endure elements, enlarge person, expeditious retreat, identify, shield
Str 10, Dex 12, Con 15, Int 17, Wis 8, Cha 14
Base Atk +7; CMB +7; CMD 18
Feats Brew PotionB, Extra Discovery ×4, Master Alchemist, Throw AnythingB
Skills Appraise +16, Craft (alchemy) +18 (+23 create alchemical item), Fly +11, Heal +14, Knowledge (arcana) +16, Knowledge (nature) +16, Perception +1, Sense Motive +1, Spellcraft +16, Use Magic Device +15
Languages Common, Abyssal, Celestial, Sylvan
Faction Traits Membership Has Its Privileges, New Sensations
SQ alchemy, discoveries (cognatogenUM, combine extracts, dispelling bomb, enhance potion, extend potion, healing touch, infuse mutagen, infusion, spontaneous healingUM), mutagen, poison use, quadruped, swift alchemy, swift poisoning
Combat Gear 1d12+2 elixirs/oils/poisons/potions, cognatogen; Other Gear +2 dagger, alchemist’s lab, formula book (contains all 1st-, 2nd-, 3rd-, and 4th-level alchemist formulae)
Guile’s Note: Cupgrass wasn’t originally a spellcaster of any type, instead being simply a bariaur with a talent for identifying potions and brewing non-magical elixirs, but making him an alchemist was too good an opportunity to pass up. I made him 10th level to give him immunity to poison to help explain how he can down gallons of the stuff without harm, but how he survived long enough to reach 10th level is anyone’s guess.