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The Cinderlander

Braxton Raith's page

159 posts. Alias of Roidrage.


Full Name

Braxton Raith

Race

Human(Tintalian)

Classes/Levels

Alchemist(Beastmorph)-3/Drunken Brute (Barbarian)-2

Gender

Male

Age

33

Alignment

CN

Languages

Vulgar, Ignan, Argot, Emerit, Divina

Occupation

Shady Merchant

Strength 16
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 11
Charisma 10

About Braxton Raith

Braxton Raith
CN Medium Human Alchemist-3/Drunken Brute(Barb)-2
Initiative:+2 (2Dex)Perception:+4

Defense:
Armor Class:18, Touch:12, Flatfooted:16
CMD: 14(16)
HP:40 Current:40
Fortitude +8, Reflex +5, Will +1

Offense:
Speed:30ft
BAB: +4
CMB: +8

Melee: +8
Dagger +8(6) 1d4+4(6), 19-20 x2
Shovel +8(6) 1d6+6(12), x2
Mswk Crowbar +9(7)(1d6+4(8) x3
Greatsword +8 2d6+6

Ranged: +6 to hit
Bomb +6(touch) 2d6+3, x2 8 per day

Racial Traits:
Bonus Feat:Catch off guard
Skilled:+1 skill rank per level

Skills:
Appraise:+10(4rank+3Int+3Class)
Bluff:+9(5rank+3class+1trait)
Craft(Alchemy):+12(5rank+3int+3class+1alchemy)
Disable Device:+10(5rank+2dex+3class)
Knowledge(Nature):+11(5rank+3int+3class)
Perception:+4(1rank+3Class)
Profession(brewer):+8(5rank+3Class)
[b]Sleight of Hand:+10
(5rank+2Dex+3class)
Survival:+6(3rank+3class)
Intimidate:+8(5rank+3class)

Class Abilites:
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
Bombs: 4/day 2d6+3 DC-14
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage 5rounds/day

Raging Drunk (Ex): While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol's normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition to the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement

Poison Resistance+2

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Beastform Mutagen: At 3rd level, a beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.
Rage Powers:
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Discoveries:
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Precise bombs: 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. If the bomb misses, this discovery has no effect.

Uncanny Dodge


Traits:
Resilent, Fast Talker

Feats:
Catch off guard, Extra Bombs, Power Attack, and Extra Discovery(Precise Bombs)

Formulae Known:
1st-level:Enlarge Person, Cure light wounds, Disguise self,stone fist, Shock Sheild, Illusion of Calm and Sheild.

Currently Active Extracts:

Current 1st-levels:Shock Shield, Enlarge Person and Cure light wounds.

Gear:
Explorers Outfit
Mswk Breastplate
Mswk Crowbar
Shovel, Cold Iron
Dagger, Silver
Dagger
Handy Haversack
-Alchemist kit
-Theives tools, Mswk
-saw
-15 vials
-Alchemist Kindness(5)
-Oil Flasks(15)
-Alchemist Fire (4)
-Sneezing powder (3)
-Antiplauge (2)
-Smoke pellets (5)
-Alkali Flasks (6)
-String (50ft) and Magnet
-Flash Powder (4)
-Tanglefoot bag(3)
-Thunderstone(4)
-Compass
-Greatsword
-Antitoxin (2)
Belt of Giant Str*(+2)
Hand of the Mage
Smoked Goggles
Wand of cure wounds (50 charges)
Caltrops (2)
Alchemic Grease(2,Each hidden the wrists)
Bedroll
Ioun Torch
Acid Flasks(14)
Flasks(4)
Glass Bottle(2)
Pouches(2)
Waterskin and Wineskin
Tindertwigs(5)
Flint and steel
Hooded Latern
Torches(4)
6pp 17gp 3sp 3cp.

Background:
The Raith family was once known as one of the great spirit brewers in Tintalis, that was before his grandfather delivered tainted to a noble family in the empresses court. Ever since then the Raith family has struggled to bring back there former fortune. This led the middle child, Braxton, to use the family knowledge of mixing potent materials, to create various illegal materials. Braxton was able to set up a shop to fuel local crimelords and other seedy fellows.

All this new buisness was booming Braxton's fortune, but all good things must come to an end. A local rival to Braxton, set him up to the local officials causing his arrest. As the years went by in prison, Braxton learned to use various materials as weapons to defend himself againist the other inmates. Through all the hardships he experienced in jail, the alchemist forged a friendship with the infamous cat burglar Tatilus Primos. The burglar had a stash of all his prime hits hidden away, Primos scratched a crude map on his and Braxton's tankard mugs(that each prisoner was assigned for food and whatever). As the Hordes hit the beaches of Tintalis, guards were ordered to transport the prisoners to help reinforce the frontlines againist this unknown enemy. As the prisoners were assembled the pair started a riot and turning there escape Primos was struct down by a guard, Braxton was able to knock out the man. As he went down to Primos he took his friends Tankard and gave him a promise that he would reclaim his friends treasure. Braxton ran away ignoring the cries of help from Tatilus as moved. Braxton blended in with the other refugees and hid among them. Braxton spent his current years as trying to set up funds to set up a exploration in the enemy occupied homeland to find his friends treasure.

Cherished item:
Braxton's Cherished item is the the twin mugs that have a map etched into them. Anyone associated with the prisons of Tintalis can recognize these mugs are standard issue for the prisoners.


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