Ratfolk Sage

Professor Lacrymose's page

148 posts. Organized Play character for Asmodeus Jones.


Full Name

Professor Nicodemus Lacrymose

Race

| HP 23/23 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +7, W: +1, +1 vs Fear, +2 vs Poison | Init: +3 | Perc: +11, SM: +0

Classes/Levels

| Speed 20ft | Ranged: Blowgun +7 1, Melee: Bone Dagger +7 1, Mwk Spring Blade +8 1d3, Tailblade +7(+2) 1d2 Note: all (often + Poison / 2d6 Sneak Attack) | Extracts: 1st 2/3, 2nd 2/2 | Active c.: HA

Gender

N Male Ratfolk Alchemist (Eldritch Poisoner) 4

Size

Small

Age

32

Alignment

N

Deity

Norgorber (Blackfingers)

Location

Absalom

Languages

Common, Goblin, Osiriani, Shadowtongue, Tien, Undercommon, Ancient Osiriani

Occupation

Professor of Biology

Strength 10
Dexterity 20
Constitution 10
Intelligence 21
Wisdom 10
Charisma 7

About Professor Lacrymose

A rather nebbish looking ratfolk with sandy-coloured fur and always-impeccable spectacles, Professor Nicodemus Lacrymose ("Nicky" only to his dear departed mother) is much more comfortable in tweeds in the lab than in leathers on the field.

The Professor's work with the society affords him ample opportunity to test out his experiments on the effects of external agents to the sanguinous and nervous systems or a wide variety of creatures. This means copious note taking and questioning of his subjects.

Professor Lacrymose
Male ratfolk alchemist (eldritch poisoner) 4 (Pathfinder Player Companion: Black Markets 28, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 3 231)
N Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 18, touch 14, flat-footed 15 (+2 armor, +3 Dex, +4 shield, +1 size)
hp 23 (4d8)
Fort +4, Ref +7, Will +1; +1 morale vs. fear, +2 bonus vs. poison
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Offense
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Speed 20 ft.
Melee
bone dagger +7 (1d3-2/19-20)
mwk spring blade +8 (1d3)
spring blade +7 (1d3)
tailblade +7 (1d2)
Ranged blowgun +7 (1)

Special Attacks arcanotoxin, sneak attack +2d6, swarming

Alchemist (Eldritch Poisoner) Extracts Prepared (CL 4th; concentration +9)
2nd—cat's grace, invisibility
1st—endure elements(used), expeditious retreat, heightened awareness[ACG]

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Statistics
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Str 10, Dex 16, Con 10, Int 21, Wis 10, Cha 7

Base Atk +3; CMB +3; CMD 15

Feats Skill Focus (Craft [alchemy]), Splintering Weapon[UC], Weapon Finesse

Traits pragmatic activator, swamp rebel

Skills Acrobatics +3 (-1 to jump), Appraise +9, Bluff -2 (-6 to affect animals), Craft (alchemy) +19 (+23 to create alchemical items, +21 to create poisons and antitoxin), Craft (traps) +11, Diplomacy -2 (-6 to affect animals), Disable Device +12, Disguise -2 (-6 to affect animals), Heal +7 (+10 to treat poison), Intimidate -2 (-6 to affect animals), Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +11, Knowledge (planes) +8, Linguistics +6, Perception +11, Sleight of Hand +7, Spellcraft +9, Stealth +15 (+17 in swampy terrain), Survival +4 (+6 to avoid becoming lost), Use Magic Device +14; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device

Languages Ancient Osiriani, Common, Goblin, Osiriani, Shadowtongue, Tien, Undercommon

SQ alchemy (alchemy crafting +4), arcanotoxin enhancement (cure saves increase), careful injection, discovery (concentrate poison), poison use, swift alchemy, toxicologist, unnatural[ARG]

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Gear
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Alchemical Isolation 2/2
Antidote Kit 10/10
Artoku's Fire 1/2
Confabulation Powder 2/2
Ectoplasmic Residue 3/3
Frostspore 3/3
Ghast Retch Flask 3/3
Giant Wasp Poison (Concentrated once, DC 20 Fort, 1 Save. 1d2 Dex per Round for 9 Rounds) 4/4
Holy Water 4/4
Jackalroot Essence (DC 18 Fort, 2 Saves, Hideous Laughter 6 rounds) 1/1
Marvelous Fear Gas (DC 17 Fort, 1 save, Injury OR Fear Effect, Shaken for 1 minute, 1d2 Wisdom Damage per minute/4 minutes) 5/5
Red Tears (Concentrated once, DC 17 Fort, 1 Save. 1d6 dmg round/15 rounds) 4/6
Tindertwig 5/5
Vampire's Kiss (Concentrated once, DC 17 Fort, 1 Save. 1d2 Con damage / 3 rounds, Bleed damage increased by 1 for 1 minute) 6/6

Magic
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Cracked Incandescent Blue Sphere Ioun Stone (+1 Perception)
Cracked Pale Ruby Trillian Ioun Stone (+1 Stealth)
Pathfinder Pouch
Wand of Cure Light Wounds 46/50
Wand of Detect Magic 50/50
Wand of Shield 49/50
Wayfinder

Weapons
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Bone Daggers 10/10
- 2 w/ Concentrated Vampire's Kiss (as above)

Masterwork Spring Blade
- No Poison

Tailblade
- No Poison

Blowgun w/ Darts 20/20

Armor
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Mithral Chain Shirt

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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcanotoxin (Injury poison, 1d2 Dexterity dam, 2 save, 1/rd for 2 rds, 9/day, DC 17) (Su) Create a magical toxin.
Careful Injection (Ex) May decrease sneak attack dice to increase the DC of arcanotoxin delivered with same attack.
Concentrate Poison (Su) Combine two doses of same poison into one dose with +50% freq and +2 DC. Must be used within 1 hr.
Darkvision (60 feet) You can see in the dark (black and white only).
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Splintering Weapon Break a weapon to deal bleed damage
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Toxicologist (Ex) +2 to Craft (alchemy) to create poison/antitoxin, and require half time.
Unnatural -4 to CHA skills vs. animals, +2 Dodge AC against animals. Animal starting attitude one step worse.