Ratfolk Troubleshooter

Ystrizz's page

127 posts. Organized Play character for JAF0.


Full Name

Ystrizz Ranjini

Race

ratfolk alchemist (grenadier, inspired chemist) / 2 | -23 *

Classes/Levels

skills:
appraise 8, craft alchemy 7, disable 7+2, escape 3, heal 5, know local 6 perc 5, slt of hand 7, stlth 3, umd 5

Gender

HP 17/17; AC 13/13/10; f 5, r 7, w 2; bab 1, melee +1, ranged +4; cmb 1, cmd 14; init +3; bomb 5/5 1d6+3, 4 splash DC14; wclw 50; folio reroll 1/1 |

Size

S 3'10", 69 lbs

Age

19 yrs

Alignment

NG

Location

pfs # 52335-23

Languages

common. draconic, undercommon, aklo

Strength 10
Dexterity 17
Constitution 12
Intelligence 17
Wisdom 12
Charisma 10

About Ystrizz

Ystrizz
Male ratfolk alchemist (grenadier, inspired chemist) 2 ( Pathfinder RPG Advanced Class Guide 75,
Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Monster
Codex)
N Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 17 (2d8+4)
Fort +5, Ref +7, Will +2
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee tailblade +5 (1d2)
Ranged bomb +6 (1d6+3 fire) or
light crossbow +5 (1d6/19-20)
Special Attacks bomb 5/day (1d6+3 fire, DC 14)
Alchemist (Grenadier, Inspired Chemist) Extracts Prepared (CL 2nd; concentration +5)
1st—adhesive spittle ACG (DC 14), longshotUC, targeted bomb admixture UC
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Statistics
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Str 10, Dex 17, Con 12, Int 17, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Martial Weapon Proficiency (tailblade), Throw Anything, Weapon Finesse
Traits arcane archivist, - custom trait -
Skills Acrobatics +0 (-8 to jump), Appraise +9, Craft (alchemy) +10 (+12 to create alchemical items),
Disable Device +7, Knowledge (local) +8, Knowledge (nature) +7, Perception +8, Sleight of Hand +5,
Stealth +5, Use Magic Device +7; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic
Device, rodent empathy
Languages Aklo, Common, Draconic, Undercommon
SQ alchemical weapon, alchemy (alchemy crafting +2), cheek pouches, discoveries (explosive bomb,
precise bombs [3 squares]), inspiring cognatogen
Combat Gear cold iron crossbow bolts (50), crossbow bolts (50), silver crossbow bolts (50), wand of cure
light wounds (50 charges) , alchemist's fire (5); Other Gear studded leather, light crossbow, tailblade ARG,
cloak of resistance +1 , traveler's any-tool UE, alchemist starting formula book, alchemy crafting kit APG,
bedroll, blanket APG, chewing stick, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), ink, inkpen (3),
journalUE, masterwork backpack APG, masterwork thieves' tools, mirror, nail file (0.1 lb), paper (10), scissors
(0.3 lb), soap, sponge, tooth powder (0.1 lb), trail rations (5), waist pouch UW, waist pouch UW, waterskin,
50 gp
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
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.
Cheek Pouches You can store things in cheeks, but suffer 20% failure with verbal spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Inspiring Cognatogen Knows how to create cognatogen that grants dodge bonus & inspiration pool.
Precise Bombs (Su) Exclude up to 3 squares from splash damage of your bombs.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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ratfolk racial abilities:

Ability Score Racial Traits: Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.

Type: Ratfolk are humanoids with the ratfolk subtype.

Size: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

Speed (Slow): Ratfolk have a base speed of 20 ft.

Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page for more information about these languages.

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.

traits:

Business Venturer (Racial, Ratfolk) You are better traveled than most ratfolk Benefit(s): You gain a +1 trait bonus on Appraise, Knowledge (local), and Profession (merchant) checks, and one of these skills (your choice) is a class skill for you.

Arcane Archivist (Faction) You have spent years handling magic items and know how to test their functions while avoiding catastrophic results. You gain a +1 trait bonus on Use Magic Device checks, and this skill becomes a class skill for you.

feats:

Weapon Finesse (Combat) Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Throw Anything (Combat) (bonus feat) Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Alchemist abilities:

Class Skills The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

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. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su) In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Mutagen (Su) (replaced by inspiring cognatogen (see Inspired Chemist below)

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.

Discovery (Su) At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Grenadier abilities:

Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Alchemical Weapon (Su) At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Precise Bombs (Ex) At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Inspired Chemist abilities:

Inspiring Cognatogen At 1st level, an inspired chemist learns how to create an inspiring cognatogen, as the inspiring cognatogen discovery. This ability replaces the mutagen class ability. (This means that an inspired chemist cannot create mutagens unless he selects the mutagen discovery).

Bonus Feats An inspired chemist can select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, Spellcraft, or Use Magic Device) in place of a discovery.

Bonus Talents An inspired chemist can select any two investigator talents in place of a discovery, but can only use these talents while under the effect of an inspiring cognatogen.

Languages An inspired chemist can learn three languages in place of a discovery.

Discoveries: The following discoveries complement the inspired chemist archetype: grand inspiring cognatogen, greater inspiring cognatogen, and inspired bomb.

discoveries:

Explosive Bomb Benefit: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

equipment:

equipment:

Ratfolk tailblade 20/x2
[dice=to hit]1d20+3[/dice]
[dice=dmg if hits]1d2[/dice]
crossbow, light 19-20/x2
[dice=to hit]1d20+3[/dice]
[dice=dmg if hits]1d6[/dice]
20 bolts
20 cold iron bolts
10 silver bolts
studded leather armor ac +3
MW thieves' tools
alchemy crafting kit
backpack
bedroll
belt pouch
flint and steel
ink
inkpen
journal
paper
formula book
iron pot
mess kit
soap
trail rations (5 days)
waterskin
hairbrush
comb
alchemist fire x5
442 gp
Traveler's Any-tool
wand clw
cloak of resistance +1

ratfolk tailblade:

A tailblade is a small, sharp knife designed to be strapped to the tip of a wielder’s tail.

Benefit: A ratfolk wielding a tailblade can make a tail attack, adding its Strength modifier to the tailblade’s damage.

It takes a full-round action to strap on or remove a tailblade. The wearer can loosely attach the tailblade (without strapping it securely in place) as a move action, but using a loosely attached tailblade gives the wielder a –4 penalty on all attack rolls made with the weapon, and other creatures get a +4 bonus on disarm combat maneuver checks to disarm the tailblade.

Ratfolk are considered proficient with such attacks and can apply feats or effects appropriate to natural attacks to tail attacks made with a tailblade. If used as part of a full attack action, attacks with a tailblade are considered secondary attacks.

introduction:

Ystrizz slips in, a tiny hooded and cloaked figure, and finds a place to sit... When approached to place an order, he mutters from under his hood. "Kaf, very strong, and pastries please... lots of pastries... very sweet with nuts and honey... um... three at least... four would be better."

After the server leaves the table, he pushes back his hood to reveal that he's indeed a little ratfolk, with dark grey fur, beady eyes and long whiskers, a few of which look a little ragged.

background:

"I guess you could say I got a field commission, I certainly have not had a three-year initiation. I'm only nineteen after all... I have traveled quite a bit, though, moving about with merchant caravans while my teacher had his own wagons and trained me on the road... I loved moving about a lot and seeing new things, meeting new people. Most of our travel was around Andoran, Taldor, and up into the River Kingdoms and Brevoy. Someday I'd love to visit Varisia and the southern countries like Qadira and Osirian, too." He pauses a moment as he considers Janira's other questions...

"As to how I handle myself in a fight, I throw things.. bombs mostly, but other things too... though I try not to hit my friends, so that puts a damper on what I can do sometimes. Someday I'll get good at throwing bombs and not hitting people I like. My teacher was a master alchemist and could do that. He was pretty good that way."