Kobold

Athrax the Bomber's page

75 posts. Alias of Pete H..


Race

| HP 29/29 | AC 15 19, T 14, FF 12 16 | CMD 14 | F +6 R +8 W +2; +2 vs. paralysis, poison, and sleep | Init +3 | Perc +9 (+11 traps), Darkvision

Classes/Levels

| Speed 30ft | Bombs 4/9 | Extracts 1st 3/4 2nd 2/2 | Mutagen 0/1 (Con) Active Conditions: Light sensitivity, Shield 30/40.

Gender

”Athrax” | Male LE Small Kobold alchemist (alchemical trapper) 4

About Athrax the Bomber

The Mad Bomber
Athrax's greatest joy in life is the sound of his explosives detonating, and the ensuing cries of anguish from his mutilated victims.

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ATHRAX

Male kobold alchemist (alchemical trapper MC) 4 (Pathfinder RPG Bestiary 183, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex 128)
LE Small humanoid (reptilian) Init +3; Senses darkvision 60 ft.; Perception +9

DEFENSE

AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 29 (4d8+8)
Fort +6, Ref +8, Will +2; +2 vs. paralysis, poison, and sleep
Weaknesses light sensitivity

OFFENSE

Speed 30 ft.
Melee +1 shortspear +4 (1d4)
Ranged bomb +8 (2d6+3 fire)
[dice=bomb vs. Touch]1d20+8[/dice] for [dice=Fire]2d6+3[/dice]
Special Attacks bomb 9/day (2d6+3 fire, DC 15)

Alchemist Extracts Prepared (CL 4th; concentration +7)
2nd—fire breath APG (DC 15), spider climb
1st—bomber's eye APG, disguise self, expeditious retreat, shield

STATISTICS

Str 9, Dex 16, Con 12, Int 16, Wis 10, Cha 10
Base Atk +3; CMB +1; CMD 14

Feats Brew Potion, Extra Bombs APG, Point-Blank Shot, Throw Anything

Traits Blood of Dragons UCA, Meticulous Concoction UCA

Skills Acrobatics +4, Craft (alchemy) +12 (+16 to create alchemical items), Craft (traps) +14, Escape Artist +7, Knowledge (local) +7, Perception +9, Spellcraft +10, Stealth +13; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Common, Draconic, Dwarven, Gnome, Undercommon

SQ alchemy (alchemy crafting +4), bomb trap, mutagen (+4/–2, +2 natural armor, 40 minutes), poison use, swift alchemy, trapfinding +2

Combat Gear boro bead (1st level), potion of bear's endurance, potion of cat's grace, potion of cure light wounds (1 of 2 remain), potion of cure moderate wounds (3), potion of jump, potion of spider climb, alchemist's fire (3), itching powder UE, smokestick (2), tanglefoot bag;

Other Gear +1 shortspear, cloak of resistance +1, alchemy crafting kit APG, formula book APG (contains all prepared extracts plus cure light wounds, enlarge person, jump, reduce person, true strike, cure moderate wounds, and invisibility), masterwork tool (Craft [alchemy]), masterwork tool (Craft [traps]), alchemical results journal, non-functional wayfinder, a glass with a beetle drenched in honey, 110 gp

Archetype - Alchemical Trapper:
Alchemical Trapper
Source Monster Codex pg. 128
Because kobolds rely on traps to soften up enemies, kobold alchemists learn to turn bombs into traps. When such alchemists are preparing defenses against larger creatures that might enter their tunnels and attempt to exterminate them, their skills mean the difference between life and death.

Bomb Trap (Su): At 2nd level, an alchemical trapper can use one of her bombs to make a trap. Setting a bomb trap is a full-round action that provokes attacks of opportunity. A bomb trap fills a single 5-foot square and cannot be placed in the same area as any other trap. The alchemical trapper needs the same materials required for making a bomb. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to the DC for the alchemical trapper’s bombs. All bomb traps have location triggers and do not reset. The alchemical trapper can use any one discovery that applies to a bomb when making a bomb trap. The bomb trap lasts 10 minutes for each alchemist level the trapper possesses. If the bomb trap is not disabled or exploded within that time frame, the trap becomes inert. Creating a bomb trap uses one of the alchemical trapper’s bombs per day. This ability replaces the discovery at 2nd level.

Trapfinding (Ex): At 4th level, an alchemical trapper can find and disable traps, as the rogue class feature of the same name. This ability replaces the discovery at 4th level.

Spell Descriptions
Disguise Self: For 10 minutes, Athrax can change his appearance (including his clothing, armor, weapons, and equipment) to whatever he likes, although he cannot change his creature type. He can, however, appear as another subtype of humanoid.

Expeditious Retreat: For 1 minute, Athrax can increase his land speed by 30 feet.

Fire Breath: Up to thrice during this spell's duration of 4 rounds, Athrax can belch forth a 15-foot cone of fire as a standard action. The first cone deals 4d6 points of fire damage to every creature in the area. And the second and third cones deal 2d6 and 1d6 points of fire damage, respectively. A successful DC 15 Reflex save halves this damage. After the third cone of flame, the spell ends.

Shield: Athrax gains a +4 shield bonus to AC for 1 minute and becomes immune to magic missile.

Spider Climb: For 10 minutes, Athrax or a touched creature can climb on vertical surfaces or ceilings. The affected creature gains a climb speed of 20 feet and a +8 racial bonus on Climb checks. It does not need to make Climb checks to traverse a vertical or horizontal surface (even a ceiling), but it cannot use the run action while climbing.

Formula Book Athrax's formula book contains the formulas for all of the extracts he knows. It functions like a wizard's spellbook.

Meticulous Concoction Once per day, Athrax can either add a +2 trait bonus to the saving throw DC against one of his bombs, or extend the duration of one of his extracts for 2 rounds.

Mutagen (Su) Athrax can brew a mutagen that he can drink as a standard action to heighten his physical prowess at the cost of his personality. The mutagen grants him a +2 natural armor bonus, a +4 alchemical bonus a physical ability score, and a –2 penalty to a mental ability score for 40 minutes. His three possible mutagens are +4 Strength/–2 Intelligence, +4 Dexterity/–2 Wisdom, and +4 Constitution/–2 Charisma. Athrax can brew a mutagen in 1 hour, and he can only have one active mutagen at a time; if he brews a second mutagen, the first becomes inert. A non-alchemist who drinks a mutagen becomes nauseated for 1 hour (DC 15 Fortitude negates).

Swift Alchemy (Ex) Athrax can craft alchemical items at twice the normal speed. Combat Gear Below are descriptions of some of Athrax's consumables.

Alchemist's Fire: Athrax's alchemist's fire deals 1d6+3 points of fire damage on a hit and 4 damage to all adjacent creatures (a “splash”). On the next round, the target of a direct hit takes another 1d6 points of damage. (edited to adjust for Throw Anything feat)

Boro Bead (1st level): Once per day as a standard action, Athrax can recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank.

Itching Powder: This powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. A packet of itching powder is a thrown splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must succeed at a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect.

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BACKSTORY

Ever shunned by his kobold peers, Athrax only earned the respect and fear of his fellow tribe members after the death of the Sewer Dragons' former alchemist, Yippitok, at the hands of vengeful Pathfinder agents. Overjoyed at his sudden “promotion” to chief alchemist of the tribe, Athrax came to excel in the creation of powerful explosives, eventually merging his hobby with the innate kobold lust for traps. One side project kept by the alchemist is his desire to craft an exploding insect, attempting to lather a beetle in honey and fill it with explosive. Athrax hopes that this “furious honey elemental” will distract enemies long enough to approach and be caught in the ensuing explosion. Athrax is convinced that this theory will result in a terrifying new weapon for the Sewer Dragons, despite the derision his friends and tribe mates sometimes level his way.

Owing his new station in life to the Pathfinder Society, Athrax developed a sort of fetishism over the agency. Clutching onto a broken wayfinder, the alchemist believes himself one step away from being an honorary member of the Society; every day he looks for a chance to join the Society proper. Subverting the ideals of “Explore, Report, and Cooperate,” Athrax believes in exploring new ways of creating explosions, reporting his horrific findings in his journal, and cooperating by following the orders of chief Yiddlepode.

Kobold Slang: A “shiny shiny” is a treasure, regardless of how shiny it actually is.

Sources: This character makes use of the following Pathfinder Roleplaying Game sources: Pathfinder RPG Advanced Player's Guide (APG), Pathfinder Player Companion: Kobolds of Golarion (KOG), and Pathfinder RPG Ultimate Campaign (UCA).