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About Cheln PredderStatistics:
Male Ratfolk Plague-bringer vivisectionist Alchemist 1
CE Small Humanoid (Ratfolk) Initiative +6; Senses Perception +6; Darkvision 60’. ------------------------------ DEFENSE ------------------------------ AC 14, touch 12, flat-footed 12 (+2 dex, +1 size) HP: 10 (1d8+2/lvl = 10) Fort +4, Ref +4, Will +0 ------------------------------ OFFENSE Bite: +1, 1d3 @ x2 Claws: +1, 1d4 @ x2 Tailblade: +1, 1d2 @ x2 Bite & claws are primary. Tailblade is secondary. ------------------------------
Racial Modifiers: +2 Dex, +2 Int, -2 Str Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal. ------------------------------
Skills (9 points; 4 Class, 4 INT, 1 favored class)
(0) Acrobatics +2
Non-Standard Skill Bonuses
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Sneak Attack:
A vivisectionist gains sneak attack as a rogue. If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Alchemy:
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.
Brew Potion:
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:
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. Plague Vial:
At 1st level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer's possession becomes inert until a plague bringer picks it up again.
It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer's blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague bringer's level + the plague bringer's Intelligence modifier) or become sickened for 1 round per plague bringer level. The plague bringer is immune to the effect of his own plague vial, but not that of another's plague vial. The effects of multiple plague vials do not stack. As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf's resistance to poison does not apply). Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial's DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery, he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, a plague bringer can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen. All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect. ------------------------------
Money 0 PP 54 GP 0 SP 0 CP (~0 pounds)
Background:
Another day, another damned nuisance. The locals had been more suspicious of his activity lately, and for good reason; Cheln's latest experiment hadn't made it. He'd dumped the body in the river, and it would be gone before others caught on. He would need help in the future though, someone to fend-off the investigation... Years ago, the orphan had been taken-in by a pair of well-meaning veterans. Half-orcs, his adoptive parents made him their own child after their battles. But whatever affections they poured onto the child could do naught to erase the memories of his parents' deaths in the horrible pillaging of their home. A burglary had turned violent, and when his father attempted to defend them, his mother and he were slain. Cheln was very small at that time, and he weaseled himself into a corner for safety in the shadows. If only it could've shielded his eyes and emotions. His bitterness towards the world grew over the years, and he began to take a taste in the apothecary field after seeing how subtle mixtures could work magic. He worked at the general store to keep the books, and he invested his monies into alchemical reagents. Self-taught from text, the learning was slow but rewarding. He began by poisoning pigeons, squirrels, and plants. The dark glee he took with his killings needed to be supplemented by a true test - a humanoid subject. He had no friends though, the small town eschewing him as "creepy" and "weird". Only his parents had tried to love him, and they gave up on the impossible task of having that required long ago. Yet they could provide one last service. They did sleep under the same roof after all... Once they had proved the effectiveness of his toxins, the ratfolk dragged their bodies in front of the local apothecary's shop. Circumstances too strong for the elderly man to protest successfully, he was executed in short order. It was then Cheln assumed the duties of his work. After all, providing a few curative remedies to local sick persons went a long way in bettering his relations. As time wore on, he delved into internal anatomy, learning how to infect his own blood. Soon the others in the town would share his pain for alienating him for so long. And eventually, so will my parents' killer. Lately, a man with piercing eyes had been watching his movements outside the shop during the day - and night. He kept his distance, but it would be hard to rid himself of future bodies (and acquire "volunteers") with him about. He didn't know the man's motives, but he had to go. Word had it a woman named Cimri could help...
Appearance and Personality:
Despite his diminuitive statue, Cheln isn't shy. This is not always a good thing for others; he often carries an odor of chemical concoction about him, and it drives away all but the most obedient or nose-dulled animals. When he does interact with others, his speech takes a meandering pattern, at times obfuscating his original statement/question's purpose. The thoughts are clear to Cheln, but his arcane mind is not easily transferred into words. Dark gray fur and ebony eyes reflect well the emotions from within the troubled alchemist. Like his creations, he is bitter and volatile.
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0th: Create Water, Mending, Spark
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