Gatley Raspart's page

20 posts. Alias of Celestial Healer.

Full Name

Gatley Raspart




Alchemist 2 {HP 24/24, AC 18 [22 with Dex mutagen]}












Common, Draconic, Hive, Arachnid, Tengu, Naga

Strength 11
Dexterity 19
Constitution 17
Intelligence 20
Wisdom 17
Charisma 13

About Gatley Raspart

Gatley Raspart
Level 2 Ratfolk Alchemist (Granadier)
Neutral Good

AC 18 (Flat Footed 13, Touch 15)
AC with Dex mutagen 22 (Flat Footed 15, Touch 17)
CMB +0, CMD 14
Fort +5, Ref +6, Will +3

Speed 20 ft, Initiative +4

HP 24 (Max 24)

BAB +1
Concentration +7

Morningstar +2, 1d6
Longbow +7, 1d6
Bomb +6 vs touch AC, 1d6+5

XP: 1,540

This slender ratfolk is covered in grey fur but for a shock of black on the top of his head. Long whiskers droop from the sides of his mouth, and nimble fingers seem ever twitching at his side. His garb is covered in pouches and compartments and he seems to have a neverending stock of alchemical gear.

Race and Class Abilities:

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. This racial trait replaces swarming.
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. This racial trait replaces rodent empathy.

Throw Anything
Martial Weapon Proficiency (Longbow)

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.

Precise Bomb: 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.

Explosive Bomb: 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.

Bomb: 7/day
Mutagen: (Standard choice) +2 Natural armor, +4 Dex, -4 Wis. 20 minute duration.
[Note: +4 total AC, +2 Ref, +2 ranged attacks, -2 Will.]

Feats and Traits:


Unerworld Exporer: You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you.
Construct Crafter: You gain a +1 trait bonus on Craft (alchemy) checks.


Acrobatics +4
Appraise +9 [1 rank]
Bluff +1
Climb +0
Craft (Alchemy) +13 [2 ranks, racial, trait (add +2 when crafting)]
Diplomacy +1
Disable Device +9 [2 ranks]
Disguise +1
Escape Artist +4
Fly +4
Handle Animal -3 [racial]
Heal +7 [1 rank]
Intimidate +1
Knowledge (Arcana) +10 [2 ranks]
Knowledge (Dungeoneering) +10 [1 rank, trait]
Knowledge (Nature) +9 [1 rank]
Knowledge (All others) +5
Perception +10 [2 ranks, racial]
Ride +4
Sense Motive +3
Slight of Hand +8 [1 rank]
Spellcraft +9 [1 rank]
Stealth +10 [2 ranks, small size, cross class]
Survival +4
Swim +0
Use Magic Device +8 [2 ranks, racial]


Extracts per day:
1st: 3

Save DC: 15 + extract level

Extracts prepared:
1st: Cure Light Wounds, Shield, Bomber's Eye

Formulae book:
1st: Bomber's Eye, Cure Light Wounds, Detect Undead, Endure Elements, Reduce Person, Shield, Shock Shield, Targeted Bomb Admixture


Leather armor
Masterwork Longbow
60 arrows

Wand of cure light wounds (25 charges)

Formula book

Explorer's Outfit
Hemp Rope (50')
4 pitons
Alchemist's Kit
Alchemy Crafting Kit
Thieve's Tools

3 sunrods
6 flasks Alchemist's fire
9 flasks acid
2 applications alchemical glue
2 applications alchemical solvent
3 flasks liquid ice
2 applications powder
2 applications flash powder
3 vials unstable accelerant
3 smokesticks
3 Tanglefoot bags
6 thunderstones
12 tindertwigs

112 gp


Gatley hails from the remote land of Sarawak. He departed that dangerous and mysterious land for Galadae when he reached the age of majority, hoping to find his fortune in more prosperous lands. His skill with alchemy, learned in the warren-like city of his birth, is in greater demand in these human lands. He regularly sells his services as a craftsman or as an adventurer, but longs for a greater glory achieving grand ends that may be the stuff of song one day.


5 fears:
  • Gatley fears errors. While he works with explosive materials routinely and even specializes in them, he has become a perfectionist, ever fearful of repeating the error that made him flee Sarawak.
  • He is afraid of suffocation and drowning.
  • He dislikes bright lights, and recoils from them.

4 loves:

  • Gatley is always curious and obsessive about obtaining alchemical formulae and arcane lore.
  • He loves mushrooms.
  • He loves songs and tales of heroic deeds.

3 embarrassments:

  • Gatley keeps a small horse figurine with him. It represents the horse of a great knight in a tale from a past age. It seems a silly trinket for a ratfolk alchemist, so he keeps it hidden.
  • Gatley grows very embarrassed over mistakes or errors.

2 points of pride:

  • Gatley is very proud of the life he has made for himself in Galadae. He did not expect to make it that far.
  • He possesses a finely wrought burner given to him by his old mistress that he cherishes. While his alchemical supplies are very functional, this particular piece is ornate and has precious metals worked in.

1 secret:

  • Gatley left Sarawak on troubling terms. In that land, he was working as an apprentice to a master alchemist by the name of Galena. She was a talented mistress, if not particularly warm or amiable. Gatley made a fatal error in mixing some explosive reagents. He lived; she did not. Galena was a respected member of the ratfolk community, and Gatley fled during the night to avoid the accusations of his fellows. He set off to create a new life in Galadae.