![]()
About GexiSewer Ratfolk Reputation Seeker Alchemist 1
Infused Items:
———————————————————————————————————— AC 17; Fort +6, Ref +8, Will +4; +1 to saves vs. diseases and poisons HP 15 ———————————————————————————————————— Speed 25 feet Melee ► bite +6 (agile, finesse, unarmed), Damage 1d4 piercing Melee ► dagger +6 (agile, finesse, versatile S), Damage 1d4 piercing Melee ► throwing knife +6 (agile, finesse), Damage 1d4 piercing Ranged ► lesser alchemical bomb +6 (thrown 30 feet), Damage varies Ranged ► throwing knife +6 (agile, thrown 20 ft.), Damage 1d4 piercing Ranged ► dart +6 (agile, thrown 20 feet), Damage 1d4 piercing Actions and Effects:
Quick Alchemy ► (manipulate) Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand.
———————————————————————————————————— You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead. Toxicologist Field Benefit You can apply an injury poison you’re holding to a weapon or piece of ammunition you’re wielding as a single action, rather than as a 2-action activity. In addition, you flexibly mix acidic and poisonous alchemical compounds. Your infused poisons can affect creatures immune to poison. A creature takes acid damage instead of poison damage from your infused poisons if either the creature is immune to poison or that would be more detrimental to the creature (as determined by the GM). Typically, this benefit applies when the creature has an immunity, resistance, or weakness to one of the damage types. Toxicologist Field Vials Your versatile vials have the poison trait and deal poison damage instead of having the acid trait and dealing acid damage (though your field benefit still applies). You can apply the contents of a versatile vial to a weapon or piece of ammunition as an injury poison. Add the versatile vial’s initial damage to the first successful Strike with that weapon or ammunition. The substance becomes inert at the end of your current turn. Feats and Special Abilities:
Alchemical Crafting (General, Skill) Prequisites trained in Crafting
———————————————————————————————————— You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. Alchemy You understand the reactions between all manner of reagents and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use specially prepared chemicals that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.
Far Lobber (Alchemist) You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. Sewer Rat You come from a long line of ratfolk with a community based in the sewers beneath a large settlement. You are immune to the disease putrid plague. You gain a +1 circumstance bonus to saving throws against diseases and poisons. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead. ]Terrain Expertise (underground) (General, Skill) Prequisites trained in Survival
Tinkering Fingers (Ratfolk) You're trained in Crafting. If you are trained in Crafting from another source (from your background or class, for example), you instead become trained in a skill of your choice. You can Repair an item without using a repair toolkit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand. You gain a +1 circumstance bonus to Crafting checks to Repair an item when you have a repair toolkit.
Formula Book:
Alchemy Feats:
Alchemist Class —————————— Ratfolk Ancestry —————————— Skill Proficiencies:
Appearance:
Gexi’s Backstory:
Gexi was raised among the sewers beneath the streets of Egorian, the capital city of Cheliax. One of a young brood born in a small enclave of black market alchemists, Gexi spent many hours among the venomous vermin and crops they kept as both food and ingredients. Unfortunately, disaster struck before Gexi was much older than a pup.
Gexi still does not remember much of that cycle. There were screams and running, and fires. His brood was lead out into the greater tunnels but they found no escape there. He remembers a smell, it overpowered the scent of burning fur, but the never saw the source. He saw his fellow pups fall behind and soon found himself alone, cowering in fear. He was grabbed, carried, and all he could do is scream as well. After a moment Gexi twisted and saw he was being carried by an unrecognized ysoki. He knew a merchant’s caravan has come by, but he had been too young to go see. It soon became clear this ysoki was from that caravan and they somehow had rescued Gexi. They ran deeper into the tunnels until they found others from the caravan, but they never found anyone from Gexi’s enclave. Once the caravan was safely away, the saviors introduced themselves. Jokul was a scout, and it was he who found Gexi at first. His mate, Linn, was an herbalist and merchant. She had been looking for certain mushrooms from Gexi’s cave, which was why Jokul had come looking when trouble struck. They had a young brood already and figured Gexi could join them as they travelled to their next stop in the Darklands. Many years passed, Gexi grew beside his many adopted siblings. Jokul instilled some scouting skills, teaching him how to survival away from the cities and especially below the surface world. It was Linn though, that taught him the most. None of Gexi’s adopted brood showed interest in Linn’s work, but Gexi took to it immediately. Herbalism was her focus, but she had picked up many techniques of a traditional alchemist. Gexi’s natural comfort with venoms and his hardy stamina with them lead to him focusing on poisons of all sorts. During the years of travelling, both on the surface and among the darkness, the rests were filled by Jokul’s stories. Jokul’s youth was also spent among the caravan trails, but he yearned for more. He wanted to impress the young Linn (though she always reminded him, she was already impressed) and needed fame and fortune to do so. It was during one trip upon the surface that Jokul found his chance, and he loved telling the stories of his brief but successful life of adventure. Jokul had come to Breachill, and heard of their Call for Heroes. Jokul borrowed a suit of armor and some arms, and went forth to find adventure. Gexi would listen intently, and as he grew, he began to feel the same desire of fame and fortune he heard about. Now, in his seventieth seventh season, the caravan approached Breachill. Gexi prepared to for the Call for Heroes. He gathered his tools, his arms, and modified his heavy apron to serve as armor. Jokul and Linn encourage him, knowing among their brood, only Gexi would be so brave as to strike out on his own. |