Ratfolk Sage

Gexi's page

10 posts. Organized Play character for Jeremy Packer.


Race

Sewer Ratfolk

Classes/Levels

Sewer Ratfolk Reputation Seeker Alchemist 1 | ♥ 15/15 | AC 17 | Fort +6, Ref +8, Will+4 (+1 to saves vs. diseases and poisons)| Perception +4

About Gexi

Sewer Ratfolk Reputation Seeker Alchemist 1
[Small] [Humanoid] [Ratfolk]
Perception +4, low-light vision
Languages Common, Draconic, Dwarven, Goblin, Sakvroth, Ysoki
Skills Acrobatics +6, Arcana +7, Crafting +7, Lore: Darklands +7, Lore: Venom +7, Nature +4, Occultism +7, Society +7, Stealth +6, Survival +4, Thievery +6
Str +0, Dex +3, Con +1, Int +4, Wis +1, Cha +0
Items padded armor, dagger, darts (x5), throwing knives (x3), alchemist’s toolkit, backpack [basic crafter’s book, bedroll, chalk (x10), crowbar, formula book, flint and steel, repair kit, rope, rations (x2), soap, torches (x5), waterskin, writing set], thieves’ toolkit

Infused Items:
  • Antidote (lesser) ⬛
  • Blight Bomb (lesser) ⬛⬛⬛
  • Forst Vial (lesser) ⬛
  • Giant Centipede Venom ⬛⬛⬛
  • Versatile Vial (lesser) ⬛⬛⬛⬛⬛ ⬛

  • ————————————————————————————————————
    AC 17; Fort +6, Ref +8, Will +4; +1 to saves vs. diseases and poisons
    HP 15
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    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.
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    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
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    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.
    You gain the Alchemical Crafting feat, and you can automatically identify alchemical items that you have the formula for.
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    Formula Book An alchemist keeps meticulous formulas for every item they can create. You start with a standard formula book for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to any formulas you gained from Alchemical Crafting and your research field.
    Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to select the Inventor skill feat so you can invent them .
    As normal, having the base formula is sufficient when Crafting upgraded types of the item—you don't need to learn higher-level formulas. For instance, if you have the 1st-level formula for a minor elixir of life, you can create a minor, lesser, moderate, greater, major, or true elixir of life as long as you meet the level and other prerequisites. Items with type entries that have widely varied functions require separate formulas, but most alchemical items have a structure similar to elixir of life.
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    Advanced Alchemy During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
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    Versatile Vials You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you're below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn't prevent you from participating in other exploration activities.
    Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy (see below) and your research field can add to the ways you can use a vial.
    You can store all your versatile vials within your alchemist's toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can't be duplicated or preserved in any way.

    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
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    Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

    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
  • Acid Flask (lesser)
  • Antidote (lesser)
  • Arsenic
  • Blight Bomb (lesser)
  • Dread Ampoule (lesser)
  • Elixir of Life (minor)
  • Frost Vial (lesser)
  • Giant Centipede Venom
  • Feats:
    Alchemist Class
  • Far Lobber
  • Quick Bomber
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    Ratfolk Ancestry
  • Tinkering Fingers
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    Skill
  • Alchemical Crafting
  • Terrain Expertise
  • Proficiencies:
  • Light Armor: Trained
  • Medium Armor: Trained
  • Unarmored: Trained

  • Fortitude Saves: Expert
  • Reflex Saves: Expert
  • Will Saves: Trained

  • Simply Weapons: Trained
  • Alchemical Bombs: Trained
  • Unarmed Attacks: Trained

  • Perception: Trained
  • Alchemist Class DC: Trained

  • Acrobatics: Trained
  • Arcana: Trained
  • Crafting: Trained
  • Lore-Darklands: Trained
  • Lore-Venom: Trained
  • Nature: Trained
  • Occultism: Trained
  • Society: Trained
  • Stealth: Trained
  • Survival: Trained
  • Thievery: Trained
  • Appearance:
    • Age 19
    • Height 3 ft.
    • Weight 53 lbs.
    • Fur brown-grey with black markings
    • Eyes one black, one red
    • Unique Features Gexi’s right eye was infected with a virulent poison which was beyond his ability to handle. The eye can still see, though the field of vision is slightly diminished. The only side effect is that the eye now glows a savage color.
    • Gexi Image Link

    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.