Rat

Inventor Skivven's page

1 post. Alias of Padawan09.


Full Name

Skivven

Race

Ratfolk

Classes/Levels

Alchemist (Chirurgeon) 3

Gender

Male

Size

Small

Age

15

Alignment

CG

Location

Minkai

Languages

Common, Dwarven, Draconic, Gnomish, Goblin

Occupation

Inventor

Strength 9
Dexterity 16
Constitution 13
Intelligence 19
Wisdom 14
Charisma 10

About Inventor Skivven

Stat Block:
Inventor Skivven
NG Small Humanoid(Ratfolk)
Init +3; Senses Darkvision 60'; Perception +12
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Defense
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AC 18, touch 14, flat-footed 15 (+4 Armor, +3 Dex, +1 Size)
hp 19 (3d8+3)
Fort +4, Ref +6, Will +4
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Offense
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Speed 20 ft.
Melee: +1
Ranged: 20' Bomb +6 (2d6+4)
80' Light Crossbow +5 (1d8(+4 if using Focused Shot))
Alchemist Extracts Known (CL 3):
1-3/day: Cure Light Wounds, Polypurpose Panacea, Bomber's Eye, Enlarge Person, Shield, True Strike
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Statistics
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Str 9, Dex 16, Con 13, Int 19, Wis 16, Cha 10
Base Atk +2; CMB +1; CMD 12
Feats: Brew Potion, Throw Anything, Precise Shot,
Traits: Mathematical Prodigy, Friend of the Family-Koya
Skills: Appraise +8; Craft(Alchemy) +11; Disable Device +9(+7); Heal +9; Kn(Arcana) +10; Kn(Engineering) +11; Kn(Nature) +10; Perception +12; Profession(Trader) +7; Sleight of Hand +7(+5); Spellcraft +8; Survival +9; UMD +6
Languages: Common, Draconic, Dwarven, Gnomish, Goblin
SQ:Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
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.
Infused Curative: At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). This ability replaces poison use.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
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Special Abilities
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Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Discovery (Su): Precise bombs: 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.
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Gear 2s
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Lamellar Leather Armor
Light Crossbow w/ 100 bolts
40 Vials
Masterwork Backpack
Bedroll
Flint & Steel
Blue Book-Minkai
Blanket
Hammer
Magnet
Magnifying Glass
Mess Kit
Mirror
Perfume
Waterskin
Wrist Sheath
Thieve's Tools
Explorer's Outfit
Rations (4 days)
Honey
1lb Saffron
1lb Ginger
1lb Nutmeg