Thkot Tal

JiiJaa Redtail's page

17 posts. Alias of TrueRepentance.


Full Name

JiiJaa Redtail

Race

Ratfolk

Classes/Levels

Alchemist(Vivisectionist Beastmorph) 2/Ranger(Shapeshifter) 2 [ HP:19/19 | AC:17 T:14 FF:13 | F: +5 R: +6 W:+5 | Init +4 Perception +7 | CMB +3 CMD +17 ]

Gender

Male

Size

Small

Age

25

Special Abilities

Sneak Attack 1d6

Alignment

Chaotic Neutral

Location

Pandora

Languages

Common

Strength 15
Dexterity 18
Constitution 14
Intelligence 18
Wisdom 14
Charisma 14

About JiiJaa Redtail

Character Sheet:

JiiJaa Redtail
Male Ratfolk Alchemist(Vivisectionist Beastmorph) 2/ Ranger(Shapeshifter) 2
LE Medium Humanoid(Ratfolk)
Init +4;
Senses Perception +7; Darkvision 60ft.
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Defense
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AC 18, T 14, FF 14 (+3 armour, +4 dex, +1 size)
HP 19(2d10+4)
Fort +5, Ref +6, Will +5
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Offense
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Speed 20 ft.
Melee 2 Front Claws +5 (1d4+2)
2 Back Claws +5 (1d3+2)
Bite +5 (1d6+2)
Tail blade +0 (1d2+2)
Ranged
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Statistics
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Str 15, Dex 18, Con 14, Int 18, Wis 14, Cha 14
BAB +2; CMB +3; CMD +17
Feats Brew Potion, Throw Anything, Sharpclaw, Tunnel Rat, Aspect of the beast.
Traits Magical Knack(Ranger), Second Chance
Skills 6(ranger) +4(int) = 10/level = 20 total.
Appraise [1]+8
Climb [1]+6
Craft(Alchemy) [2]+13
Handle Animal [2]+7
Knowledge(Arcana) [1]+8
Knowledge(Dungeoneering) [1]+8
Knowledge(Geography) [1]+8
Knowledge(Nature) [1]+8
Perception [2]+7
Ride [2]+9
Stealth [2]+17
Survival [2]+7(+1 to follow or identify tracks)
Swim [1]+6
Use Magic Device [1]+6
Languages Common, Draconic, Goblin, Orc, Undercommon.
SQ
Other GearCap of Human Guise, Tailblade, Masterwork Studded Leather Armour, Alchemist's Kit.
Outfit Explorer's outfit
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Alchemist Abilities
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Weapon and Armour Profiencies Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Extracts 2/day; DC15; 7 known;
Level 1 extracts known: Crafter's Fortune, Cure Light Wounds, Death Watch, Enlarge Person, Reduce Person, Shield, Touch of the Sea, True Strike.

Sneak Attack 1d6 At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.

Alchemy (Su) 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.

Brew Potion (Ex) 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.

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.

Throw Anything (Ex) 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.

Discovery (Su) At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.

Poison Resistance (Ex) At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex) Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
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Ranger Abilities
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Weapon and Armour Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favoured Enemy: Humanoid(Human)+2 At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Combat Style: Natural Weapons (Ex) At 2nd level, a shapeshifter Ranger must choose the natural weapon combat style. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Claws of the beast
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'Ratfolk Experiment' Racial Traits
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+2 Dex, +2 Intelligence Ratfolk Experiments are agile and clever, also not as weak as their natural counterparts.

Ratfolk Ratfolk are humanoids with the Ratfolk subtype.

Size Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

Slow Speed Ratfolk have a base speed of 20 ft.

Languages Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page for more information about these languages.

Tinker Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

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.

Darkvision Ratfolk can see perfectly in the dark up to 60 feet.

Toothy Some Ratfolk develop longer and sharper teeth from various experiments performed on them, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Sharpclaw Some Ratfolk develop further from the harsh experiments, gaining elongated and sharper claws and 2 claw attacks as the Sharpclaw feat. These are primary natural attacks that deal 1d4 points of damage.

Favoured Class(Alchemist) 2/6 The alchemist gains +1/6 of a new discovery.
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