Ratfolk Troubleshooter

Kipply Nettles's page

10 posts. Alias of william Nightmoon.


Race

Ratfopk

Classes/Levels

Alchemist (Vivisectionist)

Gender

Male

Size

Small

Age

14

Alignment

True Neutral

Languages

Common, Ratfolk, Aklo, Goblin, Undercommon, Draconic, Gnome, Varisian, Celestial,

Strength 8
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 12
Charisma 10

About Kipply Nettles

Vitals:

HP:18/18
AC:17=10+(3 dex,4 armor,1 size)
BAB:+1 CMB:+0 CMD:13
Fort:4 Refl:6 Will:1

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.

Ratfolk: Ratfolk are humanoids with the ratfolk subtype.

Small: Ratfolk are Small and 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 feet.

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

Cleanliness
Source Monster Codex pg. 176
Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.

Cheek Pouches
Source Monster Codex pg. 176
Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.

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

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.

Class Traits:

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

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.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Sneak Attack: 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.

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.

The full list of Alchemist Discoveries can be found here.

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.

Torturer’s Eye: At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

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.

Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Torturous Transformation: At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, he multiplies the duration by the number of extracts used.

At 9th level, a vivisectionist adds awaken and baleful polymorph to his formula book as 3rd-level extracts. When he uses the awaken or baleful polymorph extract, he injects it into the target (not a plant) as part of a 24-hour surgical procedure. He can make anthropomorphic animal permanent on a creature by spending 7,500 gp.

At 15th level, a vivisectionist adds regenerate to his formula book as a 5th-level extract.

Bleeding Attack: A vivisectionist may select the bleeding attack rogue talent in place of a discovery.

Crippling Strike: At 10th level or later, a vivisectionist may select the crippling strike rogue talent in place of a discovery.

Persistent Mutagen (Su): At 14th level, the effects of a mutagen last for 1 hour per level.

Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

Grand Discovery (Su): At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work

Skills/Feats/Traits:

Skills (Ranks/Ability/other)
Appraise (Int),
Craft (alchemy) (Int),2/4/3
Disable Device (Dex),2/3/3
Fly (Dex),
Heal (Wis),1/1/3
Knowledge (arcana) (Int),
Knowledge (nature) (Int),2/4/3
Linguistics* (int),2/4/0
Perception (Wis),2/1/3
Profession (Surgeon)(Wis),2/1/3
Sleight of Hand (Dex),
Stealth* (Dex),2/3/4
Spellcraft (Int),2/4/3
Survival (Wis),1/1/3
Use Magic Device (Cha),2/0/3

*Not class skills

Feats
*Throw anything
Point-blank Shot

*Bonus feats

Traits
Pragmatic Activator
Source Ultimate Campaign pg. 58
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Scamper
Source People of the Wastes pg. 24
Category Race
Requirement(s) Ratfolk
In desperate times, your adrenaline kicks in to help you avoid danger. During the first round of combat in which you can act, you ignore difficult terrain and gain an additional 5 feet of movement. This benefit does not apply when you are carrying a medium or heavier load.

Discoveries:

*Bleeding Attack (Ex) (PRPG Core Rulebook pg. 68): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

*Rogue talent taken as discovery

Alchemist Formulae Book:

1-(3/day) cure light wounds, Polypurpose Panacea, Shock Shield, Enlarge Person, True Strike, True Skill, Shield, Endure Elements,

Equipment:
Gp:2
Heavy Crossbow, Bayonet, 2 daggers, Chain shirt, (20) Crossbow Bolts, alchemy crafting kit, a masterwork backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), a waterskin, Component pouch, Thieves tools, 2 Bandolier,(4 doses) Drow Poison, Belledona(2 doses)

*please note that all relevant equipment is small sized and weighs and acts accordingly.

Attacks and Damage:

Sneak attack: +1d6

Small Heavy Crossbow:+4. 1d8+0. 19-20/x2 120ft P

Small Bayonet:+0. 1d6-1. 20/x2 - P

Small Dagger:+0 1d3-1. 19-20/x2. 10ft. P or S

Background and Fluff:

Appearance
Kipply stands about 3'10" tall, short for a Ratfolk. His fur is black with patches of white along his belly and face. His fur is very well kept and clean, as he meticulously keeps it so.
His clothes are typically dark robes or dress attire. Underneath his robes he wears light armor, ever wary of muggers looking for an easy target. He usually only wears a hood in place of the scarves his kind normally cover their heads with. He wears several gold rings in his ears, each a simple band. These where given to him by his mother and he keeps them as a reminder of her love. Additionally he keeps a bronze armband around the base of his tail and keeps several other pieces of cheep jewels around.

History
Kipply was Born and raised in Varisiah, his parents where alchemist merchants by trade, making simple potions and remidies. Kipply was raised on these alchemist traditions. His parents taught him that cleanliness is one of the most important things about being an alchemist. This relationship mostly consisted of his mother, his father being either very busy or he just didn't care enough.

When Kipply came of age to begin learning on his own path, he became the student of a Chirurgeon, however rather than following the same path in using the skills and knowledge of the body for healing, Kipply thought it an interesting idea to learn the best ways to remove and reattach parts of the body. He figured that these skills where just as vital to helping others... Although his real motivation wast to help others.
Kipply simply wanted to know more. He didn't feel any obligation to help this he preformed on, no rather he simply wanted to know what made everyone different, and what made them the same.

He came to Korvosia because he knew they had a pretty well established underground. He set up a front as a surgeon that helped the sick and poor, while in the back he delt with criminals and skum. He made a reputation on being able to close just about any wound without much effort, and his skills in the various numbing drugs gave him a name for those looking for a fix.
The korvisian gaurd likely saw his skills in surgery and being the cheapest one around, thought it was best to hire him.
Personally Kipply would pass up an opportunity to get his hands on some live subjects, wether they be strapped to a tabble or running around...

Morals/Quirks
1) Kipply is a clean freak. He hates messes and will do everything in his power to either clean them up, or avoid them completely. However he knows full well some messes he can't clean, so when presant to one, he complains loudly, and often request to be carried or kept away from the grime.

2) Kipply has no issue with killing, Maiming, or otherwise torturing living things. He does mind doing so to other Ratfolk and some other Humanoids, but in the case of animals or "lesser beings" he has no issues whatsoever.

3) Kipply likes to keep his distance from enemies, even when he has to reload his crossbow and right next to an enemy, he will back off rather than drawing a melee weapon. However if he has no other choice he will do his best to stay low and out of sight.

4) like all Ratfolk, Kipply has an affinity to shiny things. And although he isn't too keen on stealing, he doesn't mind taking things from others when "they aren't using them". He typically keeps these objects in his backpack or one of his belt pouches.

5) Kipply is deathly afraid of heights (anything higher than 15 ft) and will avoid ledges at all cost. It's a strange fear, because despite being afraid of heights, he isn't afraid of pits. He States "Look, I don't mind a hole in the ground, it's when I'm above the ground that it really matters..."