Ikit
Male counterpoised ratfolk alchemist (plague bringer) 20
N Small humanoid (ratfolk)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +29
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Defense
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AC 31, touch 18, flat-footed 24 (+8 armor, +6 Dex, +1 dodge, +5 natural, +1 size)
hp 205 (20d8+102); fast healing 5, regeneration 1
Fort +22, Ref +24, Will +15; +3 resistance bonus vs. poison
Defensive Abilities fortification 75%; DR 10/adamantine; Immune bleeds, cold, disease, nonlethal damage, paralysis, sleep; Resist acid 30, electricity 30, fire 30, sonic 30; SR 25
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Offense
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Speed 20 ft., fly 60 ft. (average)
Melee rod of shadows +20/+15/+10 (1d4+4)
Ranged bomb +26/+21/+16 (10d6+9 Fire) or
. . concussive bomb +26/+21/+16 (10d4+9 Sonic) or
. . inferno bomb +26/+21/+16 () or
. . plague bomb +26/+21/+16 () or
. . smoke bomb +26/+21/+16 ()
Special Attacks bomb 29/day (10d6+9 fire, DC 29)
Alchemist (Plague Bringer) Extracts Prepared (CL 20th; concentration +29)
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Statistics
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Str 14, Dex 24, Con 20, Int 28, Wis 18, Cha 16
Base Atk +15; CMB +16; CMD 34
Feats Brew Potion, Bullseye Shot, Close-quarters Thrower[UC], Clustered Shots[UC], Dodge, Extra Discovery[APG], Extra Discovery[APG], Mobility, Point-blank Shot, Precise Shot, Throw Anything, Weapon Focus (bomb)
Traits reactionary, swamp rebel
Skills Acrobatics +7 (+3 to jump), Appraise +32, Climb +22, Craft (alchemy) +36 (+56 to create alchemical items), Disable Device +32, Fly +37, Heal +17, Knowledge (arcana) +32, Knowledge (nature) +32, Perception +29, Spellcraft +32, Stealth +34, Survival +22, Swim +22, Use Magic Device +23; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device, rodent empathy
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Gnoll, Goblin, Orc, Undercommon
SQ alchemy (alchemy crafting +20), cornered fury, discoveries (breath weapon bomb, concussive bomb, explosive bomb, fast bombs, fast healing, greater plague bomb, inferno bomb, lingering plague, lingering spirit, mummification, plague bomb, precise bombs, preserve organs, preserve organs, preserve organs, smoke bomb, sticky poison), plague vial, poison use, smite bias, swift alchemy
Combat Gear ring of invisibility; Other Gear +4 acid resistance, greater electricity resistance, greater fire resistance, greater poison resistant sonic resistance, greater mithral chain shirt, rod of shadows, amulet of natural armor +5, belt of physical perfection +6, cloak of resistance +5, handy haversack, headband of mental superiority +6, muleback cords, ring of regeneration, wings of flying, alchemist's lab, bedroll, belt pouch, hip flask, masterwork thieves' tools, spider's silk rope (100 ft.), tent, small, trail rations (7), 329 gp, 5 sp, 6 cp
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Special Abilities
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Alchemy +20 (Su) +20 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 10d6+9 (29/day, DC 29) (Su) Thrown Splash Weapon deals 10d6+9 fire damage.
Breath Weapon Bomb Breath weapon: 15-foot cone, bomb damage to all creatures (Ref save for half).
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.
Benefit: You can spend a move action to steady your shot. When yo
Close-Quarters Thrower (Bomb) Attacks with selected weapons do not provoke attacks of opportunity
Clustered Shots Total damage from full-round ranged attacks before applying DR
Concussive Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Average) You can fly!
Fortification 75% You have a chance to negate critical hits on attacks.
Greater Plague Bomb ( 20 rounds) Smoke bomb duplicates greater contagion.
Immunity to Bleeds You are immune to bleeds.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Inferno Bomb (20 rds) (Su) Smoke bombs also deal 6d6 fire dam/rd and moves 10 ft on your turn, as incendiary cloud.
Instant Alchemy (Ex) Constructing alchemical items only requires a full-round action.
Lingering Plague Targets affected by your disease must save again one round later or double duration.
Lingering Spirit The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damag
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and
Plague Bomb (20 rds) (Su) The effects of the smoke created by an alchemist's bomb duplicates the effects of contagion instead of fog cloud, filling an area equal to twice the bomb's splash area for 1 round per level. An alchemist must be at least 8th level and m
Plague Vial (200 minutes, DC 29) (Su) Creatures that harm you with melee attacks must save or be sickened for 1 round/level.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (9 squares) (Su) 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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Preserve Organs 75% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Regeneration 1 Heal HP quickly and cannot die.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Ring of regeneration Heal 1 point of damage and 1 point of nonlethal damage per round.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Smite Bias (1/day) +3 to hit, +20 to damage when used vs. CE, CG, LE or LG foes.
Smoke Bomb (20 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Spell Resistance (25) You have Spell Resistance.
Sticky Poison (9 uses) (Su) Any poison the alchemist creates is sticky–when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.