Ratfolk Caravan Guard

Omo Nijj's page

1,368 posts. Alias of Ixos.


Full Name

Omo Nijj

Race

Ratfolk

Classes/Levels

Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Gender

Male

Size

Small

Age

14

Alignment

CG

Languages

Aklo, Androffan, Common, Draconic, Hallit, Undercommon

Strength 6
Dexterity 16
Constitution 12
Intelligence 26
Wisdom 12
Charisma 10

About Omo Nijj

Statistics:

Male Ratfolk Alchemist 9
CG Medium Humanoid (Ratfolk)
Initiative +3; Senses Perception +15, Darkvision.

------------------------------
DEFENSE
------------------------------

AC 15, touch 21, flat-footed 15 (+3 Dex, +1 Size, +1/+7 Armor)

HP: 57 (9d8+8)

Fort: +7, Ref: +9, Will: +4 (+6 Against Poison)

------------------------------
OFFENSE
------------------------------

Speed 20 ft.

Crossbow, Light +10 (1d6,19-20/x2, P)

Bombs: 17/17, +11 (5d6+8 (Electric or Fire) // 5d4+8 (Force) [DC: 20])

Alchemy (CL 9)

3rd: Displacement, Fly, -----, Resist Energy (Communal)
2nd Alchemical Allocation, Alchemical Allocation, Alchemical Allocation, Bark Skin, Bullet Shield, See Invisibility
1st -----, Heightened Awareness, Monkey Fish, Shield, Shield, Shield, Targeted Bomb Admixture

------------------------------
STATISTICS
------------------------------

Str 6, Dex 16, Con 12, Int 24, Wis 12, Cha 10

Base Atk +6/+1; CMB +4; CMD 16 (-2 Str, +3 Dex, -1 Size, +6 BAB)

Traits Accelerated Drinker, Local Ties (Knowledge: Engineering)

Feats Brew Potion, Extra Discovery (Fast Bombs), Extra Discovery (Infusion), Extra Discovery (Dispelling Bomb), Point-Blank Shot, Precise Shot, Technologist (Bonus), Throw Anything

Discoveries: Enhance Potion, Extend Potion, Fast Bombs, Force Bomb, Infusion, Mutagen, Precise Bombs, Shock Bomb

Skills:

ACP -1

Craft (Alchemy) +31 (9 Ranks, 8 Int, 3 TCS, 9 A, 2 T)
Craft (Mechanical/Robotics) +21 (9 Ranks, 8 Int, 1 IB, 3 TCS)
Knowledge (Dungeoneering) +17 (9 Rank, 8 Int)
Knowledge (Arcana) +20 (9 Rank, 8 Int, 3 TCS)
Knowledge (Engineering) +21 (9 Rank, 8 Int, 3 TCS, 1 LT)
Knowledge (Geography) +9 (1 Rank, 8 Int)
Knowledge (History) +9 (1 Rank, 8 Int)
Knowledge (Local) +9 (1 Rank, 8 Int)
Knowledge (Nature) +15 (4 Rank, 8 Int, 3 TCS)
Knowledge (Nobility) +9 (1 Rank, 8 Int)
Knowledge (Religion) +9 (1 Rank, 8 Int)
Knowledge (Planes) +10 (2 Rank, 8 Int)
Linguistics +9 (1 Rank, 8 Int)
Heal +12 (9 Rank, 1 Wis, 3 TCS)
Perception +15 (9 Rank, 1 Wis, 3 TCS, 2 T)
Spell Craft +20 (9 Rank, 8 Int, 3 TCS)
Survival +5 (1 Rank, 1 Wis, 3 TCS)
Use Magic Device +11 (6 Ranks, 3 TCS, 2 T)

Favored Class Bonus: +9/6 of a Discovery

Inherent Bonus: +1 Int

------------------------------
RACIAL ABILITIES
------------------------------

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.

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.

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

------------------------------
CLASS ABILITIES
------------------------------

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.

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.

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.

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.

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

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.

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.

------------------------------
Formulae
------------------------------

1st Cure Light Wounds, Disguise Self, Endure Elements, Enlarge Person, Heightened Awareness, Monkey Fish, Reduce Person, Shield, Targeted Bomb Admixture, True Strike

2nd Alchemical Allocation, Barkskin, Bestow Weapon Proficiency, Bullet Shield, Cat's Grace, Cure Moderate Wounds, Detect Thoughts, Fox's Cunning, Invisibility, Resist Energy, (Lesser) Restoration, See Invisibility

3rd Arcane Sight, Burrow, Displacement, Fly, Haste, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy (Communal), Water-Breathing
------------------------------

GEAR/POSSESSIONS
------------------------------

Crossbow, Light
Mithral Shirt
Healer's Kit
29 Bolts
Headband of Incredible Int +4, Potion of Heroism (CL 5), Potion of Cure Moderate Wounds (CL 4), Potion of Fox's Cunning (CL 4), Potion of Invisibility (CL 4), Potion of Resist Energy (Fire) (CL 4), Potion of Resist Energy (Electricity) (CL 4), Potion of Resist Energy (Cold) (CL 4), Potion of Resist Energy (Acid) (CL 4), Potion of Good Hope (CL 7), Potion of Bestow Weapon Proficiency (CL4)

Back Story:

Omo has been doted upon since a young age. Although his was the runt of his litter he was the only one to survive into adulthood. His mother -- Elder Broketooth's youngest sister -- died giving birth to his litter. His four litter mates died to childhood disease. Therefore, Omo was raised by his loving, but aged, aunt, who spoiled him rotten.

As she has gotten older and older, and Omo has gotten more and more energetic, Elder Broketooth started to have concerns over who would care for the pup when she died. Her concerns led her to contact an old adventuring companion -- Khonnir Baine. She asked her friend to take her nephew on as an apprentice and ward. He accepted, and Omo came to live with Khonnir two years ago.

Khonnir quickly realized that the pup was more than bright and incredibly gifted in alchemy. Though willful from a lax upbringing, Omo is attentive, kind, and friendly. His almost inexhaustible energy and curiosity endeared him to the wizard and to the other educated folk of Torch, despite his ceaseless questions driving them to distraction. Khonnir has reared and taught Omo along with his adopted daughter Val.

The last two years have been idillic for Omo. He is surrounded by friends and family even though he is far from Chitterhome. Until recently he could be seen playing in the street with Val, attending to the wizard's lessons, or making a friendly nuisance of himself by badgering Jhestine in Tempting Tonics.

Unfortunately, this peaceful and happy life came to a screeching halt when Khonnir disappeared less than a fortnight ago when his mentor and father-figure went missing beneath the Black Hill. Omo refuses to believe Khonnir is dead, though he does believe he is injured and in serious danger. He has sworn to Val that he will enter those caves and bring their adoptive father home.

Appearance and Personality:

Height: 3' 9"
Weight: 71 lb.
Fur: Black
Eyes: Black

Omo is dark of fur and of eye. He is small and weak -- even for a ratfolk; however, he is quick and clever. Due to his natural gifts, Omo is confident and lacks what one might think is a wise fear of things bigger and stronger than he.