Ratfolk Troubleshooter

R!Kktik's page

177 posts. Alias of John Woodford.


Full Name

R!Kktik

Race

Ratfolk

Classes/Levels

Alch/1 | AC 17| HP 14/14 | F +5 R +8 W +4 |Perc +4|

Gender

Male

Size

Small

Deity

Lao Shu Po

Strength 0
Dexterity 3
Constitution 0
Intelligence 4
Wisdom 1
Charisma 0

About R!Kktik

Male ratfolk (tunnel rat) alchemist (bomber) 1
Small humanoid (ratfolk)
Init/Perception +4 (low-light vision)

DEFENSE
AC 17 (trained bonus +3; +3 Dex, +1 armor)
hp 14 (6 ratfolk + 8 alchemist)
Fort +5, Ref +8, Will +4
Resistances/Immunities None

OFFENSE
Speed 25 ft.
Melee dagger +6 (T), (1d4 S) (versatile P)
Ranged hand crossbow +6 (T), (1d6P), bombs
Special Attacks None

STATISTICS
Str 0, Dex +3, Con 0, Int +4, Wis +1, Cha +0

ACP 0

RACIAL
Tunnel Rat You can easily compress your body and squeeze through gaps. You gain the Quick Squeeze feat as a bonus feat, even if you aren’t trained in Acrobatics. Tight spaces not tight enough to require the Squeeze action aren’t difficult terrain for you.

Ancestry Feats
Tinkering Fingers You’re trained in Crafting. If you are trained in Crafting from another source (from your background or class, for example), you instead become trained in a skill of your choice. You can Repair an item without using a repair toolkit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand. You gain a +1 circumstance bonus to Crafting checks to Repair an item when you have a repair toolkit. (L1)

General Feats
TBD (L3)

Class Feats
Quick Bomber ◆ You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action. (L1)

Skill Feats
Quick Squeeze You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed. (ancestry bonus)

Alchemical Crafting You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula
book. (class bonus)

Specialty Crafting Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. (Mechanisms) (background bonus)

Skills
Lore (Guild) +7 T
Lore (tbd) +7 T
Acrobatics +6 T
Medicine +1
Performance +0
Religion +1
Diplomacy +0
Intimidation +0
Crafting +7 T
Arcana +7 T
Occultism +4
Society +7 T
Survival +4 T
Nature +4 T
Athletics +3 T
Thievery +6 T
Stealth +6 T
Deception +0

BACKGROUND
Artisan: As an apprentice, you practiced a particular form of building or crafting, developing specialized skill. You might have been a blacksmith’s apprentice toiling over the forge for countless hours, a young tailor sewing garments of all kinds, or a shipwright shaping the hulls of ships.

Choose two attribute boosts. One must be to Strength or Intelligence, and one is a free attribute boost (Dexterity).

You're trained in the Crafting skill, and the Guild Lore skill. You gain the Specialty Crafting skill feat.

CLASS FEATURES
Research Field
Bomber You specialize in explosions and other violent reactions.

Field Benefit - When throwing an alchemical bomb with the splash trait, you can choose to deal splash damage to only your primary target instead of the usual splash area.

Field Vials - When you Strike with a versatile vial, you can choose to have it deal cold, electricity, or fire damage instead of acid damage.

Field Discovery - Do not open until L5:
You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 1) instead of the normal amount.

Advanced Alchemy
During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don’t need to attempt a Crafting check to do this, you can use an alchemist’s toolkit instead of an alchemist’s lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Daily Items: Dread Ampoule (used), Dread Ampoule, Bottled Lightning (used), Bottled Lightning, Elixir of Life (1d6 healed, +1 to relevant saves), Frost Vial, Glue Bomb, Antidote

Versatile Vials You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you’re below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn’t prevent you from participating in other exploration activities.
Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy and your research field can add to the ways you can use a vial.
You can store all your versatile vials within your alchemist’s toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can’t be duplicated or preserved in any way.

[ ] [ ] [ ] [ ] [ ] [ ]

Quick Alchemy
Requirements You’re either holding or wearing an alchemist’s toolkit and you have a free hand.

You can either use up a versatile vial to make another alchemical consumable at a moment’s notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
• Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that’s in your formula book. You don’t have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)
• Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can’t be used to create a consumable, for
example). This item has the infused trait, but it remains potent only until the end of your current turn.

Formula Book
Level 1 formulae: Dread Ampoule, Bottled Lightning, Elixir of Life, Glue Bomb, Ghost Charge, Antiplague, Antidote, Frost Vial

Racial Modifiers none

Languages Ysoki, Common, Aklo, Draconic, Dwarven, Sakvoth

SQ

Gear Leather armor (20/1), dagger (2/L), hand crossbow (30/L), 10 bolts (1/L), formula book (0*/L), basic crafter's book (1/L), adventurer's pack (backpack, bedroll, 2 belt pouches, 10 pcs. chalk, flint & steel, 50' rope, 2 weeks' rations, soap, 5 torches, waterskin) (7/1), alchemist's toolkit (30/1) (worn), thieves' toolkit (30/L), repair toolkit (20/1) 0 gp, 1 sp, 0 cp, Bulk 4, Light 6

SPECIAL ABILITIES

Previous Version:
********************
Male ratfolk crypt breaker alchemist 2
LN Small humanoid (ratfolk)
Init +3 Perception +8/+9 to find traps; darkvision 60’

Daily Expendables
Mutagen (1/day) [ ]
1st-level Extracts (3/day) [x] [x] [ ]
Bombs (6/day) [x] [x] [x] [ ] [ ] [ ]

DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 17 (2d8+2+2)
Current hp
Fort +4, Ref +6, Will +1

OFFENSE
Speed 20 ft.
Melee dagger +4 (19-20/1d3-1)
Ranged mw darkwood light crossbow +5 (19-20/1d6)
Special Attacks Bombs (incl. Throw Anything) +5/1d8+4 vs. constructs & corporeal undead; 1d4+4 vs. other targets
Formulas Known
Level 1: cure light wounds, bomber's eye, identify, keen senses, shield, touch of the sea, monkey fish

STATISTICS
Str 9, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +1; CMB -1; CMD 12
Feats
Throw Anything (alchemist bonus): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. 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.
Precise Shot (L1): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Skills ((4+4+2B)/level)
Escape Artist +9 (+2 ranks, +3 DEX, +3 class skill, +1 trait)
Linguistics +9/+10 to decipher languages (+2 ranks, +4 INT, +3 class skill, +1 situational trait)
Craft (Alchemy) +13 (+2 ranks, +4 INT, +3 class skill, +2 circumstance for level, +2 racial)
Disable Device +11 (+2 ranks, +3 DEX, +3 class skill, +1 trapfinding, +2 for masterwork tools)
Knowledge (Arcana) +9 (+2 ranks, +4 INT, +3 class skill)
Perception +8/+9 to find traps (+2 ranks, +1 WIS, +3 class skill, +2 racial, +1 trapfinding (situational))
Spellcraft +9 (+2 ranks, +4 INT, +3 class skill)
Use Magical Device +7 (+2 ranks, +0 CHA, +3 class skill, +2 racial)
Profession (Merchant) +6 (+2 ranks, +1 WIS, +3 class skill) (Background)
Appraise +9 (+2 ranks, +4 INT, +3 class skill) (Background)
Racial Modifiers +2 Craft (Alchemy), Perception, UMD

Traits
Vagabond Child You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Self-Taught Scholar Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

Languages Common, Undercommon, Dwarvish, Gnome, Old Oeridian, Olman, Suloise
SQ
Combat Gear MW studded leather armor, MW darkwood light crossbow, 19 cold iron bolts, 3 silver weapon blanch (2 used on bolts), dagger, belt pouch (2), wooden holy symbol, bandolier, flint & steel*, traveler's outfit, MW backpack*, alchemy crafting kit*, formula book*, MW thieves' tools*, bedroll*, torch (5)*, rice paper (20 pcs)*, ink*, pen*, sack (2)*, trail rations (2 days)*, whetstone*, waterskin*, antitoxin (1)*, antiplague (1)*, alchemist's fire (0)*, shard gel (1)*, alkali flask (1)*, water purification sponge (1)* 20 pp, 32 gp, 5 sp, 3 cp. All items marked with asterisks are in his backpack. Total encumbrance: 40.5 lbs (medium load). Encumbrance without backpack: 22.5 lbs (light load).

SPECIAL ABILITIES

Favored Class: Alchemist +1 HP at L1 & L2

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: 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.

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.

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.

Bomb (Su): (See below for modification for alkahest bombs.) 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.

Trapfinding: A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat.

Alkahest Bombs: A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.

Crypt Breaker’s Draught: Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness. This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery from Ultimate Magic).

Alchemical Discoveries: A crypt breaker may take the following rogue talents as discoveries: quick disable, trap sense, and trap spotter. Treat the crypt breaker’s alchemist level as his rogue level for these talents.
Trap Spotter (Ex): Whenever a rogue crypt breaker with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Previous version:
Ratfolk Alchemist (Crypt Breaker) 1|HP: 14/14* (*incl. CON damage)|AC 17 (+3, +3, +0, +1) (FF 14, T 14) |Fort +4*, Ref +6, Will +1 (+2 vs. poisons)|Init +3, Perc +8/+9 vs. traps|Lt xbow +5 (1d6/x3), Lt mace +2 (1d4/x2), dagger +2 (1d3/x2), bombs
Current XP 2000/2000
Male ratfolk crypt breaker alchemist 2
LN Small humanoid (ratfolk)
Init +3 Perception +8/+9 to find traps; darkvision 60’

Daily Expendables
1st-level Extracts (3/day) [ ] [ ] [ ]
Bombs (6/day) [x] [ ] [ ] [ ] [ ] [ ]

DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 16 (2d8+2+2)
Current hp
Fort +5, Ref +6, Will +1 (+2 vs. poisons)

OFFENSE
Speed 20 ft.
Melee alchemic silver light mace +2 (1d4/x2) or dagger +2 (1d3/19-20/x2))
Ranged mw light crossbow +6 (1d6/x3)
Special Attacks Bombs (incl. PBS and Throw Anything) +7/1d8+4+1 vs. constructs & corporeal undead; 1d4+4+1 vs. other targets
Formulas Known
Level 1: cure light wounds, disguise self, enlarge person, identify, keen senses, shield, touch of the sea

STATISTICS
Str 11, Dex 16, Con 14, Int 18, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats
Throw Anything (alchemist bonus): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. 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.
Point-Blank Shot (L1): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skills
Appraise +8 (+1 rank, +4 INT, +3 class skill)
Craft (Alchemy) +13 (+2 ranks, +4 INT, +3 class skill, +2 circumstance for level, +2 racial)
Disable Device +11 (+2 ranks, +3 DEX, +3 class skill, +1 trapfinding, +2 circumstance bonus for mw tools)
Escape Artist +9 in armor (+2 ranks, +3 DEX, +3 class skill, +1 trait)
Knowledge (Arcana) +10 (+2 ranks, +4 INT, +3 class skill, +1 trait)
Knowledge (Engineering) +10 (+2 ranks, +4 INT, +3 class skill, +1 trait)
Perception +8/+9 to find traps (+2 ranks, +1 WIS, +3 class skill, +2 racial, +1 trapfinding (situational))
Profession (Merchant) +5 (+1 rank, +1 WIS, +3 class skill)
Spellcraft +9 (+2 ranks, +4 INT, +3 class skill)
Use Magical Device +6 (+1 rank, +0 CHA, +3 class skill, +2 racial)
Racial Modifiers +2 Craft (Alchemy), Perception, UMD

Traits
Mathematical Prodigy Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and Knowledge (engineering) is always a class skill for you.
Vagabond Child You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. You gain a +1 trait bonus on Escape Artist checks, and it is always a class skill for you.

Languages Common (Taldane), Aklo, Draconic, Gnome, Undercommon
SQ
Combat Gear MW studded leather armor, mw light crossbow, 20 cold iron bolts, 3 silver weapon blanch (2 used on bolts), dagger, alchemic silver light mace, belt pouch (2), wooden holy symbol, flint & steel*, traveler's outfit, backpack*, alchemy crafting kit*, formula book*, mw thieves' tools*, bedroll*, torch (5)*, rice paper (20 pcs)*, ink*, pen*, sack (2)*, trail rations (2 days)*, whetstone*, waterskin*, antitoxin (1)*, antiplague (1)*, alchemist's fire (1)*, shard gel (1)*, alkali flask (1)*, water purification sponge (1)* 20 pp, 32 gp, 5 sp, 3 cp. All items marked with asterisks are in his backpack. Total encumbrance: 42.5 lbs (light load). Encumbrance without backpack: 29.5 lbs (light load).

SPECIAL ABILITIES

Favored Class: Alchemist +1 SR at L1 & L2

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.

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.

Bomb (Su): (See below for modification for alkahest bombs.) 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.

Trapfinding: A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat.

Alkahest Bombs: A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.

Crypt Breaker’s Draught: Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness. This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery from Ultimate Magic).

Alchemical Discoveries:
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Poison Resistance (Ex): At 2nd level, an alchemist gains
a +2 bonus on all saving throws against poison.

Old Version:
Current XP 0/?
Male ratfolk crypt breaker alchemist 1
LN Small humanoid (ratfolk)
Init +2 Perception +7/+8 to find traps; darkvision 60’

DEFENSE
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Current hp
Fort +4, Ref +4, Will +1

OFFENSE
Speed 20 ft.
Melee alchemic silver light mace +0 (1d4-1/x2) or dagger +0 (1d3-1/19-20/x2))
Ranged light crossbow +3 (1d6/x3)
Special Attacks Bombs
Formulas Known
Level 1: cure light wounds, disguise self, identify, keen senses, shield, touch of the sea

STATISTICS
Str 8, Dex 15, Con 14, Int 18, Wis 12, Cha 10
Base Atk +0; CMB -2; CMD 10
Feats
Throw Anything (alchemist bonus): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Point-Blank Shot (L1): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skills
Appraise +8 (+1 rank, +4 INT, +3 class skill)
Craft (Alchemy) +10 (+1 rank, +4 INT, +3 class skill, +2 racial)
Disable Device +7 (+1 rank, +2 DEX, +3 class skill, +1 trapfinding)
Escape Artist +7 in armor (+1 rank, +2 DEX, +3 class skill, +1 trait)
Knowledge (Arcana) +9 (+1 rank, +4 INT, +3 class skill, +1 trait)
Knowledge (Engineering) +9 (+1 rank, +4 INT, +3 class skill, +1 trait)
Perception +7/+8 to find traps (+1 rank, +1 WIS, +3 class skill, +2 racial, +1 trapfinding (situational))
Spellcraft +8 (+1 rank, +4 INT, +3 class skill)
Use Magical Device +6 (+1 rank, +0 CHA, +3 class skill, +2 racial)
Racial Modifiers +2 Craft (Alchemy), Perception, UMD

Traits
Mathematical Prodigy Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and Knowledge (engineering) is always a class skill for you.
Vagabond Child You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. You gain a +1 trait bonus on Escape Artist checks, and it is always a class skill for you.

Languages Common (Taldane), Aklo, Draconic, Gnome, Undercommon
SQ
Combat Gear Leather armor, light crossbow, 20 bolts, dagger, alchemic silver light mace, belt pouch (2), wooden holy symbol, flint & steel*, traveler's outfit, backpack*, alchemist's kit, formula book*, thieves' tools*, bedroll*, torch (5)*, rice paper (20 pcs)*, ink*, pen*, sack (2)*, trail rations (2 days)*, whetstone*, waterskin*, 0 pp, 33 gp, 5 sp, 3 cp. All items marked with asterisks are in his backpack. Total encumbrance: 35.0 lbs (medium load). Encumbrance without backpack: 26.0 lbs (light load).

SPECIAL ABILITIES

Favored Class: Alchemist +1 SR at L1

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.

Trapfinding: A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat.

Alkahest Bombs: A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.

Crypt Breaker’s Draught: Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness. This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery from Ultimate Magic).

Old Background:
Like any city its size, Clearvale-by-the-Lake is actually composed of many different communities, sharing space and occasionally overlapping. Most people only saw a fraction of them, and only recognized them by their outward signs--the factories of the industrial districts, surrounded by the crowded tenements where their workers and their families eked out a miserable and crowded existence; the larger houses of the merchants in the business districts; the great mansions of the nobility far upwind of the factories...but deep below the cobbled streets still more communities may be found, some not inhabited by humans....

The ratfolk matron looked somewhat askance at the patchy-furred creature brought before her. The pair of her grandchildren grooming her did not even register in her thoughts, so used was she to the constant crush of the warren. Who is he? Ah, yes. From his scent...what I can distinguish over his reagents...he is my fifteenth niece's second son, her get from that roving scavenger who came through here from Outside. It looks like she finally got him to stop chewing on his tail. "Ah, R!Kktik. So glad you could bestir yourself from your laboratory and join me. I have a task for you."

Whiskers twitching in poorly-suppressed annoyance, the young ratfolk leaned forward. "Whatever it is, it'd better be worth the interruption. I was just before validating Thule's synthesis of the lesser alkahest, and without me there to tend the reaction it'll probably have eaten the retort by the time I get back. Great-aunt." While keeping his attention on her, he began to reflexively groom one of the ratfolk pressed up next to him in the close confines of the warren.

His great-aunt sniffed. Well, at least he remembered who I was. "It is time you did more for your family's interests than putter around in that foul-smelling lab of yours." She cut him off before he could do more than open his mouth to protest. "You have that privilege because your family is wealthy. Well, some of our business interests in the City Above are threatened by...how do I put this? The travails of a human family. They are far too small to be respectable by our standards, of course." She paused to take a bit of cheese in one delicately clawed hand. "Take some, R!Kktik. It's quite good. Now, where was I? Ah, yes. The Dulapont family. We have done well over the years doing business with and through them, but now they're troubled by hauntings and the callowness of a younger scion. You should understand that last, R!Kktik. And don't look at me like that. The humans who do business with them are going elsewhere, away from them...and us. I am working to find us other connections to the City Above; I'm not that stupid. That takes time, though, and it would be faster if you would go and help them set things right. Use some of your vaunted intellect and skills outside of the warren." Where your 'experiments' won't threaten to bring down the walls, she thought to herself. "It will do you good to see the City Above, my dear boy. You'll come to appreciate what we have down here so much more. Oh, and keep your eyes and ears open for any new business opportunities. One can never have too many contacts among the humans."

Muttering to himself, the young alchemist left his overbearing great-aunt and pushed his way to his lab. The smell of hot stone and molten glass told the tale before he reached the place, and he chittered angrily at the cleanup that awaited him. He shrugged in a quick twitch. "She's right, but I don't have to like it. The humans are supposed to have some good alchemists; I might actually learn something from them." And after a hasty cleanup, he packed up his belongings and set out for the City Above.

History: