About Rae TikkaseFemale Varisian Human Ice Chemist 1
-----DEFENSE-----
-----OFFENSE-----
Melee:
Ranged:
Special Attack bombs (5/day, 1d6 cold damage [5 splash], Reflex DC 14), throw anything (+4 damage) Alchemist Extracts Prepared (CL 1)
-----STATISTICS-----
Combat Gear acid (4); Gear leather armor, cold iron dagger, artisan’s outfit, alchemy crafting kit (kit), common backpack (kit, see spoiler), belt pouch (kit), flint and steel (kit), hip flask, iron holy tankard of Cayden Cailean, waterskin (kit), 6 silver coins, 3 gold coins
backpack:
alchemical grease, bedroll (kit), formula book (see below), ink (kit), inkpen (kit), lamp, oil (3), mess kit (kit), common pot (kit), soap (kit), sunrods (4), torches (10, kit), trail rations (5, kit) [weight 26.5] Encumbrance Light (35 of 50); with backpack Medium (61.5 of 100) Capacity:
Formula Book:
Racial Abilities:
Bonus Feat: Humans select one extra feat at 1st level. [catch off-guard]
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Class Abilities:
Favored Class (alchemist): +1 hit point
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.
Icy 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.
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.
Traits:
Ironfang Survivor (campaign, Ironfang Invasion AP): Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Monster Scholar (basic [social]): Your study of monsters keeps you well informed. Choose either Knowledge (arcana), Knowledge (dungeoneering), or Knowledge (nature). Whenever you succeed at a Knowledge check to identify a creature and its special powers—or vulnerabilities—with the chosen skill, you gain one additional piece of useful information (as if your skill check result had been 5 higher).
BACKGROUND Backstory:
Rae grew up with her father in Purt. Her mother passed when she was young, but her home was always warm and welcoming. Her parents were both healers, her father having served as a medic in the militias. He continued the practice in Purt and when Rae became old enough, he began to teach her how to mix various reagents and herbs to produce the alchemical remedies he would make. He also encouraged her to learn as much as she could of the natural world, especially the creatures that lived in the wilds of Nirmathas.
Raids in Purt from bandits were a fact of life and like most people, Rae and her father picked up the pieces and moved on when they happened. One raid though, in 4702, ended it all for Rae. Her father’s shop, and their home was targeted and reduced to burning rubble. Her father was killed in the fire and Rae suffered burns from it while she tried to save him. After the raid, Rae packed up what she could find and left. For the next eight years Rae wandered Nirmathas in a dark mood. She worked odd jobs to get by but also continued to practice the alchemy her father taught her, though she focused more on the tools and weapons she could create than the remedies her father often made. At first in her practice of alchemy she struggled with her developing fear of fire, then she discovered a way to adapt her father’s formulas to produce freezing temperatures instead and she quickly became a skilled alchemist. In her wanderings, Rae would often seek comfort in taverns, which led both to her becoming a barmaid and eventually to the one person who would lift her dark mood. A chance encounter with an adventuring cleric of Cayden Cailean provided her first sight of the good in the world again. He showed her the true meaning of Cayden’s faith, good deeds lead to a good life, and eventually good companionship. She struggled with the thoughts, but he persisted and the two wandered together for another three years.
Physical Description:
Rae was a beauty in her prime, but the last fifteen years has taken its toll. Her thick red hair has stripes of white now, and her once soft skin has become rough and calloused from work. Often she raises her eyebrow in disapproval, usually at the foolishness of those she waits upon. Still, she smiles warmly and enjoys the genuine laughter she hears in the tavern.
Tall for a Varisian woman, Rae shares the well-tones figure common to her heritage. Her tough skin has an olive complexion, broken only by the burn scars on her face she has had since the trouble in Purt. She dresses in worn but sturdy clothes, suitable for working long hours, and she still wears the steel bracer her father gave her on her right wrist. At her hip, often behind her pouch of reagents and a small barrel of ale, she wears the iron tankard of Cayden Cailean to show her devotion to the Lucky Drunk. Personality:
As a young woman, Rae knew there was evil in the world but she tried to look on the bright side. To her the world was better with a sunny disposition. She only wanted to spend her days working with her father on the remedies people needed and reading the books he would collect on the natural world. Purt was never completely safe, but the people there would always endure. Then her father didn’t.
After the raid that took her father, Rae lost sight of the light. She took what she could find in the rumble of her home and left, but the memories haunted her and the darkness began to take over. At least until someone showed her the light once again. Rae now tries to keep sight of the good but sometimes struggles with her own darkness. Her experiences have left her with a good heart but a dark humor at times. The customers she deals with at the tavern can often be troublesome, but she tries to see it more as sport than anything else. She has a soft spot for refugees, especially women and children, as she remembers how she felt after she left Purt. |
