Shark

Rae Tikkase's page

2 posts. Organized Play character for Jeremy Packer.


About Rae Tikkase

Female Varisian Human Ice Chemist 1
CG Medium humanoid (human)
Init +2; Senses Perception +5

-----DEFENSE-----
AC 14, touch 12, flat-footed 12 (+2 Armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +1

-----OFFENSE-----
Speed 30 ft. (20 ft. with backpack)

Melee:
  • cold iron dagger +1 (1d4+1/19-20)
  • or improvised weapon +1 (varies)

Ranged:
  • cold iron dagger +2 (1d4+1/19-20)
  • or bomb +3 (1d6+4 cold + 5 splash damage)
  • or acid +3 (1d6+4 acid + 5 splash damage)
  • or splash weapon +3 (varies)
  • or improvised weapon +2 (varies)

Special Attack bombs (5/day, 1d6 cold damage [5 splash], Reflex DC 14), throw anything (+4 damage)
Alchemist Extracts Prepared (CL 1)

-----STATISTICS-----
Str 13, Dex 14, Con 12, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Brew Potion, Catch Off-Guard, Throw Anything, Vaporous Potion
Skills (ACP 0 or -3) Appraise +8, Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +3 or +6, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (religion) +5, Perception +5, Profession (brewer) +5, Spellcraft +8, Survival +5, Use Magic Device +3
Languages Celestial, Dwarven, Goblin, Hallit, Taldan, Varisian
SQ alchemy (+1 bonus), mutagen (10 minutes)
Traits ironfang survivor, monster scholar (knowledge [nature])

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:
  • Light up to 50 lbs
  • Medium 51 to 100 lbs
  • Heavy 101 to 150 lbs


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.
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 formulae 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 formulae 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.
[+1 bonus to Craft (alchemy) checks to create alchemical items]

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.
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 cold 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 cold damage on a direct hit, its splash damage would be 6 points of cold 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 as they level up. In place of an alchemist discovery, she can learn to create bombs that deal fire damage like normal alchemist bombs do, though she can’t apply discoveries that modify bombs to such fire bombs that she creates. An ice alchemist’s icy bombs can still be poisonous or create thick vapors similar to smoke, but she cannot apply the explosive or inferno bomb discoveries to them. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
[5/day, 1d6 cold damage, Reflex save DC 14]

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.
[10 minutes]

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.
[+4 damage to attacks with splash weapons]


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).
[knowledge (nature)]

BACKGROUND

Inspiration Image

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.
Rae and her companion eventually found themselves in Phaendar. Rae decided to stay. She liked the people there and she found work at the tavern as a barmaid again. She also began to practice the brewing she had learned and her brews were well received by the locals. For the last four years, she has grown to feel that she finally has a home like the one she lost in Purt.


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.